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Post by davehibb on Jan 10, 2018 9:35:57 GMT -5
Rob contacted me recently (he just can't get enough of his 2nd favourite Brit! Screw you Nick, you're 3rd now after Simon and me!), to see if I could redo the old Static Bars piece I did a few years ago, to help people come draft time but alas it seems to be lost to posterity and I just don't have the time to put something like that together again at the moment.
However, a few months back, I did try to collate some notes on drafting for myself from discussions on here and the old drafting info over at FOFC. Now I'm not claiming this guide is gospel or even that what's in it is entirely accurate but in the spirit of sharing, I thought I'd post it up. Hopefully it'll encourage some discussion and those more knowledgeable than I can add to it. I'm always willing to learn.
I've used this guide for my last 3 drafts (2 in the NAFL and 1 here) and whilst the first one in the NAFL was the one I actually had the most time to prepare for and the one which I took most care in adhering to these notes, i think I did okay with my picks in the 2 drafts that followed.
That first draft in the NAFL yielded the DROY who was also the 1st team SLB and a 3rd round CB who was 1st team CB too, not to mention a Super Bowl (which we lost... again...) run with a 30 rated QB and 40 rated RB, TE & WRs, in a season that was supposed to be year 1 of a rebuild. Go figure.
You can find my notes in the post below this one and then I'll do a further post of who I took and why and then a 3rd post with a bit of analysis... The 3rd post might is the only one I haven't got down yet, so no promises when that might be but hopefully it'll be soon.
Enjoy!
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Post by davehibb on Jan 10, 2018 9:36:11 GMT -5
Quarterbacks
Sense Rush - Not as important as it was but for me this bar is still the king. In the draft, as a static, it can be accurately viewed. This bar is a key aspect of pass protection. Sacks disrupt drives and risk fumbles.
Avoid Interceptions - One of the hidden bars. Right in the same ball park as Sense Rush in terms of importance, but we can only estimate how high this bar is using solecismic (high is good) and intelligence (low is good). Of course there is no guarantee the combine we are looking at as accurate. A Quarterbacks overall rating also has a correlation with avoid interceptions, but there are always outliers.
Accuracy - This bar is said to add YAC. In statistical testing in FOF7, it was found to be quite a powerful force. I can only presume that hasn't changed, but don't know for sure.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Sol - Avoid Ints, Read Defence and Sense Rush. Baseline is 28. Do not want to be drafting a QB with less than 28 Sol, unless his Intel is VERY LOW.
Bench - Long & Deep Passes. Constraint is 10.
Agility - Screen & Short Passes. Constraint is 7.80.
Pos Drill - Accuracy & Timing. I consider this to be as important as the above. Baseline 65?
Broad Jump - Medium Passing & Two Minute Drill. Constraint (105) 8'6"?
Dash - Scramble Frequency. Baseline 4.84
MalcPow's old notes - Sill relevant?
- Dash is least important combine.
- NEVER draft a QB with less than 10 Bench.
- Masking... Players that are being heavily masked as QBs often have high bars in certain attributes or certain paired attributes. Masked QBs, especially quality guys, will almost always have high sense rush coupled with a high long passing bar or a pair of high bars in the following combinations: med/timing, short/acc, 3rd/two min, and deep/read. No combine guys are more likely to be masked in this way.
-Look for outliers, guys with a bench >17 or bjump>117 should jump out at you anyway (because they'll likely have great other scores), but every once in awhile you can grab a steal.
-Be very wary of guys with even one score outside the constraints of a bucket you think he might be in (unless it's dash). It's simply a bad sign, and unless you really feel pressed to roll the dice, it's best to stay away.
Running Backs
Hole Recognition - This bar is the driving force in how talented a RB is in terms of gaining yardage, highest correlation with ypc.
Endurance - If you have a stud back you want to him to be in the game rather than on the sideline.
Avoid fumbles - Important, seems to be tied pretty closely to overall ability.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Broad Jump - Endurance & Route Running. Baseline is (114) 9"6'?
Dash - Breakaway Speed & Speed to outside. Static Bars, so a good tell if higher than expected. Baseline 4.65.
Agility - Elusiveness, Avoid Drops & 3rd Down. Not sure why this is SO important? Linked to overall? I'm not a big Elusiveness fan. Baseline is 7.35.
Pos Drill - Blitz Pickup & Route Running. Again, not sure why this is SO important. Blitz Pickup linked to overall? Baseline is 17.
Sol - Hole Recognition & Route Running. Surely this is more important than Agility & Pos Drill? Constraint is 13.
Bench - Power Inside & 3rd Down. Baseline is 15.
MalcPow's old notes - Sill relevant?
-Some bars (especially ones more intuitively associated with purely physical skills) seem to (almost?) never be masked. With RBs, breakaway/power inside/speed to the outside seem to be those kinds of ratings. If they're high and other bars are low, you might have something. I usually go looking for high speed to the outside guys in FA that have a high breakaway bar as well.
-RBs are kind of tough to be honest. I've seen good players with position scores and bjumps below the constraints here.
-Masking: I'll note this with WRs/TEs as well, but it seems the mask pairs for receving skills are GD/End and RR/ST. If you see some high bar pairs there and other reasons to be optimistic, it's a very good sign.
-Blitz pickup... there might be something here as well. Linked to overall ability rating?
Full Backs
I only carry one that has high ST. Any blocking skills a bonus.
Wide Receiver AND Tight End.
TEs don't show up much in blocking so I am happy to lump these positions together.
Route Running - I suspect it is more important now in FOF8 as the impact of endurance has fallen off and DC seems less useful (this countered high WR RR strongly in FOF7). Plus there are probably other positive effects from high route running.
Getting downfield - YAC, specifically making that initial break.
Big Play Receiving - YAC, how far the receiver can take it after the initial break. Also the players ability to separate and catch deep balls.
Endurance - Not as important as it used to be. You can work around endurance now by excessively targeting receivers in the formations they are able to play in. Still, that can be countered by DC, so it just about makes the list.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Dash - Big Play Receiving & Avoid Drops. Obvious one for both positions. Baseline TE 4.78. Basline WR 4.51.
Agility - Avoid Drops. Not sold on this being important at all UNLESS IT STILL CORRELATES TO GETTING DOWNFIELD???. Baseline TE 7.75. Baseline WR 7.20.
Pos Drill - Avoid Drops & Adjust To Ball. Again Not sold at all on this. Linked to overall rating maybe? Baseline TE 32 & WR 42.
Sol - Splits into Route Running & Adjust To Ball. Surely this is right up there with Dash!? Baseline TE 15 & WR 10.
Bench - Courage. Not important. Baseline TE 16 & WR 11.
Broad Jump - 3rd Down & Run Block on TE, Returns on WR. Baseline TE (102) 8'6" & WR (114) 9'6"
MalcPow's old notes - Sill relevant?
-Big Play. It's a great check. You can have some pretty good receivers with low big play, but you'll also note they usually had a dash score within the constraints commensurate with their overall talent.
-Blocking Strength on TE. Static and an Indicator if higher than expected.
-Basically, don't draft a WR with a dash over 4.51 or TE 4.78.
-Masking. Same receiving pairs noted above. Basically you're looking for GD/End and RR/ST coupled with a high Big Play. Adjst, 3rd, Courage, and Avoid can all be single high bars along with a high Big Play as well. Look for these patterns and use other data to draw conclusions.
O Line
Are you a running or passing team? Weight your lineman accordingly.
Run Blocking - Yes it is a passing league but this bar drives the running game, with the help of a RB of course. The passing game on the other hand has more variables, a Quarterbacks and Receivers. Plus pass blockings importance is diluted by the Sense Rush bar.
Pass Blocking - But yeah, still clearly the second most important bar for a lineman in my opinion*.
LT - Anchors the pass blocking now apparently. So presumably a higher rating than the rest of the line in the pass protection equation. I guess if it came to the crunch I would go PB over RB for LT.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Bench - Blocking Strength. Baseline OG 27 OT 28 OC 21.
Dash - Run Blocking. More important for OC and maybe OG & RT? Constraint OC 5.31 OG & OT 5.27.
Agility - Pass Blocking. As above, look for superior PB on LT. Baseline OC 8.00 OG 7.90 OT 7.80.
Sol - Linked to Intelligence. Dumb linemen commit more penalties. Stay away from low Sol guys? Baseline OC 13 OG 11 OT 9.
Broad Jump - Endurance. Baseline OC 86 OG 88 OT 90.
Pos Drill - Not needed.
MalcPow's old notes - Sill relevant?
-Blocking strength is one of those not really masked bars. Look for a strong man to keep you warm.
-Masking. Common mask seems to be a single high blocking strength bar with lower run, pass, and end bars. Another one seems to be all bars except pass blocking high. Again, look for this stuff and use other data to draw conclusions.
-Look for the outliers in dash and agil. I keep an eye out at all times for a sub 5 dash and an agil in the 7.4s. Usually these guys are obvious studs, sometimes you get a steal.
Punter
Pick one up in FA. Dash is all that is important (kicking strength).
Kickers
Kicking Power - Kicks are missed more often on distance than accuracy in this game. Dash.
Kickoff Distance - Little evidence of hang time doing much, this bar certainly puts the ball further down the field. Bench (split into KO distance & hang time).
4-3 DE
Pass Rush Technique - Critical bar for determining if an edge rusher gets to the QB.
Endurance - DE is sensitive to endurance.
Run Defense - In third place and not absolutely critical in this position, but still nice to see.
3-4 DE
Run Defense - I see this position as half way between the 4-3 DE and DT, so RD is important.
Pass Rush Strength and Pass Rush Technique - Both these bars appear pretty important for this position.
Endurance - Needs a big bar to stay on the field.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Dash - Pash Rush Technique. Baseline 4.85
Bench - Pash Rush Strength & Punishing Hitting. Baseline 27.
Agility - Run Defence. Baseline 7.60
Broad Jump - Endurance. Baseline (106) 8'10"?
Sol - Linked to Intelligence. Dumb linemen commit more penalties. Stay away from low Sol guys? Baseline 9.
Pos Drill - Not needed.
MalcPow's old notes - Sill relevant?
-I've started looking for agil outliers lately and have had some real success. Every few draft classes you'll see a <7.12 guy who isn't a clear stud.
-Masking. Rush strength and punishing hitter seem to be the physical skills that are seldom masked. Look for a guy with big bars in both and check the other data points. Another common mask seems to be all high bars and a low PR Tech bar.
4-3 DT/3-4 NT
Run Defense - Key role in defending the run.
Endurance - Extremely sensitive to endurance. A stud without endurance will not see the field much.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Agility - Run Defence. Baseline 7.80
Bench - Pash Rush Strength & Punishing Hitting. Baseline 28.
Broad Jump - Endurance. Baseline (106) 8'10"?
Dash - Pash Rush Technique. Baseline 4.85
Sol - Linked to Intelligence. Dumb linemen commit more penalties. Stay away from low Sol guys? Baseline 9.
Pos Drill - Not needed.
MalcPow's old notes - Sill relevant?
-I've started looking for agil outliers lately and have had some real success. Every few draft classes you'll see a <7.12 guy who isn't a clear stud.
-Masking. Rush strength and punishing hitter seem to be the physical skills that are seldom masked. Look for a guy with big bars in both and check the other data points. Another common mask seems to be all high bars and a low PR Tech bar.
4-3 MLB/3-4 SILB WILB
Run Defense - In my opinion the no.1 position associated with defending the run. Pass defense and endurance is nice and all, but for me this bar is the absolute must. Will be asked to rush the passer in the 3-4, rushing from an interior position would require both passing rushing bars to be elite.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Agility - Run Defense & Bump N Run. Baseline 7.60
Bench - Pas Rush Strength & Punishing Hitter. Baseline 21.
Broad Jump - Man To Man & Bump N Run. Baseline (107) 8'11".
Pos Drill - Zone & Interceptions. Baseline 27.
Sol - Play Diagnosis. Also linked to Intelligence? Low Intel = more penalties. Baseline 15.
Dash - Pass Rush Technique. Unimportant for a 43 ILB. Baseline 4.86.
MalcPow's old notes - Sill relevant?
-Seems like dash can be slower than the constraints, but I'd still look to that score for stud material.
-The Pos score is a little wacky. You'll never see an actual draft class guy with a 50, because you'll never see an LB with maxed ratings in Man and Zone coverage, Interceptions, stuff like that. (LBs max at ~75ish or something there.) You also won't see a ton of guys over that magic 27 bottom constraint, even clearly good players come in beneath there sometimes. So take it for what it's worth. I basically just assume that a guy a less than 27 pos score probably won't be much use as a coverage guy, but he'll still have some value.
-Rush strength and punishing hitter. Look for those high bars and other data points for some good guys.
4-3 OLB
Very much an all rounder. I would be looking for a player who can defend the pass and the run. Also a positive to have some pass rushing skills, Pass Rush Technique in particular. I feel more comfortable with a high rated stud here, where as at ILB I am okay with a run stuffer if need be.
3-4 OLB
As per the 4-3 OLBs you really want an all rounder here. More emphasis on blitzing, so perhaps even more the case. From my experience OLBs make more successful pass rushers than ILBs. Pass Rush Technique is pretty critical, but as we can't pick and choose who blitzes I really would want to see a high overall player here who can do it all.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Agility - Run Defense & Bump N Run. Baseline 7.40
Bench - Pas Rush Strength & Punishing Hitter. Baseline 18.
Broad Jump - Man To Man & Bump N Run. Baseline (108) 9'00".
Pos Drill - Zone & Interceptions. Baseline 22.
Sol - Play Diagnosis. Also linked to Intelligence? Low Intel = more penalties. Baseline 13.
Dash - Pass Rush Technique. More important for 43 OLB. Crucial for 3-4 OLB. Baseline 4.71.
MalcPow's old notes - Sill relevant?
-The Pos score is a little wacky. You'll never see an actual draft class guy with a 50, because you'll never see an LB with maxed ratings in Man and Zone coverage, Interceptions, stuff like that. (LBs max at ~75ish or something there.) You also won't see a ton of guys over that magic 27 bottom constraint, even clearly good players come in beneath there sometimes. So take it for what it's worth. I basically just assume that a guy a less than 27 pos score probably won't be much use as a coverage guy, but he'll still have some value.
-Masking. Paired masks for coverages appear to be Man/End and Zone/ST. Punishing Hitter also seems to be one of those physical high bars. I look for guys with a high Pun and Int bar, or high Pun and one of those mask pairs.
-Rush strength and punishing hitter. Look for those high bars and other data points for some good guys.
Cornerback
What coverages do you play most of? I am seeing a lot of Cover 1 and 2 out there so Man to Man appears to be a critical bar. Although I wouldn't be surprised if the other pass coverage bars factored in somewhat even when playing under a Man to Man label on the logs. Press defenses feature Bump N Run.
Interceptions - Turnovers, especially with big returns are game changers.
NCB - Labelled as playing more Zone. I would suggest favouring this coverage at this position.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Bench - Bump N Run & Punishing Hitter. Constraint 12.
Dash - Man To Man & Zone. Constraint 4.52
Agility - Run Defense & Bump N Run. Constraint 7.20
Pos Drill - Interceptions & Zone. Constraint 37.
Sol - Play Diagnosis. Also linked to Intelligence? Low Intel = more penalties. Baseline 12.
Broad Jump - Returns only. Constraint (114) 9'6".
MalcPow's old notes - Sill relevant?
-Masking. Paired masks for coverages appear to be Man/End and Zone/ST. Punishing Hitter also seems to be one of those physical high bars. I look for guys with a high Pun and Int bar, or high Pun and one of those mask pairs.
-Agil seems to be one of those scores that can be crappy for a quality guy, but not a stud.
-I'm partial to the fast guys, but really the guys with the knockout dash scores don't come along that often. And when they do, they're megastud guys at the top of a draft.
Strong Safety
Run Defense - Significant factor in defending the run. The SS is reported as playing zone most of the time , but also plays other coverages. Interceptions.
Free Safety
Zone - The FS plays zone almost always. Interceptions.
Most Important Combines - According to Ben's Testing.
Baseline/Constraints are MINIMUMS you want to look for in a 'GOOD' (50+) player.
Agility - Run Defense & Bump N Run. Constraint 7.35
Bench - Bump N Run & Punishing Hitter. Constraint 15.
Dash - Man To Man & Zone. Constraint 4.59
Pos Drill - Interceptions & Zone. Constraint 37.
Sol - Play Diagnosis. Also linked to Intelligence? Low Intel = more penalties. Baseline 15.
Broad Jump - Returns only. Constraint (110) 9'2".
MalcPow's old notes - Sill relevant?
-Masking. Paired masks for coverages appear to be Man/End and Zone/ST. Punishing Hitter also seems to be one of those physical high bars. I look for guys with a high Pun and Int bar, or high Pun and one of those mask pairs.
-Agil seems to be one of those scores that can be crappy for a quality guy, but not a stud.
-I'm partial to the fast guys, but really the guys with the knockout dash scores don't come along that often. And when they do, they're megastud guys at the top of a draft.
Notes on drafting at 39 and draft strategies:
OC Scouting and DC Scouting determine accuracy of bars. This is obviously a big deal. HC interviews determines the accuracy of the interview label, VO/VU stuff, so if your HC is crap in this area you can pretty much ignore it! OC and DC interviews determines the width of the bars you see post interview - also very important.
Combine thresholds/baselines/constraints. For some daft reason you don't want to go below a certain level of combines in an ideal world - even if the bar in question doesn't matter. It increases the likelihood the player is duff. It doesn't mean he definitely is duff, but it increases the chances quite a bit. I tend to stay away from these guys. There is a chart on FOFC, anyone have a link to hand? There are an over proportionate number of players with combines right on the threshold figure (which is somewhere between green and black, about 33% of max roughly).
It isn't about good statics, so much as do the statics match up to the combines I am seeing/or ideally are even better than the combines. You want to be seeing guys with good bars - in bars that are important, and then reinforce this by seeing statics that make you think the picture you are seeing is believable.
Murray seems a good example to run through at 3.18, I was high on him. Rob text insulted me when I took him. Here is why I took him....
PRT is a key bar, it was maxed. Run defense was higher than it should of been according to the combine, but 7.60 is the run defense threshold. Combines on the threshold are often "false", in that the players ability relating to that combine is better. His 27 bench (again right on the threshold) was represented in the size of the statics bars. Punishing hitter does nothing in my opinion, so I was pleased to see pass rush strength being maxed - PRS + PH = bench. I saw great bars, bars that looked ideal for a 4-3 DE. Maxed pass rush with reasonable END and RD. Statics said yes, this guy is as advertised. At 3.18 I am all over that.
At 1.31 I was less certain about Battle. I really liked Michel, and I got U which I believed as my HC interviews exceptionally well. I didn't interview Battle. I value BPR pretty highly so figured Michel could never be what I really wanted. Big dilemma. Battle's combines did match his bars pretty well, his maxed BPR swayed me. He ran 4.38, it appeared likely that he was as advertised.
Much the same pattern all the way down my draft, good bars backed up by the combine/static relationship, over the threshold. I hate drafting DBs, as I can't use the static as the bench is half static, half non static. The non static could be false. I just draft over threshold guys with good bars late, got pretty lucky the last couple of years doing that.
With the 39 setting I always go bars first (I look at the statics) and then combines. Playing in 8 leagues I hit around 90% of the time in rounds 1-3 in just about every league I'm in. By hitting I'm referring to players that are 50+ ratings.
If the 39 setting is anything in FOF8 like it was in FOF7, then bars are king. Combines don't play as much of a factor. Of course if the bars and combines match up...bonus. If the bars look great and the combines not so much, the player still has an above average chance of being a solid starter. I rarely saw a player with great combines and bad bars become anything.
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Post by davehibb on Jan 10, 2018 9:36:22 GMT -5
Draft Time - NAFL Texans 20461.13 OLB Nick McElroy
Sol - 22 Dash - 4.57 Bench - 24 Agility - 7.33 BJump - 9'9" Pos - 35 Notes: All bars apart from ST coming out as 65+ to max and ST is also above average at 51-74. Many of them way above combines, including static bars, so they should all be true. Should be an all round stud OLB.
1.29 ILB Dean Churchill
Sol - 45 Dash - 4.68 Bench - 28 Agility - 7.46 BJump - 9'4" Pos - 42 Notes: Good combines and bars to match. Should be as advertised, a good to very good LB. Possibly move to WLB.
1.30 CB Sammie Holmes
Sol - 19 Dash - 4.52 Bench - 12 Agility - 7.14 BJump - 9'1" Pos - 43 Notes: Bars massively outperform combines INCLUDING statics, which is key when drafting at 39 as it means that the bars should be true and the combines false. Concern over the M2M bar as it is showing 0-23. HOWEVER the DASH combine is on the CONSTRAINT of 4.52 for CBs and some combines right on the constraint can be false, so hoping the M2M bar is masked and should pop up as high as the ZONE and other bars. Could move to SS, especially if M2M bar doesn't pop as expected. Also note that BJump is under the constraint for CBs but it only goes towards return skills so hopefully won't matter.
2.5 OG Gerald Newhart
Sol - 25 Dash - 5.06 Bench - 27 Agility - 7.61 BJump - 8'4" Notes: Above average bars and combines seem to match up. Should be a solid starting guard as advertised. Possibly explore a switch to LT?
2.12 OT Wyatt Sloane
Sol - 44 Dash - 5.27 Bench - 38 Agility - 7.56 BJump - 7'2" Notes: Good bench and agility combines and the bars match and maybe exceed the scores, which is a good sign. The dash score is right on the constraint, so can be a wildcard/masked, so with the bar for run blocking being high, hopefully it holds too. Slight concern that BJump is below the constraint but the endurance bar is higher than expected for the score, so hopefully that holds as well. If everything pans out, a good starting tackle. Or will that below constraint score nerf things?
3.11 CB Norm Briseno
Sol - 30 Dash - 4.52 Bench - 14 Agility - 7.14 BJump - 8'10" Pos - 39 Notes: Statics and some other bars showing well above combines, which is a good sign. Again, the Dash score is right on the constraint for CBs so can be false, so hopefully this time it's the ZONE bar that catches up to the M2M. Again the BJump score is below constraint but only relates to return skills, so hopefully won't affect things. If the bars hold then this is a real sleeper pic. Especially if Zone pops too!
3.31 OT Shannon Mills
Sol - 30 Dash - 5.27 Bench - 31 Agility - 7.80 BJump - 8'1" Notes: This is a bit of a leap of faith! The blocking strength seems to be better than the combine, which is a good sign. Both the RB and PB bars are at the same level and both combines are bang on the constraint for OTs and as such could be false and the bars could pop higher, given that the BS bar exceeds the combine expectations. That's the theory anyway. we'll see how we do. If everything works out, we have another starting OT.
4.10 OC Leo Kehl
Sol - 28 Dash - 5.08 Bench - 26 Agility - 7.88 BJump - 8'9" Notes: Good combines and the bars seem to match up, so he should be as advertised and a future starting center. General notes - DC is better scout than OC so what I am seeing in terms of bars on the offensive guys might not be as accurate. *I will add the Pre-TC cards for these guys a little later and them their cards going into season 2 in the analysis section. This is why I don't do articles and stuff like this anymore. I can never remember or be arsed to take screenies and stuff but I know I have these ones saved.
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Post by davehibb on Jan 10, 2018 9:36:34 GMT -5
Reserved 3.
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Post by Nick on Jan 10, 2018 10:55:41 GMT -5
Rob contacted me recently (he just can't get enough of his 2nd favourite Brit! Screw you Nick, you're 3rd now after Simon and me!)I am pretty sure it was me first, then Simon, then Dave's plural. Although I have had a few pretty insulting private messages after recent superbowls, so his list may well of changed now. Great post btw.
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Post by Nick on Jan 10, 2018 11:04:40 GMT -5
We better make a backup copy of this Rob. Pretty golden draft guide here.
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Post by Nick on Jan 10, 2018 11:08:31 GMT -5
The constraints are not absolute now. But still a clear mark that improve your chances.
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Post by davehibb on Jan 10, 2018 11:28:04 GMT -5
There's a few things that I'll pick up on when I go over the guys I drafted and the reasons why in the analysis bit. There's a couple of things I think I learned that we can discuss and then go back and update the guide with.
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Post by davehibb on Jan 10, 2018 11:40:09 GMT -5
Post 3 updated - I'll add the player cards later tonight all being well.
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Post by Hooper on Jan 10, 2018 13:33:29 GMT -5
Rob contacted me recently (he just can't get enough of his 2nd favourite Brit! Screw you Nick, you're 3rd now after Simon and me!)I am pretty sure it was me first, then Simon, then Dave's plural. Although I have had a few pretty insulting private messages after recent superbowls, so his list may well of changed now. Great post btw. Isn't a top 3 Brit list kinda subjective? Like it's his top 3 Brits, but bottom 3 people.
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Post by KO on Jan 10, 2018 14:33:41 GMT -5
Isn't intelligence revealed only after draft now? I seem to recall that being a source of major confusion in FOF8 since you could no longer really get a read on Avoid Int without having that measure.
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Post by ezlee2 on Jan 10, 2018 15:41:26 GMT -5
Rob contacted me recently (he just can't get enough of his 2nd favourite Brit! Screw you Nick, you're 3rd now after Simon and me!)I am pretty sure it was me first, then Simon, then Dave's plural. Although I have had a few pretty insulting private messages after recent superbowls, so his list may well of changed now.Great post btw. #truestory
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Post by davehibb on Jan 11, 2018 4:01:50 GMT -5
Isn't intelligence revealed only after draft now? I seem to recall that being a source of major confusion in FOF8 since you could no longer really get a read on Avoid Int without having that measure. Yep that's the case now, which sucks when trying to evaluate QBs, RBs, TEs and WRs especially, as you don't get that extra bit of insight into Avoid Ints and Route Running like before. As I rule of thumb now, I do shy away from low Sol score guys in general, since Nick's testing seemed to imply that low Sol guys might also be more apt to commit penalties due to their intelligence score, in terms of linemen and defense etc. too.
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Post by davehibb on Jan 11, 2018 4:07:19 GMT -5
Images uploaded in post 3.
Hopefully I'll get the analysis bit and end of year pics done by the weekend but here's some spoilers... We had a mixed bag in terms of the linemen we took, the 3rd round guy I thought was a sleeper, definitely was and I have some thoughts regarding guys who's scores are right on the constraints, to name but a few.
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Post by Nick on Jan 11, 2018 6:47:10 GMT -5
Isn't intelligence revealed only after draft now? I seem to recall that being a source of major confusion in FOF8 since you could no longer really get a read on Avoid Int without having that measure. Yep that's the case now, which sucks when trying to evaluate QBs, RBs, TEs and WRs especially, as you don't get that extra bit of insight into Avoid Ints and Route Running like before. As I rule of thumb now, I do shy away from low Sol score guys in general, since Nick's testing seemed to imply that low Sol guys might also be more apt to commit penalties due to their intelligence score, in terms of linemen and defense etc. too. You can take a punt on working out intelligence by looking at the bar. Only a punt as you are presuming it is accurate. Say you got 2 24 SOL WRs, one high RR and one low RR. The low RR one will usually be smarter. But you would rather have the RR at that position. You can follow line of thinking on some positions. Intelligence 100% effects penalties. Some positions being more likely to commit than others.
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