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Lets talk about SB

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This Post:
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262742.105 in reply to 262742.97
Date: 11/13/2014 7:40:40 AM
white snake
II.1
Overall Posts Rated:
72437243
Second Team:
Black Forest Boars
This is interesting. Can you go deeper in this one?.
I've been here (in the dark) for a while (maybe since S7-9 in globa forums) and I think I've missed when BB stated that. Or it's based on your research?

Unfortunately no BB stated this. That was with a player from my team (DR 17 + HA 9). Curretnly I'm waiting for another try to look at this. In Utopia I have a C who has almost every game an offensive foul. But the sample is to low. Currently I have one players with a lot of offense fouls. 15 fouls, six of these 15 are offense fouls (40% and 0,75 offense fouls/game). To my surprise, this time it's the other way round: HA twice as high as DR. So maybe it works both ways round.
Another thing occured to me: if you play a fast offense, do you have a higher possibility of offense fouls?

This Post:
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262742.107 in reply to 262742.104
Date: 11/13/2014 9:10:41 AM
Overall Posts Rated:
14901490
Thanks

This Post:
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262742.108 in reply to 262742.95
Date: 11/13/2014 9:45:13 AM
Overall Posts Rated:
32293229
I don't know for sure. ID makes it harder to find a shooting spot inside the paint (and maybe close around it). But the main problem is: how exactly works a steal attempt inside the paint? Only OD, even for bigs? A combination of OD and ID and OD is more important? Or is ID more important? I would go with OD>>ID. The reason is that I have two bigs with similar ID and SB. One of them has OD 1 and the other one a lot more. And the one with more OD gets a lot of more steals. So even if ID is necessary, it has a really small influence.


I think it's probably all OD (or maybe OD + handling). Much like the players with 0 career assists and FT made, I am pretty sure I've run across players with 0 (or very few) lifetime steals. I suppose we couldn't know for sure if any ID is required unless we did tests with low level guys who were drafted maybe with strong OD and bare minimum ID, and had them defend big men, and I doubt that's useful enough information to make the test worth doing anyhow.


This Post:
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262742.109 in reply to 262742.106
Date: 11/13/2014 10:00:22 AM
white snake
II.1
Overall Posts Rated:
72437243
Second Team:
Black Forest Boars
Point being~ We saw that open shots (or what we interpreted as such) can have lower fg% than guarded shots. We determined that team ratings (defense) of opponent impacted shooting % greatly, specifically unguarded shots.

Here I hope I understand your right. If not just say it.
Open shots (in the game viewer and also in mouthlinhos tool) have sometimes a lower fg% than defended shots. And you say now, that the "team defense" (OD and ID) is responsible for this. Correct?
If so, I agree. And I think I know why that's the case.
There is a very old post from Charles (I think it was saison 10) were he talked a little bit about the process of finding a shot. And in other posts he mentions how OD and SB works or how they should work in the GE. So the following is a summarize of the information.
We two play against each other. You choose a tactic, let's say Motion. For this tactic the GE has "bottem line FG%". I don't know how I should call it else. This FG% is important for every shot your players take. Your PG has the ball and starts the play. He finds a shooting place and the GE now compares his potential FG% for only this shot with the "bottom line FG%". For the GE it's important to take a good shot, which is above this bottom line. So let's say your PG has a potential FG% of 46.7%. Now, my PG comes to defend. His defense skills are extremly strong and he influences your player. The potential FG% drops from 46.7% to 29.3%. Now your player decides: shooting or passing! But how do you know if the pass is good? There is another calculation for passing, which is also influenced by OD ratings (OD+Stamina+ maybe sth else).
Now your PG has two options
1) he shoots with a potential FG% of 29.3%
2) he passes the ball to a player
Let's go further with 2). The pass is heavily disturbed by my def-PG but your PG finds your PF. But now your PF has a problem. The pass was bad and he finds himself in a bad shooting position. But he is free. Influeced by the bad pass of his PG and his own skills, his potential FG% is 25.6% in this shooting spot. The GE calls it an open play and your PF takes the shot. And you have an unguarded shot which is worser than a guarded one.
A higher PA from the PG would increase the FG% for this open shot. Everyone knows that OD got a boost in season 10, but almost everyone forgot that Charles switched from a "fast shooting GE" to a "slower and more passing relevant GE". I think you used mouthlinhos tool too. Did you see that almost every open shot which is made has an assist from a teammate? This assist/pass has a huge impact on the shot itself.

I read some of your post. I think you call it team defense rating. I don't call it that but I think we mean both the same. For you the team defense rating is a calculation of OD, ID, SB and Stamina, or? Because for me, these four skills are responsible for everything what happends during the time your team plays defense. So yes, maybe the name team defense is suitable.

In this case, once they shoot, wouldn't SB be a non-factor in the matchup, if the shot is open? Or are you disagreeing with this in your experience.

Yes, it's a non-factor here. The opponent is to far away to block the shot. So the shot is "open" but it doesn't mean it wasn't influenced by OD, ID and Stamina.


As far as SB goes, I believe it is a factor in team defense in two ways~
#1 I do believe it impacts team ID rating, and potentially alters opponent shot-selection
#2 I believe it is the primary help defense stat, and you can block shots of players you are not guarding, even in MtM

#1 yes, I think so to. And Charles said, that SB is a (small) part of the ID rating.
#2 here I have the same opinion. in m2m it occurs less than in zones, but it's still there. I would go with the following: "a help defense attempt is a SB attempt" (only here in the GE, not in real basketball)

From: rigno

This Post:
00
262742.111 in reply to 262742.104
Date: 11/17/2014 12:16:27 PM
Sea Urchins
III.13
Overall Posts Rated:
5454
Hi to everbody!

I try to find the right direction of my BB-adventure and I like the way you look at SB.
I read this and other threads. I wrote some BB-mail to Nachtmahr too. I wanna be a part of this family :D

It's the defense against the players. With OD and ID you try to minimize the possible FG% for your opponent. During this time, OD and ID are more important than SB. That's what most of the teams play. But as soon as your opponent decides to shoot, you need SB. So you have actually three ways here:
1) go with ID>SB: you try to defend the player and don't give him a good shooting spot, the block isn't your aim
2) go with ID=SB: The kind of players I prefer and also have.
3) go with SB>ID: you leave your opponent more room to shoot and your main target is to block his shot. I think that's a dangerous option, because you could end up with given more open shots to your opponent because of the lack of ID

[...]

Balance is everything.

I spent a lot of time thinking about ID and SB connection and I don't know if the lack of ID is a problem if you could block your opponent. Also if ID is not enought to avoid a shot, how the same level of SB could block it?

So, as all of you say, the opponent's IS goes against our defender's ID and this one "let him" shoot n fields goals attempts if ID=x.
Of course if ID=x-1 the opponent will shoot at least one more time: n+1. With ID=x+1 we'll see n-1 attempts or less. Or better we'll not see :)
Then our defender try to block that shot and if we have a similar level of SB we'll probably see the same % of shots blocked (because the same level of IS goes against the same level of SB) but more points against. Here a stupid example: 1 block every 4 attempts (=25%) and 6 pt but 2 blocks every 8 attempts (=25% again) and 12pt. And personal fouls could increase too (= more free throw attempts). Not good at all, but I don't think that with ID=x-1 the opponent is going to take 4 more attempts.
We can agree that more ID is better but ID is not cheaper than SB: 1 level of ID costs a little more than 2 levels of SB. It's true!
Now with ID=x-1 I have more space (both wage and potential) to give him 2 more level of SB and I have a player that will tend to block more shots. In the example he needs to produce 3 more blocks but I say I overrate the plus of shots.
With more SB our defender will be capable to block more shots and will commit less fouls even if his opponent try to face him more times. Again, he will tend to block but if he is capable to do that he will have more success and commits less fouls.

You are not fully convinced? Let me try one more time.
Less attempts, because of our defender's ID, mean less shots but the opponent could pass to another player for a similar attempt and maybe this one is facing to someone not good enought. So I want that opponent has to go again and again on my blockshoter turning all of his attacks into a sort of isolation. I convert his offensive tactics in patient (all the shot to only one man) and I know how to control him especially if this one is not the better opponent.

It make sense?

This Post:
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262742.112 in reply to 262742.111
Date: 11/17/2014 1:04:57 PM
Overall Posts Rated:
14901490
The way I understand it is that "team ID" will reduce the success probability of making open shots and "individual SB" will reduce the probability of making guarded shots. If you found a team on SB only, lacking OD or ID, you'll be very efficient in defending the guarded shots but also the number of open shots will go up (if you lack team OD) and their success percentages will go up (outside jump shots with low team OD and inside shots with low team ID).

So that tells you:
- (Team) OD is important regardless because stops passes and therefore open shots
- Between ID and SB it is unclear and we would need some data to make a decision. However, if the speculations above, on which we all seem to agree are correct, presumably the more OD you have the more relative value SB has over ID, because you will see less open shots and more guarded shots (saying relatively because the number of open shots might still be substantial). More correctly it is the balance between your own OD and the opponents ability to pass (Flow) that matters: if your OD>>opponent flow, SB is relatively more valuable; if your OD<opponent flow ID is relatively more valuable. I say relatively because we are not able to quantify the effects and have the absolute values.

Driving should enter the discussion too as that creates open shots too as I understand it.

At the moment there are too many variables we would need data on to have a definitive answer: (i.e. keeping tactics constant how many less open shots do you observe given team OD going from 9 to 10 or 10 to 11?; how much less likely are the open shots to succeed if the team OD or ID goes from 9 to 10 or 10 to 11?). The only data we can estimate somewhat (but it would still be not accurate enough) is how much more blocked shots you get from increased shot blocking. Nachtmar gave us an idea, but to have the full picture you need to quantify all these effects, not just the increased blocks.


Last edited by Lemonshine at 11/17/2014 1:09:52 PM

From: Nachtmahr

This Post:
11
262742.113 in reply to 262742.111
Date: 11/17/2014 1:18:40 PM
white snake
II.1
Overall Posts Rated:
72437243
Second Team:
Black Forest Boars
I spent a lot of time thinking about ID and SB connection and I don't know if the lack of ID is a problem if you could block your opponent. Also if ID is not enought to avoid a shot, how the same level of SB could block it?

Preventing a shot and blocking it are to different things. ID works against a couple of skills, the actual shooting position, the tactic etc. There are a lot of points which influence your player before he decides to take a shot. But SB will only work against the actual shot.

Then our defender try to block that shot and if we have a similar level of SB we'll probably see the same % of shots blocked (because the same level of IS goes against the same level of SB) but more points against. Here a stupid example: 1 block every 4 attempts (=25%) and 6 pt but 2 blocks every 8 attempts (=25% again) and 12pt. And personal fouls could increase too (= more free throw attempts). Not good at all, but I don't think that with ID=x-1 the opponent is going to take 4 more attempts.

You are missing a very important point here. SB alters shots. Your player could finish a game with 0 blks, but hold his opponent to 0-10 shots. The number of blocked shots isn't that important, it's the defensive benifit which counts. I have two bigs with a shot blocking ratio of 35%.
The first one has 5% shooting foul, 30% altered shots and 30% failed actions --> the opponent scored.
The second one has 0% shooting fouls, 53% altered shots and only 12% failed actions. You see, they have the same % of blocked shots but different impacts on my defense.

Now with ID=x-1 I have more space (both wage and potential) to give him 2 more level of SB and I have a player that will tend to block more shots. In the example he needs to produce 3 more blocks but I say I overrate the plus of shots.
With more SB our defender will be capable to block more shots and will commit less fouls even if his opponent try to face him more times. Again, he will tend to block but if he is capable to do that he will have more success and commits less fouls.

With less ID your player could end up defending less shots. He will be to slow/weak to defend his opponent which could result in open shots. It's true that your guy could block more shots if you give him +2 SB with -1 ID. But I would prefer a big which defends 15 shot attempts/game rather than one which only defends 10 shot/attempts/game.

This Post:
11
262742.114 in reply to 262742.113
Date: 11/17/2014 4:04:04 PM
Overall Posts Rated:
14901490
You are missing a very important point here. SB alters shots. Your player could finish a game with 0 blks, but hold his opponent to 0-10 shots.
Yeah in my post i didn't clarify this, but we agree that by successful individual shot defense, we all mean the opponent missing on a guarded shot, be it a block, an altered shot>miss or a straightforward guarded shot>miss (I'm not totally convinced that ID has no impact at all on this last case, it might be something like the impact of SB on the team ID rating, but I'm happy to go with Nachtmahr indications on this).

With less ID your player could end up defending less shots. He will be to slow/weak to defend his opponent which could result in open shots. It's true that your guy could block more shots if you give him +2 SB with -1 ID. But I would prefer a big which defends 15 shot attempts/game rather than one which only defends 10 shot/attempts/game.
This is the trade-off that would be interesting to measure at a given level of OD vs Flow. Then if we have a rough idea of how much an extra point in ID increases the successful defense (by reducing the unguarded shot overall number) and how much SB does the same (by reducing the FG% on guarded shots), we could have a much better idea of what builds are preferable. Granted, SB also gives a small contribution to reducing the number of unguarded shots too, trains probably faster, it's cheaper in the salary formula and it should become increasingly beneficial at higher OD levels.

One thing I noted is that even when OD is much higher than PA (like tremendous vs proficient in the B3) you still have high numbers of assists (like 20+). This could be explained with the fact that the open shots are less overall (compared to a prominent vs strong), but players hit them at a higher clip. It is slightly puzzling, though.

Last edited by Lemonshine at 11/17/2014 4:12:13 PM

This Post:
00
262742.115 in reply to 262742.112
Date: 11/17/2014 4:13:56 PM
Sea Urchins
III.13
Overall Posts Rated:
5454
Yeah OD and ID are the "first step" about defense. Without them... you see Lakers defense? :D
I don't want kill ID but I like to find a good compromise between ID and SB.

In fact my thought started after the decision to try the shot (OD+ID+Stamina have already worked), in particular a shot in the paint, and after that the opponent flow, contrasted by my OD, carry the ball into shooter's hands. This one doesn't pass the ball and believe that he has good chances to make 2 points. Here comes SB. Maybe SB is counted into the Inside Defense Ratings but it's another story.

As you say, if ID is high that shot (if taken) will be guarded or it will be a very difficult shot to do. If ID is not enought we'll see an open shot. SB is more useful with guarded shot because to block an open shot we need someone like Dhalsim!

With an X level of ID (helped by OD + Stamina) my defender allows 15 attempt for example and taking the Nachtmahr's data he will block or alter (same results=no points) 2/3 of the attempts. For 5 times the opponent will make point and/or will go to the line.
With the same opponent's IS and the same defender's SB but with less ID (helped by the same OD + Stamina) we'll see more attempts. I swear, I talk only 1 level less. Maybe my defender will fight against not 15 but 18 (21?) FGA. And he will blocks/alters always 2/3 of them: now the opponent will find the rim 6 (7?) times.
What I say is that 2 more levels of SB probably will work better and block/alter that 1 (2?) other shot(s).

Why this suicide?
Because the opponent team will give more attempt to that man (as I say above a sort of iso) taking away the same number of attempts from other guys. And I do this because my defender, that has more SB, know what he has to do. Like a trap!

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