![]() Pitchers with high Ground Ball % ratings tend to get more ground outs and double plays. Ground Ball % is a measure of how many balls hit off this pitcher are ground balls as compared to fly balls. A combination of a pitcher with a good Hold Runners rating and a catcher with a good arm can significantly reduce the chances of opponents attempting stolen bases. It is harder for runners on base to steal against pitchers who have high Hold Runners ratings. Hold Runners is a measure of a pitcher's ability to hold runners on base. The bare minimum endurance (now called Stamina) needed in order to start is 25 on a 1-100 scale, but most starters should have at least a 50. Pitchers with high Stamina ratings tend to be used as starting pitchers, while pitchers with low Stamina ratings tend to be used as relief pitchers. Tired pitchers are more likely to walk hitters or give up hits. Stamina is a measure of how many pitches a pitcher can throw before tiring. Velocity is factored into the overall Stuff rating, as well as the ratings of individual pitches. ![]() For example, a fastball relies heavily upon velocity, while a knuckleball does not. Velocity is important for certain pitches that are heavily dependent upon velocity. Velocity can change over time, with younger players typically gaining velocity as they fill out, and losing velocity due to age or injury. Velocity is not measured according to the standard rating system, but rather is measured in miles per hour. Velocity is a measure of how fast a pitcher throws. Pitchers with good Control ratings tend to walk fewer batters. Movement is calculated based on factors including ground ball %.Ĭontrol is a measure of a pitcher's accuracy. As a result, pitchers with high Movement ratings tend to give up fewer home runs. It is harder for batters to make good contact with pitches that have good movement. Movement is a measure of the movement on a pitcher's pitches. You can see the change in a pitcher's Stuff rating if you change the player's position from SP to MR and back. You get to decide how he provides the most useful fit for your team. ![]() This means that a pitcher with a strong fastball, a strong slider, and a weak changeup might make for an average starting pitcher but a great reliever. This bonus is heavily tied into the strength of a reliever's top two pitches, since relievers have much less incentive to mix in their weaker offerings. OOTP displays that bonus in the form of increased Stuff ratings. Relief pitchers receive a small bonus to stuff, to reflect the fact that batters get fewer looks at their pitches and have less of a chance to adjust to them. Stuff is calculated based on a combination of his individual pitch ratings and the velocity with which he throws. Think of it as essentially how a pitcher "puts it all together." Stuff directly affects the number of strikeouts a pitcher throws. Stuff is a measure of the quality of a pitcher's pitch repertoire. Pitching ratings are used by the game engine to determine the outcome of a pitch. There are also four additional ratings that do not have corresponding "potential" ratings: Stamina, Ground Ball %, Velocity, and Hold Runners. They are also available on the Scouting Reports page. Pitching ratings can be seen on the Player Profile, the Ratings page, or in any list of players using the Pitching Ratings view. (See Current vs Potential Ratings for more information on the distinction between the two.) Additionally, pitchers are rated for each individual pitch they can throw. Each of these has a matching potential rating. All players have a set of three basic batting ratings: Stuff, Movement, and Control.
0 Comments
Leave a Reply. |