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I will attempt to explain what the roster ratings, and the formulas used by the program to determine the game results. If you have any questions at all just throw them out in Discord and we'll help clear things up.

Player Value (PV):

Player value is simply "to give owners an idea of how good a player is regardless of position" and that's it. It's not used in any formulas, and is very easily over-inflated. Any player that is a KR/Pr, or has one high category rating with have a PV that can be misleading. It's better to look at a player's actual performance from that year to get an idea of how they will perform.

INJURY (INJ):

Any player with an INJ rating will miss approximately the same amount of games during the season. For example, a player with an INJ of 6 will miss 6 games.

TEAM RATINGS

These are located at the top of the roster page.

Run Def: 

The RUN rating is added to the opponent's rusher rating on every play. The lower the number, the better the defense.

SAT uses the following to calculate team run defense:

5 Key Defensive Linemen (2 DE + 2 DT + 1 Next Highest Rated DL)

5 Key Linebackers

Teams that do not have the required number of position players will have fewer players calculated in the final rating

For example, if you had only 1 DT and 5 DE available for a game SAT would use 2 DE + 1 DT + 1 Next Highest Rated DL for that game even thought the team has 6 total DL.

OL RUN:

Each rushers RAT is their individual rusher rating (SCR for QB) combined with the OL Run ratings. This calculated by using the RUN rating for 7 OL (1C+2G+2T+2OL). This means you'll need to make sure you have 7 haelthy OL for each season.

OL PASS:

Just like RUN, this is calculated using the same 7 OL PASS ratings. This rating is applied to the QB's HUR and SACK ratings.

PASS DEF:

The main PC% is similar to the RUN rating and is added to the opposing QB's completion percentage on all passing.

The LPD rating is the defense's ability to cover the long pass.

The number before the / is added to all medium-long passes, and the number after the / to all long passes.

This is on top of the PC% adjustment.

The LPD rating can also affect the yardage on all passing plays, depending on the defensive play called and the rating of the defense.

SAT uses the following to calculate Pass Defense:

5 Linebackers + 5 Defensive Backs (2 CB + 2 S + 1 Next Highest Rated DB)

SAT uses the following to calculate Long Pass Defense (LPD):

5 Defensive Backs (2 CB + 2 S + 1 Next Highest Rated DB)

The YDS rating is used after a completion to adjust the yards for the play.

A 5+ rated team will adjust yards up after a long pass completion and a 5- will adjust yards down. A exceptionally good defense can be rated 4-5-, in which case both medium-long and long passes are adjusted. Conversely, an exceptionally poor defense will be rated 4+5+

INT/SACK

The INT rating is subtracted from the QBs interception rating, so the higher this rating the better the team is at making interceptions.

The SACK rating adjusts the QBs sack chance - again the higher the number the higher the sack threat from the defense.

SAT uses the top 6 players from each position group (DL/LD/DB) to calculate this rating

PLAYER RATINGS:

PASSING:

Attemtps

The ATTs rating indicates the average number of pass attempts per the team's total games.

It is used by the AI to determine starters, but otherwise just for information.

It is not used to control passing attempts during a game - the double-coverage mechanism for receivers handles this.

Completion Percentage

There are 5 ratings (LPC to SPC) across a range of pass lengths (Long to Short).

These ratings combine both the pass percentage and the yards per completion statistics for the quarterback to capture both his skill and the types of passes he threw.

They are the base for each passing play's chance of completion, adjusted by the opposing defense and the intended receiver's skill.

Interceptions

The INT rating is the base chance of the pass being intercepted. If the 1-100 dice roll equals or exceeds this rating then the pass will be intercepted.

This rating will be adjusted for various factors during the game.

Hurries

Each quarterback is given a HUR rating which can be seen as a combination of the pass protection from his offensive line and his own ability to release the ball quickly in the pocket.

What happens after he is hurried is dependent on his SCR and SACK ratings:

If the 1-100 dice roll is less than or equal to his scramble (SCR) rating then he will scramble (run the football).

If the dice roll is higher than or equal to his SACK rating then he is sacked.

Otherwise he will be forced to throw to ball, but to a secondary receiver.

Red Zone

A quarterback's passing touchdown frequency is reflected in his RZP rating which is added to the completion percentage when inside the opponent's 20 yard line (the red zone).

RUNNING:

RPG

The RPG rating represents the average number of times he ran during each of the team's games in a season.

So a rating of 10 in a 14 game season represents 140 carries.

RAT

The RAT rating consists of a number, a letter and sometimes an *

The numerical rating ranges from 1 to 25 (best), with an average runner rated 12-13 and is used to determine the yardage of the run.

The letter represents a runner's short-yardage ability (inside the opponent's two yard line).

The best is a+, the worst is e.

Some runners have a * after the number portion of the rating indicating the ability to potentially “make something out of nothing”.

These runners can turn a potential no gain situation into a decent (4-23) yard play.

FUM

Running backs (only) have a fumble rating.

This is based on their actual fumbles during a season and, when available, is used instead of the team fumble rating.

LGR

The LGR rating represents the length of his longest run.

For example, a runner with a LGR of 4 will never run for more than 49 yards (unless through an unusual play result).

WH

The WH rating is used to determine the effectiveness of correct key on a runner.

The rating ranges from a to e.

An 'a' rated runner will have a 20% chance of being stopped for no gain on a correct key with a run defense.

An 'e' rated runner will have a 60% chance of being stopped for no gain with the same defense.

A runner's WH rating will automatically reduce once he exceeds his RPG rating during a game.

A WH=a runner will have his rating reduced by 1 after every 4th carry once he exceeds his RPG, a WH=b, after every 2nd carry, a WH=c after every carry, and a WH=d immediately drops to an e.

RECEIVING:

CPG

The CPG rating is similar to the RPG and indicates the average number of catches made in each of the team's games.

A split rating will mean that in 50% of the games the receiver will start with the lower rating, and in the other 50% he will start with the higher rating.

PRR

His PRR (Primary Receiver Rating) is used in a similar manner to the WH rating, and determines the effectiveness of double coverage, which increases the chance of an interception and reduced the pass completion % as well as the yards gained if the pass is still completed.

A highly rated PRR receiver will have lower DC effects as his season stats already reflect the fact that he was double-covered more than average.

As receivers exceed their CPG, their PRR rating will drop, and the effects of double coverage increase.

PCR

The pass catch rating PCR is a two-part rating which adjusts the pass completion %.

The number to the left of the '/' is used on short, medium short and medium passes.

The number to the right used is for medium-long and long passes.

Sometimes this number is followed by a +/- (in extreme cases a ++).

This indicates an adjustment to yards if the pass is completed.

In the example above, Jim Mitchell will have a negative yardage adjustments to long passes.

LGR

The LGR rating works in the same way as the rushing LGR where a receiver will never make a reception longer than his LGR.

So a LRG of 2 will indicate a maximum reception of 29 yards.

EAR

Receivers are rated for the end-around run and, if eligible, have a two part rating.

The letter part indicates the quality of the receiver, with an 'a' being the best and an 'e' the worst.

The numerical part indicates the number of runs by the receiver in the entire season.

<8 = reverts to ‘e’ rating after 1st run in a game; >8 reverts to “e” after the 2nd run in a game.

RZ (Receivers Only)

The RZ rating reflects his ability to catch touchdown passes.

This rating will either be blank, 4, 4+, or 4++.

The more plusses the better and this is used to adjust a quarterback's Red Zone rating.

SPECIAL TEAMS:

KR/PR

ATT

The ATT rating reflects their total returns (or in the case of punt returners returns and fair catches).

RAT

The yardage of the return is determined by their RAT.

Range is 1-15.

TD

The chance of an automatic TD reflected by their TD rating.

(e.g. a 1-3 TD rating will be an automatic touchdown on dice rolls of 1, 2, or 3)

LGR

The LGR rating is used in the same way as for runs and catches, reflecting a returners' longest return of the season.

FC (Punt Returners Only)

The FC rating is used to determine whether a punt is caught for a fair catch.

K/P

ATT

The ATT rating reflects their total field goals, or punts (FG# for Kickers).

XP

Kickers XP rating is the percentage chance that any extra-point kick will be successful.

RAT

Kickers FG rating is the percentage chance that a 35 yard field goal will be successful.

The formula for determining the success chance takes into account various factors including the era of the kicker.

Punters RAT determines the length of the punts and ranges from 1 to 15. The LG rating indicates the longest punt a punter can make.

LGR

The LNG represents a kicker's longest field goal of the season.

A FG attempt cannot be made if the length of the kick exceeds this rating + 2 yards.

In the last 2 minutes of a game when trailing by 3, 2 or 1 points or tied, an attempt can be made up to 3 yards longer than normal.

BLK

If a punter has a BLK rating, then if the 1st dice roll equals or exceeds this number then the punt is blocked.

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