FAQ
About Pure Baseball Ratings
Only a very few
PURE BASEBALL ratings are actually used in the game simulation. The ratings are
included in the game to help managers quickly and easily identify a player's
strengths and weaknesses. The actual statistics are what drives the game in most
cases. Example: A pitcher may have a 7.3 pitching rating, but his actual
statistics versus the type of batter (RH or LH hitter) he is facing, the
batter's statistics, the park effects, and other pertinent factors determine the
outcomes.
Exceptions: range rating, arm rating, and running speed
rating are used directly in determining the outcome of plays.
PURE BASEBALL awards ratings used in the game from a
mostly statistical point of view. Some ratings such as arm rating, running speed
and catcher's subjective rating will be arrived at with the use of subjective
judgments by the PURE BASEBALL staff. But for the most part we will rely on
statistical analysis to determine ratings. There are times when this approach
will fly in the face of conventional beliefs about specific player's abilities.
There are two reasons why a PURE BASEBALL rating
does not agree with the player's reputation for the baseball skill being
considered:
- The player had a season that was out of the
ordinary, or in the case of the REAL TIME game, he is in a slump relative to
that rating.
- The statistical analysis for the rating does not
agree with the player's reputation. It would be easy for us to yield to the
temptation of subjectively altering player's ratings based on hearsay. Most
baseball simulation games do this, to our knowledge. Besides being based on
subjective judgment, the ratings used in most simulation baseball games
rarely change from year to year unless the evidence suggesting a change is
overwhelming. PURE BASEBALL prefers to stick to our statistical analysis
methods. The formulas we use will be continuously updated and improved as
STATS INC., our statistical data provider, comes up with new and better ways
to gather data.
Over All Defensive Rating (ODR) is a
rating that attempts to give the gamer a snapshot of a player's defensive
prowess. The rating is not used in the game and is included as a guideline to
help managers make decisions on the relative talents of players. The formula for
arriving at ODR weighs several defensive skills for each position. The skills
considered are different for every position, just as the weighted values vary
from position to position. Example: Arm strength is more important and has a
higher weighted value for RF than for the other outfield positions.
Some Notes on specific ratings:
- Catcher's ratings. The toughest
position to rate in a simulation. So much depends on the pitching staff he
is catching! PURE BASEBALL has taken the position that it will take passed
ball statistics and stolen base statistics at face value. If in the future,
new statistical observations by STATS Inc. or new statistical analysis tools
are available, we will alter our approach to rating catchers. We have used
the subjective catcher's rating to alter some play results. Keep in mind
that the catcher's arm rating takes into account stolen base percentage
against and extra bases allowed on wild throws on steal attempts.
- First basemen's defensive ratings.
This is another nightmare as far as statistical analysis is concerned.
STATS, Inc. gives us ZONE ratings and we factor in assists per inning
adjusted by pitching staff factors (gb/fb rating and staff strike outs), but
there is no way to judge their ability to dig out bad throws. We hope to
have more statistical tools to work with in the future. Some first basemen
like JT Snow, Mark Grace and Wally Joyner are fairly ordinary fielders, if
their ability to help their fellow infielders by digging out low throws is
ignored.
- Hit and Run rating. Rather than
resort to subjective ratings, we used a unique formula to arrive at the hit
and run rating. There will be some players who don't often get used to hit
and run, who will have high ratings. The statistical analysis shows that
their specific talents would make them successful. Others who seemingly
"overcome" their inability to make contact when the play is not
on, will not be treated kindly by the formula. It would require an even
handily applied subjective analysis of all major league players in this
regard. PURE BASEBALL has chosen to avoid this course of action.
- Sacrifice Bunt rating: A great
deal of weight is given to the frequency with which the player sacrificed in
MLB. Some players known for their bunting ability will have lower than
expected ratings for this reason. This is a simulation and such must follow
fairly directly the actual MLB statistics. A player known for his power may
have an off season in the home run department. The simulation will not
increase his power output to reflect his potential. The PB simulation will
not award a player a high Sacrifice Bunt rating on the basis of subjective
knowledge of his ability to bunt.
- PB Value: Refers to the relative
value of players according to criteria set by PureBaseball staff. Offensive
players are rated by their OPS (sum of on base plus slugging percentage)
relative to their actual home park and the position they play. In addition
to OPS, the players GIDP, SB/CS, and other pertinent offensive measures are
factored in. Pitchers contributions are measured using OPS versus opposing
batters factored by park effects, ERA, SAVES, percentage of inherited
runners scored and many other factors. Defensive contributions are added to
both pitchers and position players.
- Pitching grade, Clutch grade: Pitching rating is a pitcher's ability to limit hits, walks, total bases--relative to his ballpark and league. Clutch rating factors in "results" like ERA, Save percentage and Inherited runners scored.
Therefore a pitcher with high grade and low clutch may have great hits allowed, hr allowed and walks allowed stats but pitches better with no one on base.
Conversely, a pitcher with high clutch and low grade does better with runners on base.
It should be noted that PURE BASEBALL will have two
basic kinds of leagues. The first is the traditional simulation league that uses
the previous season's stats on which to base outcomes. The other is the REAL
TIME leagues concept that uses current statistics updated weekly from STATS,
INC. The fact that we have both kinds of leagues impacts on our rating system.
We do not want to have a different rating system for both kinds of leagues. It
would be confusing and impractical. The REAL TIME concept demands current and
ever changing ratings. This could not be accomplished if the system depended on
extensive subjective judgments.