Post by eric on Apr 14, 2015 20:05:30 GMT -6
So for another project I'm working on I tabulated the last 231 completed skill camps. We only get output in the form of ratings, and some attributes affect more than one rating, but if we add up enough we might be able to get a feel for the functions involved, so here goes.
Overall there were 287 points of improvement over the 231 skill camps, each worth 5 points a piece, so the overall worth of an attribute point is 287 / (231 * 5) = .25 rating points. With 15 attributes and 5 ratings I would have guessed .33, but no. You need 3.36 rating points on average to see a grade change, so you would expect to see a grade change every 3.36 / .25 / 5 = 2.71 skill camps, so in a 231 skill camp sample we would expect 231 / 2.71 = 85 grade changes, and we in fact saw 81 so that's looking pretty good.
231 might sound like a lot but obviously the camps weren't randomly distributed:
Careful observers will not that there are only 229 camps listed here. This is because one Strength and one Quickness camp resulted in a grade improvement without an Attribute listed. Inside, Jump Shot, and Strength made up 64% of the upgrades done, and the sample size for the others are too small to take too seriously. We can however sum everything from "stealing" to "drive defense" under the meta-attribute "defense", as they all affect only the defense rating, and look at the bang for the buck figures for those four:
Either people had a terrible run of luck on their 32 defense upgrades, or (all) defensive upgrades are really poor return on investment. Strength appears to give about as much to defense PLUS inside scoring PLUS rebounding.
I'm going to tabulate reward camps too but because they're smaller and likely concentrated in the same areas I don't anticipate the conclusions changing much while I'm working on this project. Feedback welcome! :)
Overall there were 287 points of improvement over the 231 skill camps, each worth 5 points a piece, so the overall worth of an attribute point is 287 / (231 * 5) = .25 rating points. With 15 attributes and 5 ratings I would have guessed .33, but no. You need 3.36 rating points on average to see a grade change, so you would expect to see a grade change every 3.36 / .25 / 5 = 2.71 skill camps, so in a 231 skill camp sample we would expect 231 / 2.71 = 85 grade changes, and we in fact saw 81 so that's looking pretty good.
231 might sound like a lot but obviously the camps weren't randomly distributed:
n i o h d r attribute
41 59 0 0 0 0 inside scoring
62 0 74.5 0 0 0 jump shot
11 0 10.5 0 0 0 3 point shot
10 0 0 6.5 0 0 handling
12 0 0 6.5 6.5 0 quickness
8 0 0 16.5 0 0 passing
1 0 0 0 0 0 stealing
4 0 0 0 0 0 shot blocking
11 0 0 0 10.5 0 post defense
13 0 0 0 7 0 perimeter defense
3 0 0 0 0 0 drive defense
3 0 0 0 0 6.5 offensive rebounding
6 0 0 0 0 10.5 defensive rebounding
44 33 0 0 20.5 16.5 strength
0 0 0 0 0 0 jumping
Careful observers will not that there are only 229 camps listed here. This is because one Strength and one Quickness camp resulted in a grade improvement without an Attribute listed. Inside, Jump Shot, and Strength made up 64% of the upgrades done, and the sample size for the others are too small to take too seriously. We can however sum everything from "stealing" to "drive defense" under the meta-attribute "defense", as they all affect only the defense rating, and look at the bang for the buck figures for those four:
i o h d r all attribute
0.29 0.29 inside scoring
0.24 0.24 jump shot
0.11 0.11 defense
0.15 0.09 0.08 0.32 strength
Either people had a terrible run of luck on their 32 defense upgrades, or (all) defensive upgrades are really poor return on investment. Strength appears to give about as much to defense PLUS inside scoring PLUS rebounding.
I'm going to tabulate reward camps too but because they're smaller and likely concentrated in the same areas I don't anticipate the conclusions changing much while I'm working on this project. Feedback welcome! :)