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batting average def

batting average def - win

I ran a mega tournament featuring every Mariners team ever! [long post warning]

Somewhat inspired by the stream that OOTP did with Brett Phillips where they played a tournament with all the teams he had played on, I decided to do a mega tournament featuring every Mariners team from their 43 seasons, not including 2020. I wanted to include 2020 but I couldn’t figure out how to add a current-year, real world team to a fictional league. If anyone can help me figure that out, that would be dope
Anyway, here’s the set-up. One sub-league, one division, all 43 teams in the division. Each team plays 3 home games and 3 away games against each of the other teams. This “regular season” is done only for seeding purposes as every team will make the “playoffs.” Injuries, player development, and all transactions are turned off. After the regular season, a 43-team tournament will be played to determine the champion. Every round is a best-of-seven series.
At the end of the regular season, unsurprisingly, the 2001 Mariners, who won 116 games in real life, finished on top and the expansion-year 1977 Mariners (64 wins irl) finished dead last. The biggest surprise to me was the 1995 Mariners, a playoff team in real life, finishing 31st and the second-lowest of the teams from the 90s. The following table converts win percentages into Wins/162 games for ease-of-comparison:

Standings

Place Year Wins/162
1 2001 113
2 2002 110
3 2003 103
4 1990 101
5 1997 99
6 1993 97
7 1991 94
8 2000 93
9 1998 92
10 1996 92
11 2007 90
12 2016 87
13 2015 86
14 1983 85
15 1999 85
16 2006 85
17 2017 85
18 2018 85
19 1982 83
20 2011 83
21 1981 82
22 2014 81
23 2012 81
24 2009 81
25 1985 79
26 1989 79
27 1994 78
28 1987 77
29 1979 77
30 1984 77
31 1995 74
32 2013 72
33 1992 70
34 2008 69
35 1988 68
36 2010 68
37 2005 65
38 2004 63
39 1980 63
40 1978 61
41 2019 59
42 1986 59
43 1977 54

Leaderboards

Offense:

Batting Average:
Place Name Year AVG
1 Edgar Martinez 1995 .419
2 Ichiro Suzuki 2004 .398
3 Edgar Martinez 1996 .384
4 Edgar Martinez 2000 .382
5 Edgar Martinez 1992 .381
This Edgar guy seems pretty good
H162:
Place Name Year H162
1 Alex Rodriguez 1999 63
2 Ken Griffey, Jr. 1998 59
3 Ken Griffey, Jr. 1994 57
4 Ken Griffey, Jr. 1997 57
5 Ken Griffey, Jr. 1992 56
More like Ken Goodatbaseballriffey Jr
OPS
Place Name Year OPS
1 Edgar Martinez 1995 1.281
2 Edgar Martinez 1996 1.221
3 Edgar Martinez 1998 1.173
4 Alex Rodriguez 1984 1.154
5 Alvin Davis 1992 1.136

Pitching:

K/9
Place Name Year K/9
1 Randy Johnson 1997 15.2
2 Randy Johnson 1995 14.8
3 Randy Johnson 1993 14.2
4 Randy Johnson 1992 14.1
5 Randy Johnson 1994 13.7
In fact, Randy Johnson had the top seven places in K/9. The top K/9 from a pitcher not named Randy Johnson was from 1986 Mark Langston at 13.3.
Those are the stats I thought to include here. I wanted to focus mostly on rate statistics, since the season was much longer than 162 games. If you want to know any other stats, let me know in the comments. Also feel free to ask any questions about specific players or anything.
Anyway, on to the playoffs! (This might be the only way the Mariners make the playoffs these days). The OOTP bracket was far too large for a screen shot, so I will do my best to relay it here in text.

Playoffs

The number in parentheses is the length of the series. All upsets are bold. All rounds are best-of-seven.

Round one match-ups:

No major upsets here but now we’re into the meat of the tournament, the round of 32.

Round of 32 match-ups:

The 1992 team pulls off the upset of the century and vanquishes the top overall seed in the round of 32. Absolutely unbelievable.

Sweet Sixteen match-ups:

Another unbelievable win for the 1992 Dream Team. Did I just come up with that? It’s pretty good.

Elite Eight match-ups:

With the defeat of the 2002 team, the teams remaining all have Ken Griffey, Jr., Edgar Martinez, and Randy Johnson. Three of the four final teams also have A-Rod.

Final Four match-ups:

The A-Rod-less 1993 team is defeated, meaning our championship match is set. It’ll be the 1997 Mariners, led by Ken Griffey, Jr., Alex Rodriguez, Edgar Martinez, and Randy Johnson, vs. the 1996 Mariners, led by Ken Griffey, Jr., Alex Rodriguez, Edgar Martinez, and Randy Johnson.

Championship Game-by-Game:

All in all, I’m not terribly surprised that the mid-90s teams ended up being the last teams standing. I’m a little surprised they didn’t do as well in the regular season. I’m honestly so surprised the Mariners weren’t able to make a title run in the era. I always have been and always will be blown away that a team with Alex Rodriguez, Edgar Martinez, Ken Griffey, Jr., and Randy Johnson wasn’t able to put it together.
Before I go, here’s the *drum roll*.........

End-of-Season Awards

Gold Gloves
Position Name Year
P James Baldwin 2002
C Kenji Johjima 2006
1B David Segui 1998
2B Josh Wilson 2010
3B Adrian Beltre 2005
SS Omar Vizquel 1993
LF Randy Winn 2003
CF Mike Cameron 2003
RF Ichiro Suzuki 2004
Silver Sluggers
Position Name Year
C Dan Wilson 1996
1B Edgar Martinez 1997
2B Brett Boone 2001
3B Edgar Martinez 1995
SS Alex Rodriguez 1996
LF Richie Zisk 1982
CF Ken Griffey, Jr. 1992
RF Tom Paciorek 1981
DH Edgar Martinez 2000
Rookie of the Year: Alvin Davis (1984) Reliever of the Year: Enrique Romo (1977) PItcher of the Year: Randy Johnson (1995) Most Valuable Player: Edgar Martinez (1995)
That’s all folks! Let me know if you want to know about any specific teams or players and I’ll answer any questions that you might have. This was a lot of fun to run and I hope you enjoyed reading about it, too!
submitted by apt41790 to OOTP [link] [comments]

A Deep Dive Into Our Outfield Options

Alternate title: Does defense matter? If so, how much?
Assumptions/Rules: * No platoons, shared positions, late game defensive switches, etc. Those would all be in play to maximize value in the real world, but it is way too messy to sort out. We're looking apples-to-apples here. * Everyone gets 600 PAs and a full season in the field at only their primary position (calculated by UZ150) * We're believing in Dom's breakout and only using his last 2 years of offensive stats * We're believing in Nimmo's breakout and only using his last 3 years of offensive stats * We're not believing in JBJ's early career stats and only using his last 4 years. I showed the math below and honestly it doesn't shift things much anyways (2.7 WA600 PA vs 2.5 WA600 PA) * We can't believe in Dom's possible improvement in LF because we don't have enough data. We only have 470.1 innings of playing time for Dom in LF to work with which is a tiny sample to begin with (defensive stats don't really stabilize well until 2000+ inning samples). Trying to splice that down into per-season slices is about as useful as looking at individual weeks at the plate for a hitter. Please don't use defensive stats like that. * We're assuming 10 runs/WAR. There are year to year fluctuations, but this is roughly where it falls in an average year. * We're setting league adjustment runs to 0 since they're usually barely relevant in magnitude and I don't want to add an unnecessary layer of mess to the math.
Understanding what we're doing: WAR (wins above replacement) is based on the input stat RAR (runs above replacement) which as discussed above we're doing rough conversion of 10 RAR per 1 WAR. Runs above replacement is the sum of OFF (offense, the sum of batting runs and baserunning runs, park adjusted), DEF (defense, the sum of fielding runs and positional adjustment), and replacement runs (a flat value added based on playing time, roughly 20 runs per 600 PAs in most years). Usually RAR also includes league adjustment runs, which we are setting to 0 in this exercise for the sake of simplicity. Fangraphs library, for reference:
WAR
OFF
DEF
Positional adjustment
The Players
Dom Smith
Last 2 year weighted average 149 wRC+
36.2 OFF / 600 PAs
LF: -25 UZ150
1B: -2.4 UZ150
Replacement: 20 runs
Positional: -7.5 LF, -12.5 1B, -17.5 DH
League: 0
LF RAR: 36.2 OFF - 32.5 DEF + 20 Replacement = 23.7 RAR = 2.4 WAR in LF
1B RAR: 36.2 OFF -14.9 DEF + 20 Replacement = 41.3 RAR = 4.1 WAR at 1B
DH RAR: 36.2 OFF - 17.5 DEF + 20 Replacement = 38.7 RAR = 3.9 WAR as DH
Pre-empting the "but Dom was worth 1.8 fWAR in only 60 games while playing LF in 2020, your numbers must be wrong if you're saying he's only a 2.4 WAR left fielder!": Dom actually only played 161.1 innings in left field last year (about 30% of the team's innings in a 60 game season) and spent the majority of his time as a 1B/DH. As shown above, if he actually had spent 2020 as a full time LF his WAR total would've been lower. He also hit for 165 wRC+ in 2020, whereas we're using his blended 2019-20 offensive numbers which peg him as a 149 wRC+ hitter instead.
Nimmo
Last 3 year weighted average 139 wRC+
31.9 OFF / 600 PAs
CF: -12.5 UZ150
LF: 4.6 UZ150
Replacement: 20 runs
Positional: -7.5 LF, +2.5 CF
CF RAR: 31.9 OFF - 10 DEF + 20 Replacement = 41.9 RAR = 4.2 WAR in CF
LF RAR: 31.9 OFF -2.9 DEF + 20 Replacement = 49 RAR = 4.9 WAR in LF
JD Davis
Last 2 year weighted average 130 wRC+
18.4 OFF / 600 PAs
LF: -16.2 UZ150
3B: -3.9 UZ150
Replacement: 20 runs
Positional: -7.5 LF, +2.5 3B
LF RAR: 18.4 OFF - 23.7 DEF + 20 Replacement = 14.7 RAR = 1.5 WAR in LF
3B RAR: 18.4 OFF - 1.4 DEF + 20 Replacement = 37 RAR = 3.7 WAR at 3B
George Springer
Career 134 wRC+
25.8 OFF / 600 PAs
CF: 1.8 UZ150
Positional: +2.5 CF
CF RAR: 25.8 OFF + 4.3 DEF + 20 Replacement = 50.1 RAR = 5.0 WAR in CF
JBJ
Career 93 wRC+
-1.1 OFF / 600 PAs
CF: 6.3 UZ150
Positional: +2.5 CF
CF RAR: -1.1 OFF + 8.8 DEF + 20 Replacement = 27.7 RAR = 2.8 WAR in CF (career)
JBJ (only last 4 years)
-1.1 OFF / 600 PAs
CF weighted average: 3.6 UZ150
Positional: +2.5
CF RAR: -1.1 OFF + 6.1 DEF + 20 Replacement = 25 RAR = 2.5 WAR in CF
Takeaways/Summary:
  • Nimmo (4.9 in LF) + Springer (5.0 in CF) = 9.9 WAR
  • Nimmo (4.9 in LF) + JBJ (2.5 in LF) = 7.4 WAR
  • Smith (2.4 in LF) + Nimmo (4.2 in CF) = 6.6 WAR
  • JD Davis is a pretty strong option at 3B.
  • Dom Smith loses about 1.5 WAR just by putting an outfielder's glove on (compared to DH).
  • Brandon Nimmo gains about 0.7 WAR by shifting him from CF to LF after accounting for his difference in defensive skill at those positions and the positional value adjustment for those positions.
  • Adding even a light hitting, glove-first option in CF (or platoon of glove-first CFs) will end up as a net positive in value compared to a LF/CF alignment of Smith/Nimmo as long as the glove-first CF produces > 1.7 WA600 PAs (1.7 WAR = Dom Smith's LF production, minus the 0.7 WAR value gain of shifting Nimmo from CF to LF).
  • Adding Springer is unsurprisingly the best option available, even if it means getting less value out of Dom.
  • The meme that George Springer got used in RF so much by the Astros because he "can't play CF anymore" needs to die. As shown above, he's actually MORE valuable in CF than his career line (4.5 fWA600 PAs total career) and likely was just getting shoved into RF a lot as an Astro so that they could get Marisnick's elite (at the time) glove out in CF.
  • Dom Smith would be worth roughly 4 wins as a DH. I know we all love the "fuck the DH memes", but the DH would really, reallyreallyreally help the Mets in 2021.
    -Edit- Had to clean up a lot of formatting stuff because Reddit post formatting is cancer.
    -Double edit- Adding one more assumption/rule: We're just looking at 2021, so we're also adding the (IMO fair, they're both going into their age 31 seasons) assumption that Springer and JBJ still fully "have it". That probably wouldn't be the case at the end of the multi-year contract. This is strictly a "what looks best if we're going for it in 2021" exercise. Everyone can debate the multi-year implications in the comments!
submitted by BillW87 to NewYorkMets [link] [comments]

How to Spend $30 Million Dollars... or candlesticks always make a nice gift

EDIT: FORGET IT. I DID THIS. BREWERS STOLE WONG. CONGRATS, BREW CREW.
As we near the 2021 season, it would appear the Mets are not done dealing ... unless the need to buy a bunch of GameStop stocks for some reason. The Mets FO has made moves that the fanbase could not have even anticipated coming into the offseason and, even if the season were to start today, have put the team on a trajectory to compete for the NL East title. I'll use this wonderful Dan Symborski Fangraph's piece to illustrate where the Mets currently stack up in the standings - and set the table for my argument later, how the team should be looking for more high-leverage wins.
TL;DR DEFENSE, DEFENSE, ... and pitching depth, I guess
For those who didn't want to spoil it, I believe that up-the-middle defense is the area where the Mets have the easiest time picking up high-leverage runs/wins. I'll try to show my math below, but what I cannot show is the peace of mind the team could be providing its pitchers with the best up-the-middle defense in baseball. Cool side of the pillow.
For $21.5M, the Mets can pick up X wins () and have the best up-the-middle defense in baseball by signing Kolten Wong (3 yr, $29.1M) and trading for Kevin Kiermaier ($11.5M per year owed over 2 years).
I am going to be using the FanGraphs WAR calculation with OFF (offensive runs above average, BR+BRR), UZ150, and assuming 10 runs = a win here to estimate the impact of acquiring and moving players around. There will be added (untracked) value of having fantastic bats coming off the bench (or giving days off) in the forms of Dom and JD Davis. Below is the WAR formula for reference.
WAR = (Batting Runs + Base Running Runs +Fielding Runs + Positional Adjustment + League Adjustment +Replacement Runs) / (Runs Per Win) 
*note for this calculation we won't use replacement runs or league adjustment as they'll remain constants (and yea, I'm using DRS (using totals at the respective positions since 2018 averaged over 150 games), rather than DEF).
The Infield
pre-Wong
OFF (ZiPs 2021) UZ150
2B: McNeil Constant (C) 0.2
3B: Davis 2.3 -3.9
runs: -1.4+C
post-Wong
OFF UZ150
2B: Wong -2.2 7.7
3B: McNeil Constant 11.1 (small sample size, so I'll instead use ~5 to be fair)
runs: ~10.5 + C, or net +11 runs (~1.1 wins)
Infield Summary: The assumption here is that the team can pick up 1.1 wins plugging in Kolton Wong's defense (and doesn't count the benefit of having Davis on the bench) 
The Outfield
pre-Kiermaier
OFF (ZiPS 2021) UZ150
CF: Nimmo Constant (C) -12.5
LF: Smith 8.1 -25 (small, but yuck, sample size - to be fair lets realistically knock it to -15)
runs: -19.4+C
post-Kiermaier (assuming Kiermaier would cost very little in prospects)
OFF (ZiPS) UZ150
CF: Kiermaier -7.3 15.8
LF: Nimmo Constant -1.5
runs: 7 + C, or net 26.4 runs (~2.6 wins)
Ouftfield Summary: 2.6 wins without factoring any added Dom ABs (but I know, realistically if Dom is on the team you gotta find him ABs) 
Those defensive runs saved certainly pass the eye-test ... and offensively the Mets wouldn't lose Dom or Davis's bats.
So far we are ~ +3.7 wins
As for those of you wondering about the last $8.5M (+$10M more if they can find a suitor for Familia's contract), ... let's plug Taijuan Walker into the #5 spot in the rotation for a good value of 1.2 WAR (ZiPS) at his crowd-sourced $9M price-tag.
So for the same $30M of Bauer's price-tag you can get defense up-the-middle to improve the whole pitching staff, which is a benefit hidden from the stats, and a roughly-estimated 4.9 additional wins (plus the value of having Dom and Davis's bats coming off the bench or ready to fill-in for IF/OF injuries).
Okay, that's it. LFGM.
submitted by ohm_e to NewYorkMets [link] [comments]

One letter to rule them all (W’s guide)

One letter to rule them all (W’s guide)
The second limited unit in this game arrived! As an AoE Sniper, she’s automatically one of my favorite units, no question asked. I’m not even hiding my bias, that’s right. But in the interest of making a guide I swear I will try to keep things objective. So get your snacks and drinks ready, since this is the longest post I've ever made and I apologize for the wall. I'll bold up the part that I think is important though, so look out for those.


I know she's a Sarkaz, but is that a bat on the top right of the background? Is she a Vampire like Warfarin and Closure?

Overview

AoE Sniper is actually better than what people give them credit for, but that’s just relativity and the people’s tendency for extreme/exaggeration statement. They share one or two weaknesses as AoE Caster but have enough of other stuffs to make up for them partially. With long range, splash damage, high evasion, team support damage amplifier, hard crowd control, consistent damage, and a big burst capable to rival that of Firewatch, W enters the Arknights world as a playable operator.

Stats

- Offensive stats:
Of all snipers, AoE Sniper’s base ATK is one of the highest, losing only to Wide Range Sniper, and whatever Rosa’s archetype is. And because W is a 6* unit, she will have the highest ATK among the AoE Snipers, and as a quick note, losing to Ambriel by only 40 ATK at max. As with high base ATK units though, their attack rate often is reduced to compensate. AoE Snipers attack once every 2.8s, which is just longer than Wide Range Sniper (2.7s), and just faster than Medics (2.85s), and AoE casters (2.9s). Control Specialists are their own thing we don’t count them.
- Defensive stats:
Despite that high ATK, their HP isn’t that massively shafted to balance it out. AoE Snipers’ HP is actually among the highest of the Snipers, but W’s HP isn’t necessarily notable among her kin. She lost out to Shirayuki by 25HP at max, lost out to May(!) and Exu. As for DEF, she’s average among the sniper, if not below average. Now that’s for base stats only, W has something else to offer her even more survivability with her kit, which we will get into later on.
- Cost:
As with any AoE unit in this game, their cost is higher in respect, and for AoE Sniper, it’s quite bad for one other reason as well. For W specifically, she gets hit by 1 other reason, she’s a 6* unit, the highest rarity in the game. Starting at 25 base, she can get as high as 29, gaining 2 extra DP per promotion level. AoE sniper is one of the archetypes that gain additional DP at E2, but there are always justifications for it, which we will get into it right now.

Range

AoE Sniper has the second longest range in the game, losing only to Ifrit, and tied with Wide Range Sniper and Rosa, excluding the side range. They are also the only archetype so far to gain extra range at E2, which is one of the main reasons for the extra increased cost at E2.
From left to right: AoE Sniper's range at E0, E1, and E2.
Now the extra range at E2 is the more important part, at least in my eyes. The little range at E1 rarely comes into play, as it is rarely that you would be able to let a range unit to look straight into an enemy lane. Usually, the range tile will be on the side of the route, and so the range on the side matters more often than the middle one. If you can use that middle range at E1, it’s either an Ifrit spot (Aak put that medicine gun down), or you’re looking in perpendicular from the path and the extra range at E2 still help you cover the area much further.

Trait

Deal AoE Physical damage.
This is why they are called AoE Sniper. Whenever they fire their projectile, at impact it explodes and deal damage in a certain radius around the impact location. This radius is 1. If the enemy died while their projectile is midair, it will still do AoE damage at the dead enemy’s location, the effect is just not shown (as I have (not) seen from Meteorite’s effect). AoE casters attack enemies instantly, so it doesn’t work there.

Talent

Available at E1 – Ambush:

After being deployed for 10 seconds, gain 40% Physical and Arts Evasion, and become less likely to be targeted by enemies.
At E2, upgraded to 60% Evasion.
An indicator that the talent is working: some red mist appear around W
The first talent is amazing for her survivability, and adding to all of her defensive stats earlier, which turns it from average to good. 40% is admittedly low enough to make the chance inconsistent, but 60% is more than enough. Additionally, W also reduces her target priority from the enemies, means that they will only target her if she’s the only one in her range (or if she’s deployed last along with Ethan and Manticore and other people with the same thing). So with the two of them combined, where W is less targeted from enemies, AND also dodges 60% of the attack that do come her way, W becomes more “tankier” than her stats suggest. Like this meme by ucky
Now, it may sound like some stupid anti-synergy, since enemies will target her less, making the Evasion redundant. But afraid not, as you can also place her closer to the enemies, and take the hits as the enemy approaches, but stop once the enemies find your other allies. That way, it put less strain on your frontline blocker. Or it can be used to solo a lane with less healing needed.
It’s even more amazing when you consider the fact that, with W’s deploy cost, she’s more likely to be the second last or last unit deployed. Unless your vanguards can handle the waves up until you have enough for both W and your dedicated lane blocker to shift the aggro from W to that blocker. Well, with W’s talent, now you don’t have to do that, as you can just plop W after anyone and she will still be the lowest priority target, just ensure that she lives for 10s first, and bam, problems solved.
You can’t play this talent quite like Firewatch’s S1 or April’s S2 (woah spoiler alert!), as even though 60% Evasion is a huge number, it’s still ultimately a chance. You also can’t drop straight down in the middle of a bunch of ranged enemies like April too, as it need 10s to activate, while Firewatch can just straight up avoid any attack if her skill is up. (no it’s not my Firewatch bias… kinda). You can put her alone in a lane with minimal support though, like with someone who has global regen, or just time it in a way that she’ll end up with a little HP left, because it’s not like she has to stay at full health to deal full damage. The talent allows her to solo in a lane in that way, and you can practically save a healer slot when carefully calculated. (just reset the stage til you get the correct RNG roll lul)
However, if you’re like me, and abused AoE Sniper long range to it’s limit, their location is probably going to be away from the frontline by like a large distance, a distance that not many enemies can reach without walking through the blockers, then the talent is admittedly not as useful. Of course not all map is just 1 lane funneling type, so it doesn’t work like that all the time (it does work against large/global range enemy like Mortar or Faust though). Basically, all of that is just to say, this talent really covers most issues that come with her archetype.
The talent is also good at dodging everyone who are pulling for her.
cough... anyway

Available at E2 – Insult to injury:

Stunned enemies in W’s range takes 18% extra physical damage.
tl;dr at ends of this section
Now the second talent is also amazing. It’s just like Sesa’s talent except more useful more flexible/accessible. Any enemies that is stunned inside her range will take 118% of any physical damage during the stunned duration, and no spoilers intended, but W’s skills can cause quite a lot of stuns.
This talent is a Final Damage Multiplier, which is a multiplier that is calculated after all enemy’s defense stat. Which sounds awful, given that the physical damage formula is (ATK – DEF) * Final Multiplier, which lessen the effect of the multiplication. The good news is all Final Damage Multiplier stack multiplicatively, i.e. if we have, say, E2 Pramanix talent working, that’s 118% * 130% = 153.4%. It can snowball fast, if we give Sesa’s talent with 14% as well, that’s 174.876% multiplier to the final damage. You’re not necessarily going to have all of that multipliers all the time, so we’re just having 18% for now. It’s still quite good even if it’s affected by DEF though, as I will argue in S3 section.
Considering that it’s a Final Damage Multiplier though, that means it can increase the minimum damage from 5% to… 5.9% yay. But the more important thing is, this is a debuff to the enemies, which means all allies will benefit from W’s talent, making her a team player as well. Well, okay, just the physical damage allies though, but the physical damage dealing allies are more numerous than the arts one, as also stated in my old Sesa guide, and unlike Sesa, W can combo with every physical damage ally, unlike Sesa who can’t really teamwork with long range units, and SA (I mean, who would stay alive to be blocked while SA is S3-ing amirite?). Even if it only boosts physical damage, people like Mostima can still benefit from this talent, assuming if the rest of the squad still deals physical damage.
As spoiled above, W’s skills cause stuns herself, so this is where it gets even better. The stun is applied before the damage instance is dealt (just like any other debuff), which means, W get the bonus damage herself, so at E2 she basically has free bonus damage to all of her skills. It is still not a guaranteed damage buff always, as you need the enemies to be inside W’s range to achieve this, and those skills has quite a bit of an explosion radius.
Now I know what you’re thinking, Suzuran also has something similar and it doesn’t work with her own attack, why is that? Well there are actually 2 layers to her talent, she causes sluggish to hit enemies, and then applies Weakening to sluggish-ed enemies in her range, but it kicks in a little too late, even if the slow is applies before the damage. I mean, I’m no HG members, but I assume it’s to avoid the simple fact that if it works like that, any of Suzuran’s basic attack is automatically amplified, which sounds strong, while anyone else with a similar Final Damage Multiplier debuff has some other working attached to it (below 40% HP, blocked with allies, stunned through skills or allies,…) which doesn’t amplifies their basic attack all the time. But those are all conjectures and guesses, just know that this talent amplifies all of W’s skills if she hits enemies inside her range, and boost all physical allies at the same time.
That was quite a lot for just 2 talents… now on to her skills.

Skills

- RIIC Skills – always available – Patience: When W is a trainer, increase mastery SPEED for all Sniper by 30%.
Upgraded at E2: if the training is for mastery 3, further increases the training speed by 65%
Available at E2, separated skill – Insipid: When W is a trainer, increases morale consumption by 1 per hour when training a Sniper skill to mastery 3.
This is still a problem for some people, but this type of base skill increases training speed, not reduces training time. A speed increases of 30% led to about 23% reduction in training time, like Ptilopsis’ talent. But unlike Ptilopsis’ talent, any unit in the training room already gains 5% training speed, so it’s actually 35%, which is about 25.92% time reduced.
At E2, the speed remains the same for any masteries except the third one, where it is boosted to 95% (I mean, I hope it is that good, since the drawbacks of double morale consumption attached at E2 is quite bad.
I shouldn’t diddle around much with base skills, so let’s continue.

First skill: King of Heart

Btw if you want the TL;DR for all 3 skills, look for the bolded line in each mini section, or something ;-;
- Description:
Immediately launches a grenade, dealing physical damage to all enemies in explosion radius and stuns them.
- Stats at level 7:
310% AoE physical damage, stuns for 2.1s, costs 19 SP, no initial SP, Auto Recovery, manual activation.
- Masteries:
M3 increases the damage to 350%, stun duration to 3s, and reduces SP cost to 16.
- Further details:
This skill functions essentially like Meteorite S2. Upon clicking the skill, she will launch an attack with the stats mentioned above. This attack does not affect attack interval… in a way.
W (and Meteorite), performs an attack every 2.8s with no other ATK SPD buffs. Using W’s S1 or Meteorite’s S2 will not change that interval but will interrupt the normal attack that comes with those intervals. Let me put it this way, after they launch an attack, you can wait 2.5s, use the skill, and W/Meteorite will immediately launch the next attack that comes at 2.8s. It will cancel any attack animation currently ongoing, so be careful with that. The video will hopefully clarify what I mean.
Don't use it when she's about to make a normal attack though
The explosion has a radius of 1.2 tile. While that increased area sounds not that significant compared to the basic radius of 1, it is 44% larger in area covered, which is more significant than it seems.
- Usage:
Don’t.
.
Let me backtrack though. The skill is actually just fine, even without the trick I mentioned. You can think of it as if W is shooting out Projekt Red’s S2 but without Red’s talent, which is actually better than it sounds. A bit spoiler again, but it is the only skill in W’s kit that is a near instant AoE stun.
The problem is, if you need this skill from W, something has already gone wrong. The delayed stun from S2 and S3 don’t matter 95% of the time. Her S2 has less stun duration, but also less cost, her S3 has longer cooldown, but is 5 levels stronger, and so, the time where you need her S1, is when you need to deal with a clump of drones (will explain in S2 section), in less than 33-39s and more than 16-19s, constantly. For that, a suggestion to replace W with an AA sniper is valid, and this is one of the few cases where Meteorite is better, since her S1 blast damage is just too good at not caring who’s in the radius.

Second skill: Jack in the Box

- Description:
The next attack instead set a mine that last 2 minutes in a deployable tile (both ranged and melee tiles). The mine will detonate when an enemy is nearby, dealing AoE physical damage and stuns for a duration.
- Stats at level 7:
250% physical damage, 1.8s stun, 10 SP cost, no initial SP, Auto Recovery, auto activation.
- Masteries:
M1 reduces the SP cost to 9, damage to 260%.
M3 reduces SP cost again to 8, damage to 280%, stuns duration to 2.2s
- Further details:
The mine can only be placed inside W’s range, but on any deployable tile. If there are no enemies in range, W will place mine randomly on any valid tile. The mine can be “retreated”, if you don’t like the random targeting because it’s blocking an important spot for your other operator, just click on the mine, then retreat it like any other operator. (It also works for Silence’s drone and Shamare’s doll).
As long as there is an enemy in range, W will plant a mine in their place. She will auto aim the mine at the tile of the enemies is on with the same priority as her normal attack. That is to say, whoever she’s attacking, when the skill is up, she will put the mine on that guy… if possible. What if she cannot place a mine on that tile, but other tiles are free? Well then it’s random as you can see from the clip below, where both valid enemies are on top of another ally, and thus she cannot place the mine. It’s treated as if there are no enemies in her range, because she wouldn’t even attempt to place a mine nearby that tile. Look at this for example
If there is a valid place on an enemy that is not her current priority, then the mine goes to that guy. In that clip, if I retreat Myrtle, then the mine is always placed there, regardless of her target priority. In this case, it’s probably the next valid enemy that is mine-able that also fit her target priority. In the CN wiki, they said something about if there are 2 enemies in range that is the same priority (least path left to blue box), then it goes to the one with higher HP (if I’m reading the google translate correctly). The mine priority also ignores the Guerilla Defender aggro, from what I’ve seen.
The skill converts W’s next attack into planting a mine, and so she will not perform the normal attack for that interval when the skill is up. It is important in a sense that, if the skill is done charging when W just finished her normal attack, she will have to wait for that 2.8s interval to pass before using it. It can be important at times, especially considering that…
The mine takes 1.5s to explode after triggered. It’s a considerable amount of time in conjunction with that attack time earlier.
The triggering range is 1.35 tiles away from the center. Incidentally, the explosion radius is also 1.35 tiles. This means 2 (or 2.5) things.
  • The mines can trigger on someone who’s diagonally away from the tile but not too far. It’s not exactly like 8 tiles around itself like Waai Fu S2 or Phantom S3, but it’s close enough. Quick video to see how bad it can potentially be
  • That also means fast enemies can outrun the explosion as well. To outrun a mine in the longest route, they need to cover 2.7 tiles in 1.5s. Only Sarkaz Lancer so far in this game is able to do so, and only when they gained max speed.
I am speed
But the more important part of fast enemies is that, if they are just slightly fast enough, they can run enough distance to reach a different mine and thus triggering more mines than needed in order to kill them. Especially if 2 mines are close together, as someone can just go up to the first one, trigger it, go to the second one, trigger that one as well, and died from the first mine because it was delayed. That means if your other DPS is not enough, you can easily waste a lot of mine after all those times spent stacking them up. The enemies only need to cover at maximum 1.35 tiles per 1.5s, that’s a movement rate of 0.9. Do you know how many enemies have at least 0.9 mvm spd? I don’t actually, please tell me. That of course doesn’t matter if there is no mine stacked and W is just using each one as it comes.
thanks to 777ucky for the clip since I was getting lazy when I get to this part lul
Another important part of the trigger radius is that, despite being confined in W’s range only, it can still be triggered by enemies outside her range. Effectively, with this skill, W has an extra layer of damagin range outside of her base range, which is nothing to scoff at, especially considering that she can use this skill with or without enemies.
Or, if you want to be cheeky, you can find maps where there are non-deployable tiles and point W to that area. This forces the mines to be in a few specific locations only, with some working from your other operators. That way you can guaranteed that there is always a mine in your selected location. And speaking of which, if there are no valid tile in her range at all and she gain a charge for the mine, she will just hold it forever, until a valid tile shows up. That can be good or bad, depends on how you play your cards (no not the King of Heart card).
If you still remember what I said back in her first skill, you’d be asking why her S1 is used for drones. Well, it’s because the mines cannot hit drones. They cannot be triggered by drone, and they cannot damage drone if triggered by someone else. An explanation is that since the mine is on the ground, its explosion cannot hit drone. Which is a bad explanation, because Sesa’s S2 bombs also stay on the ground, and they hit drones just fine. Sesa is good confirmed???
Some miscellaneous infos about the mines:
  • The mines actually have stats, apparently. None of the stats matter though, since it’s invincible, cannot be attacked, cannot block, and all damages are calculated using W’s ATK.
  • You can see if a mine is triggered or not. When triggered it will start flashing red.
  • If W is retreated, all of the mines are instantly gone, without any damage (same for the 2mins timer).
  • Once a mine is out, it is instantly ready and can be instantly triggered (important for those who plays Techies a lil bit too much).
- Usage: look for the → for the most important part
Best for when you want to deal with constant wave of enemies that is a little bit stronger than trash mobs without paying your mind to W. And if they are just trash mobs, her auto attack couple with other operators would be more than enough to clean those. The stacking mines strat doesn’t work that well either given the waste usage against enemy’s speed, but it still works fine more often than not, and is a great way to make use of downtime between wave.
The triggeexplosion radius can be used to extend her range, true, but it should not a strat to be based around, while still worth it to remember when you’re trying to find space to put W. And speaking of space, since the mine need a deployable tile to work, sometimes you may find W not able to bunch up mines together due to the map’s layout, and so it is kinda map dependent. Technically her allies are also fighting for location as well, but as the commander, you should be able to pacify them and plan around it.
very quick 2 examples of maps with enemies on a lane with undeployable tiles
Oh and regarding the extend range through the mine’s explosion radius, if a mine is at the edge of W’s range, the enemy that trigger it has a chance to be damaged and stunned from outside of her range, and thus not receiving the damage amp from her E2 talent, which is also not that great.
This skill is usually compared to Meteorite’s S1, and in the general calculation, W wins out by a little bit (W slightly loses out in ideal conditions for Meteorite, which neve… rarely happen). Technically, Meteorite is still better to deal with drones, as her massive splash doesn’t really care who she’s targeting.
→ Remember what I said about holding a lane solo back in her first talent? This skill is the best to work with it. Usually, when we’re talking about solo-ing a lane, it’s assumed that the lane’s enemies’ density will be light. Enemies will be appearing in a small amount over an amount of time. The evasion chance then is helpful for not needing much babysitting, maybe for even the whole run, and the fact that the lane has low density means that W will have all the time to stack up mine, and so the extra loss of mine per enemy doesn’t matter either.
For running alongside with other ops, do remember the limitation of deployable tile. To maximize the amount of available mine, it’s generally considered best to place W as forward as possible, as her long range will cover more area. In that case, her first talent will be fully used. As a ranged enemy approaching, they will attack her, since they see her first, where it will miss 60% of the time, but as those enemies move a little further, they will face other operators, by then they will stop attacking W due to the lower priority. It can spread the damage out to multiple operators, making them less likely to be in a low enough HP that they’ll die in the next hit.
→ If you want to use the long range to push W in the backline to save space for shorter range unit, this skill still works, but in a different way. If there’s no available tile in her range left, but a mine is in 1 of those tiles, you can chain stun the enemy that triggers that mine. Since W has to hold her charge until a space is available, once a mine is gone, W will instantly replace it. Effectively, you get double the stun duration (well it depends on her attack interval at the time, but still), and double damage, making it a pseudo burst damage of sort.
really great for when you can force the mine to be where you want it to be
This skill gives consistent and automated damage for an operator that lacks said consistent damage (because of her innate stats). However, covering weaknesses is for the weak-minded fool! Okay calm down just a joke. But if you’re not familiar with AoE Sniper, or any archetype with slow but powerful strike, consistent DPS skill is the way for you to start stepping into learning how to use them, and this skill give you the most stun uptime for all of W’s skill (note: not stun duration, stun uptime).
→ There are more issues with S2 than you’d expect, but nothing too major individually. And hey not like every other operator have no issues with their consistent skills.
But if you want a little more explosive, you’ll come to love her third skill, which is intricated, interesting, and is what I’d recommend to master, for a variety of reasons.

Third skill: D12

- Description:
Place bomb on a few enemies in range, prioritizing enemies with highest current HP. After 3 seconds, the bombs explode, each one dealing AoE Physical damage and stun for a duration
- Stats at level 7:
Target 3 enemies, dealing 280% damage, stuns 4s, cost 39 SP, 17 initial SP, Auto Recovery, manual activation.
- Masteries:
M1 target 4 enemies, 290% damage, cost 37 SP, 18 initial SP.
M3 deal 310% damage, stuns 5s, cost 33 SP, 20 initial SP.
- Further details:
3 bombs that deals 280% damage eh? I wonder if I have heard something similar somewhere… No Wind, you must not lose focus, you’re better than this.
As described, once the bombs latched, it will explode after 3 seconds. This skill has the longest delay from skill activation to stun of all of W’s kit, about 3.5s from tapping the skill to when it explodes.
The bomb has an explosion radius of 1.2, just like her first skill.
If an enemy with a bomb attached die before 3s is up, the bomb immediately explodes and deals the damage and stun. It’s quite hard to actually do it where it matters, because it targets enemies with highest current HP, so one of the enemies has to have the 4th lowest HP among them, but also higher than all of the non-selected enemies, and to be easily killed from that HP amount too.
Regarding her E2 talent, since there is a 3 seconds delay, you’ll find that W may target a bomb on an enemy, but then they walk out of her range before it goes off. Fast enemies are one thing, but it also applies for cases where W is facing perpendicular to the enemies’ path, where her width of range is only 3 tiles, unlike the amazing 5 tiles of length.
All of the damage stacks completely, if all 4 bombs are close together, all 4 affected enemies will take 4 times the damage (or 3 each before mastery). That is a yuuuge burst of damage that not many will survive. If someone survived, they will proceed to be stunned for a long duration afterward, and this skill has the longest stun of all of W’s skills.
Unlike Firewatch, you can easily aim all bombs close together, because it doesn’t have the 1 bomb per tile restriction and enemy tends to clump together when blocked by your frontline. But like Firewatch, I will advocate that stacking all the bombs together is not the only way to use the skill. You can just as well drop this to a scatter group of enemies and expand the stun area massively, split up between 2 lanes (check the enemies’ HP first though) and basically cover 2 lanes at once. What I have said about using Firewatch’s S2 can still apply here, albeit slightly differently.
The bomb’s damage is actually determined on cast, not on hit! What that means is, if you are buffing W in order to get one of those orgasm-worthy explosions, you need to buff W first before using the skill. Then the bomb’s base damage is finally determined, and thus dealing that damage after the 3s delay. This may be why the bomb do not show any red number when exploded, unlike the other skills that also has a high multiplier, like Firewatch, but also Meteorite, Sesa… This video will make it clearer.
Remember: Buff before skill!
Thanks to ucky with the W nuke video that helped me realized this lul. I know, it won’t matter most of the time, since people seem to associate buffing with meme-ing, but it’s worth putting it in the back of your mind when you are going for it.
Also, you can also see the effect of W’s E2 talent, as staying on the field will obliterate the Defender, while going off field will only kill the middle guy. Yes, if it’s calculated before DEF, then it’s going to be even more destructive, but as a team support effect, this is probably the better way to balance it, I supposed.
- Usage:
As you can already guess from the description, the skill is best for annihilating a group of enemies close together. It can kill even the tankiest of enemies, or at the very least, badly wounded them. Take the new Guerilla defender with 1300 DEF and 15k HP, at S3M3 lv56, 4 bombs leave the guy with ((935*310%)-1300)*4*1.18 = 7544.9, that’s like half of his HP already.
But I have also said that you shouldn’t feel like you can only use the skill that way. The cooldown is pretty long before masteries, true, so if you just want to delete big group of things, keep doing it. I usually do that too. I just also wouldn’t hesitate to use it for other cases where I really need it. Example cases like where you need this guy down faster, but he’s not with 3 other enemies, or even if he’s alone inside W’s range, you can still use this skill for a 4-5s stun after a 3s delay. It’s not the best way to use this skill, but it’s not terrible too.
Because of the manual activation, you can be in control of when you want to blow enemies up, as with the many cases to use this skill I have presented. A controllable burst of damage and long duration stun is just that amazing. What that really mean is, this skill is more flexible to use than people give it credit for. The only problem is the long cooldown before M3, and even at M3, it still has a long enough cooldown to force you to make every use count. (I mastered nuking with Firewatch 50SP cost, what does 33SP cost even means lul). You can use E2 Ptilopsis to make it faster though!
→ You can combo with other allies to make a huge explosion too, you don’t have to time it yourself with enemies’ waves. The best allies are one that can easily clump enemies together, like Magallan, Suzuran, FEater, Weedy S2 (not S3 because enemies will just die). DEF reduction allies also work, like Pramanix and Shamare. Late shoutout to Manticore S2, but it stuns enemies every hit, and guess what W’s E2 talent can do?
→ Just remember the most important thing, timing. Every time you use the skill, you have to ask, “are those guys I’m about to blow up the most dangerous threat for the next 40s?”. If yes, blow them up. If no, ask yourself “will my other units able to handle those upcoming guys if W isn’t ready yet?”. If you’re going blind in a map so you can’t tell ahead, then make sure you can answer yes to the second question before using the skill. When you can answer yes to that question, do whatever. You can also ask “can I hold them long enough to allow W the time to recharge her skill?” Depends on which type of enemies, you can actually freely use the skill when you feel like it, if you have a great block squad. You may also ask “if I save this skill too much and missed the chance to use the skill and failed the run, then what?” Then you live and you learn. As said above, nuking a bunch of enemies isn’t the only way to use the skill, and so you can make it a panic button to stun/kill 1 guy that is about to leak, even that is a not terrible usage of the skill, just learn the tempo better so you don’t have to panic yourself with leaks next time.

Some conclusions/thoughts

You may have heard “M1 both S2 and S3 first and see which one you like better” in the megathread a “few” times. I’m not sure if I want to make a definitive answer, but if I have to make one, I’ll have to say “S2 if you’re unfamiliar with AoE Snipers or any slow attacking unit, S3 if you are used to, or prefer, precise timing and decision making”. It still depends on situation, of course, and M1 both skills are certainly a great stop point, as it is both cheap, and unlocks a major breakpoint of each skill.
Each skill has their own way to be abused to fit what you need, but remember, W alone won’t the only damage operator in your squad, so you can just adjust the team, and expands your tools’ variety, rather than adjust how a tool is used just to fit what you need.
If you are questioning whether or not to invest in W or other lower rarity AoE Sniper, just go with W. A 6* investment is costly, but it’s also worth the price more. There will be cases where Shirayuki, Meteorite, or even Sesa can be better, but before those cases show up, you would already use W enough time before that, and as said, W’s skill is still flexible enough to partially fill whatever you’d need of those lower rarity AoE Snipers. Just don’t be like me and build all of them, well unless you want to.
AoE Snipers might not be great for general usage, because AA Sniper can shoot faster and cheaper to deploy. But if you can work for it, you can beat all of the game with only AoE Snipers and 1 or 2 supportive units (and a little bit of overleveling and bruteforcing). So if you want to start using AoE Sniper, but are afraid of the learning curve, don’t be. You can just slowly learn about them by adding them to your squad that you're already used to play with. And as said in the first talent section, it can cover a major weakness of AoE Sniper, and couple with many hard crowd control abilities, W is a great starting location to step in to the world of slow but powerful nuke damage units.
Now all that left is to pull W, ezpz.
.
How are you guys doing in this banner? Oh wait wrong question, if you have W and built her, how did you find her? Is there anything I missed, since I’m pretty sure I always miss something? And biased, don’t forget biased, which is strange since I don’t like W as a character that much, but for gameplay, one of the best, nearly on par with Firewatch (you’re still the #1 pls put that radio down). Anyway, jokes aside, hope you enjoy the post, and hope to see you next time for… someone, idk yet.

Sellout section kek

Other guide posts that is gathered in this post by u/LastChancellor
And Indra guide by u/Boelthor since the other dood didn't update his post yet lul.
Completely unrelated to the sellout, below is my biased opinion, tread carefully.
Why do I think S3 is flexible? I consider instant nuke skills are one of the hardest skill types to use, but it is also one of the most intriguing because of its possibilities. If you find yourself worry about the future threat too much, you will easily find situations where when those threats do show up, enough time has passed that if you used it earlier, the skill would have been up by now anyway. So you find yourself constantly have to ask 1 big question “can I use it now and still be fine before it comes back up?” Answering that question is the best part of these nuke skills, as whenever you can answer yes to it, depends on how the skill functions, people’s playstyle, strategy, team lineup, map, and enemies’ route and composition. And that’s why I think it’s the most flexible type of skill. Because if you just switch up a few things, and the way to use the skill change, or the timing change, and it can fit the playstyle of anyone who’s willing to go with it.
submitted by Windgesang_ to arknights [link] [comments]

Trouble understanding what the components of r/fWAR are in comparison to. (Bolded TL;DR at the bottom)

Sorry for the long post, I'm trying to make sure that I understand this stuff and am showing my work to see where I might be off in my understanding, thanks in advance.
I understand that BBRef's oWAR and dWAR added together do not create the final WAR value, and the same goes for Fangraphs Off/BsDef stats. However, I don't fully understand what each of those components actually means individually
Let's look at Edgar Martinez since he's a DH his defensive value should be consistently the negative defensive value of a DH divided by the amount of games he played right? Here's his Fangraphs page.
So for the 2003 season on Fangraphs he has -9.9 BsR, +22.1 Off, and -15.0 Def combining to create 2.7 fWAR. The value of a win that season was 10.158 so he must have been in total worth (win value)x(fWAR) so 27.43 runs above replacement.
The positional adjustment for his runs should be -15.0 right? I'm assuming his "base" defensive value is 0.0 if his adjusted defensive value is -15.0, so the -15.0 runs gets applied to each value before it's shown, is that right?
So his value in a vacuum would be 5.1 BsR, 37.1 Off, and 0.0 Def, totaling 42.2 runs above replacement, minus the total DH positional adjustment of -15 would bring us right at 27.2 which is close enough to where hidden decimals can be the difference. Is that right?
If so then what exactly are each of those individual values actually telling us? Each value states that it's supposed to be runs above or below average. So that would mean that a zero in each field would be an "average" DH. Applying the same math as above would give -15.0 runs below replacement which just isn't right so there's something I've got messed up, can you tell me where I'm getting that wrong?
Furthermore, I've got a similar but different issue with Baseball Reference and their oWAdWAR values.
For the same season, Edgar is worth 30 Rbat, -3 Rbaser, -3 Rdp, 0 Rfield, and -13Rpos, adding up those values together would give 11 runs, and they list his Runs Above Average as 12, so assuming there's some hidden decimals in those values, that seems to be how they come up with total Runs Above Average. Apply the amount of runs needed for a win and he is worth 1.2 WAA as stated so that makes sense.
But where I'm getting tripped up is that his bWAR is 3.3, okay makes sense, his oWAR is 3.3, okay sure, and his dWAR is -1.2, which as he plays a purely offensive position that makes sense. So what I get from this is that his dWAR is telling us that in comparison to any replacement he is worth -12 defensive runs, it couldn't be in comparison to only replacement DHs as they have no defensive value so his dWAR value must in comparison to everyone.
So then his oWAR shows that he's worth about 34 runs more than... what exactly? If his total bWAR is 3.3 and his oWAR is 3.3 that would leave me to believe that his oWAR is only in comparison to other DHs, but then that means that his dWAR would also be in comparison to only other DHs, but then it wouldn't be negative since DHs have no defensive value. What am I missing here?
TL;DR: I don't understand what Fangraphs BsR, Off, and Def run values are in comparison to. If a DH is worth 50 Off does that mean he is worth 50 more runs than a replacement DH, any positional replacement, or is it some sort of league average? See my post for why none of these three is clicking with me.
As for Baseball Reference, I don't understand the same components, but a slightly different reason. For a DH, it appears as if dWAR is comparing the player to any replacement and oWAR is only comparing the player to offensive players of his position, again see my post for details on why and how this is screwing me up, thank you!
submitted by Monk_Philosophy to Sabermetrics [link] [comments]

My Askr Trio Builds + Veronica

My Askr Trio Builds + Veronica
Ok, I'll preface this with this being my first time on reddit so I apologies if the formatting is weird, I'll try my hardest to adhere to the rules. - also you can skip the pre-amble at the start, it's just describing my motivations behind sinking premium skills into the Trio + Veronica
yes there is a tl;dr at the bottom
Also I should mention that I'm a returning player from back when Book 3 was still being advertised but not yet released, back then things were a little simpler & the meta wasn't shifting every 8 days like it feels now 😅, I'm completely F2P & I started just after christmas(so I guess I've been back in the game for 2 months now). Anyway, I was completely overwhelmed by how many +10 perfect IV's(then I learned they revamped the merge system to be EVEN MORE op) perfectly tailored seasonal teams etc etc.... Basically things that seemed to kill the game for me as a free player before I even started because I knew I'd never have a full team of "perfect" units just like how I envisioned/so badly wanted them.
Then I thought f**k it, I can still enjoy this game that I'm super nostalgic about for many reasons. I'll just play with the canonical main characters & only them(and yes I have a headcannon for why Veronica counts). It helps that the game kind of keeps them relevant as rotating bonus units & in my mind the story/paralouges made more sense since my characters were the ones actually experiencing the plot(also I high-key have always wanted to do this but they're just sooooo bad - at least they were back then). Also Idk if this is an unpopular opinion? I like the Norse + Celtic aesthetic of the original Feh & Askr trio & genuinely enjoy their design/think they're pretty.
But yes this was mostly done "for the meme" & to satisfy my completionism + perfectionist mentality without going crazy - since these characters can't be merged, they're free & they're canonical, it just felt... right. Like I can still "complete" the game by maxing them out & not feel pressured to get new characters. Also it's kind of fun basking in the F2P mentality(I'm absolutely not bashing or anything like that, If I could I'd prob get the Feh pass for the extra stats on Alfonse + Sharena, if you like the game & are ok with spending money then that's okay as long as you're having fun, I personally just can't afford to/wouldn't want to do it, I like food too much)
I developed my own headcannnon for Veronica joining as well(I had to re-roll about 600 times to get her, no that's not an exaggeration, I did it for 13 hours for 3 days straight and I swear on my last try where I finally committed to quitting if I didn't get her I finally did with a 0.03% chance of getting her or something like that since she wasn't on the banner) because: a. god I needed a good unit(especially a healer). b. she's a FEH main character like the trio. c.she doesn't really seem to be the villain post Book 2(granted I haven't touched book 4 or 5 yet so idk). d. she has magic damage & is a PERFECT support unit. e. her special attack animation art has the same style/flair that the Askr Trio have so that's a neat addition. P.S. if they ever move Summoner Unit/Kiran into the general gameplay modes then my entire headcannon is screwed 😅😅😅😅😅
Fate Blessed me with the New Years banner where I exploited the hell out of the 8% to get NY!Alfonse + NY!Peony for their skills(RIP my 9 NY!Lethe's sitting in storage because all I wanted was 4 Peony's) to get their seemingly "meta proof" skills that helped build my team into... something comeptent. Anyway enough is enough, here are my builds(I used a unit builder screen shot because I'm still not done all the dragon flowers + Sharena's Atk/Def Bond seal is still Level 2 instead of 3 & I wanted to paint the perfect picture) - (also I listed veronica as +10 merged because I have 450+ orbs I've been saving with her name written on them for a veronica banner):

- General things to start:
  • The Themes of this Build are:
    • Stick together :)
    • If you attack, they better not get back up
    • Maximum damage because, Lol? our stats are shit in every other department, we can't take a hit. Seriously this is the only way we could possibly keep up
    • Say it with me: if they target your Res you gotta kill them first + stay out of their range(really much easier said than done, seriously, everyone is magic now)
  • Anna got the S-support because my girl needed the bump in Stats the most, also she's the only one who will actually always use All of her stats/she's the most versatile
  • The Atk/Spd Bond 4 is Amazing not just for the in-combat(thank god the update shows them in the pre-battle preview) bonuses which can't be penaltied, but mostly because it stops any kind of penalty to Atk or Spd
  • I will consistently get something like a minimum of 8 - to an average of 24-32 extra attack In-combat because of the sheer stacking of Atk Joint drives, Veronica being a goddess support with her built in Drive Atk/Spd & Def/Res Rein is amazing for this as well + each unit's own skills that add to damage etc...
  • I went with Glimmer + special spiral(mostly because it was easy to get with NY! Alfonse kindly offering them up) instead of Moonbow since with all the atk stacking, even if my boosted atk won't kill you, it'll hurt like hell. Add Glimmer which boosts the damage dealt by half & it gives it the extra kick needed to actually kill you(seriously it's come in clutch too many times to count)
    • Everyone has special spiral because I want to Proc Glimmer as soon as possible & then KEEP IT. seriously, with this build, Glimmer is a must because it synergies so well
    • Also, Glimmers animation looks pretty & fits my head cannon of Askr being a Kingdom that "travels the stars & realms to explore new world". I'm just a weird person it's okay
      • Also everyone is Light Blessed because it's on theme/matches Askr's colours(and it looks pretty in the special animation which procs ALOT thanks to special spiral, I like having units that are perpetually fully charged)
  • Everyone has Swap(Anna alternates between Swap & Reposition) for movement play + strategy since they all have to be bunched together most of the time(occasionally detachments of 2 units can break off but only if I'm feeling very confident or Stupid)

- Ok, Now let's do Alfonse:

https://preview.redd.it/6kcg9omqf3h61.png?width=720&format=png&auto=webp&s=c209d9b467f6a99d28d3ac183490d0d00e43cc8a

You guys, I think I really Unleashed The Bench with this one
  • Right off the bat, I didn't put bonfire + Wrath on him because yes the Glimmer combo has worked better with this team set up & their need to always be next to each other. Also I'm upset that Open The Future can't be given to him and I'm a sentimatically stubborn person(I just think its more fitting that he gets the ability because it's animation is the Askr Crest but like pfft, whatever, I'm not bitter, I swear, I don't need Beautiful on theme Bonfire + Sol, I'm not crying, you are!)
  • Atk/Def unity came off of my free Dimitri pull & it's just what the doctor ordered, with it Alfonse is the only person allowed to be 2 spaces away from his allies 😅😅😅😅. + as I've noted earlier, I love not having any penalties on me, Atk/Def Unity doubles down on this by turning them into in combat bonuses & I absoloutly love it. this is also why I didn't make him go T R I P L E B R A Z E N
  • The +Def refine not only gives him a golden 'on theme' Aura(as you can tell my priorities are in the right place, he looks spectacular by the way) but semi-consistentaly let's him be able to go toe-to-toe with other physical tanky units AND if by some miracle he does get Open The Future in the future, then I could run it on him(I know it'll never happen & I hope this ages terribly)
  • But yeah feel free to let me know what you think about this one, if he gets slightly damaged then suddenly he kinda forgets what the weapon triangle even is & will literally Kill anything in his path(Guess all that bench time made him pissed)

- Next is Sharena:
Aka maybe she's too friendly

https://preview.redd.it/7y6ojrmqf3h61.png?width=720&format=png&auto=webp&s=675542b54c71bee74b8a59bb36265a65c49dffa4
  • As mentioned earlier, she'll get consistent +24 atk or something like that & a healthly balanced +10 boost to her Defense & on average +15-17 to her speed(thanks to Veronica's Refine + their Ally Support)
  • She's my Swap Queen, If she's standing next to someone then she'll take a hit or 2(as long as they're physical) & will absloutly demolish any poor unfourtanate soul who gets in her way
  • Since my team up revolves around everyone being glued to the hips, her Triple Bond + Joint Drive Atk really shines
  • Also My favourite colour is Purple so I enjoy the specialty weapon refines Aura's :)
  • Does anyone have any thoughts, opinions, suggestions?

Next is Anna:
The well-rounded teleporter(who will absolutely kill you) ❤️

https://preview.redd.it/xbjcdqmqf3h61.png?width=720&format=png&auto=webp&s=84dda834c8926a3ff37247e33b3049a85cfa5f51
  • It is INSANELY FUN to teleport all over the place with Anna, since this team dynamic dictates that everyone should most of the time be within 2 spaces of any given unit, she can always come & wreck shit up or just be there to proc your Bond skills.
    • seriously though, this comes in handy for my team because not all maps are kind to my play style & having a Cavalier + A teleporter who if you hurt her just gives her more utility(if she's under 50% HP she can teleport next to ANYONE on my team no matter where, when she's above 50% it's limited to those within 2 spaces which still provides an insane amount of mobility & potential strategy) Kinda circumvents this disadvantage
  • Like I said earlier, Anna is the only one who will use all of her stats to the fullest, with an emphasis on spd. She's the only one on my team I'd even consider putting in harms way of a Magical unit thanks to her Res Stat. and always(for the most part) being next to someone gives her a ton of extra Atk to make her Glimmer really shine
  • Any thoughts or Suggestions for this one? I'd love to hear feedback or anything I might have overlooked(Sorcery blade would've been cool as a sacred seal but the damage isn't worth it when everyone is merged and/or a balanced unit. + Veronica doesn't count as a magic Ally sooooo yeah)

Last & the opposite of Least, My Super Supportive Glass Cannon(we like her, she's the only one who can do magic damage + is usually safe from counterattacks). Veronica!:

https://preview.redd.it/zcrq7tmqf3h61.png?width=720&format=png&auto=webp&s=90fe5077409414bdfb113de48aa80ed0ffa45b1d
  • Honestly I think this one is pretty self explanatory, shes mounted so the extra mobility with this type of team is a god send
  • She can heal + buff already super buffed stats AND she can Debuff quite a lot too! very helpful when a unit gets caught out alone or is just close enough to being able to kill someone
  • She is a NUKE herself, good lord She'll usually double people & have super stacked In-combat Atk stats
  • She's not allowed anywhere near the danger area as she is very squishy. Sorry I'm kind of getting Tired of typing so much & just want to post this already 😅😅😅
  • let me know any of your thoughts/recommendations on this one?

Tl;Dr : I'm sentimental & made a Head cannon Fire emblem heroes Title team That is super overpowered in attack damage in order to keep them up with the Meta, I'm a returning(but new? player) and I exploited the New years banner to make these builds. Please let me know If i missed anything or advice for improvements(yes I've tinkered with Spurn) since this is THE ONLY TEAM I USE, I refuse to add other team members in AR or do any multi-team battles because that breaks the immersion for me with how I set up my headcannon that allows me to be a F2P completionism in a Gacha game.
Thanks for enduring my super long first ever post on Reddit!
submitted by snowy_aki to FireEmblemHeroes [link] [comments]

Viability Rankings 1.1


It’s our way to compile the community’s overall opinion of the meta in a simple and effective way. If you had some contact with Smogon, you may already know this style of ranking.
Now, some people asked the meaning of these tiers and how brawlers are placed here.
Firstly, the tiers, S+ contains the best brawler of the current meta, either due to that brawler being mechanically broken or just being incredibly versatile overall. The lowest tier (F/F-) contains brawlers whose niche is either non-existent or incredibly outclassed by a plethora of other choices. A- is a middle ground between the two, containing brawlers with niche but distinct uses as well as being considered balanced.
Each tier is subdivided to paint a clearer image of the viability of those brawlers - however, the tiers A- below are ranked alphabetically, mainly due to lack of competitive use and the fact that it isn’t very useful to most people, unless you want to use niche comps. These tiers are also fairly liquid, meaning that brawlers at the top of A can also be seen as the bottom of A+ and vice versa.
So let’s get right into the overall viability rankings

S+ Tier

Carl:

Somehow, after being meta for so long, he got a buff: a grappling hook. This gives him even more versatility, as now, he can dribble the ball more easily, close the gap between enemies, retreat easier and apply offensive pressure.
That’s just his gadget, his attack allows him to function as a lane bully, and his super allows him to close the gap, as well as deal high amounts of damage. Due to his high health and range, he basically has no hard counters, only checks, and they are prone to getting overwhelmed by Carl’s attack and grapple.
Overall, Carl is the best brawler in the meta as of now, due to well rounded stats and sheer versatility.

S Tier

Max:

Max didn’t get hit hard at all by her nerf, and is still an incredibly dominant force in the meta. High speed plus high DPS allows her to shred basically anything in the meta, as tanks are largely niche.
Her first gadget helps her a lot, as it allows her to absorb damage and get closer, which can spell doom for squishies like Brock and Spike. Her second gadget isn’t used over the dash, however, it can be used in Siege in diving as well as picking up the first bolts.
Do not forget this brawler, as it is the forgotten Max which is the most dangerous.

Spike:

Spike and Max can be interchanged easily on this list, as overall viability wise, there isn’t much that separates them, aside from maybe Spike’s better matchup against sharpshooters.
At close range, Spike can easily shred anything with a pulse, and at long range with Curveball, you can get some pretty great chip damage.
His super can close off chokes, as well as guarantee a KO, and his gadget can help out in melee interactions, where 2.5k damage just doesn’t cut it.
Due to all of these qualities, as well as being able to burst down a safe from 100% to 0% in under 30 seconds, which displays his DPS quite well, Spike is undoubtedly S tier.

Colette:

Colette’s buffs see her going from a questionable A+ tier brawler to one of the best brawlers in the meta. Her unique brand of supportive capabilities: bringing the enemies’ healths low enough for brawlers like Tick or Mortis or god-forbid, Amber to capitalize on.
Unlike the top 4, who have a few flaws, Colette is immensely weak while using her super, as well as losing hard to throwers and sharpshooters. Just like Amber, focusing her down is the best way to eliminate her.
However, don’t let this discourage you. Colette is incredibly strong, and she must be considered while making a team, on both accounts of playing with and against her.
You still don’t believe me? Ask u/reddysetgoooo, an actual pro player, who lost hard to numerous Colette over on his stream.

Gene:

Gene is a consistent brawler that works in most modes and compositions. He excels at poking, scouting and healing, an overall great support. However, his Super, Magic Hand, is what makes Gene such an intimidating threat. Here’s a list of a few benefits of Gene’s Super:
Gene is an excellent support deserving of S Rank

Sprout:

Undoubtedly the best Thrower in the game and one the best mids too, Sprout is just too tanky for a Thrower. Photosynthesis + Garden Mulcher gives him free Primo’s health while he three-shotting most mids behind a wall. Even his main counter, Mortis, has to attack 5 times just to take Sprout if he doesn’t use Garden Mulcher.
He’s a great choice on open maps, as he simply isn’t wall dependent due to his bulk and range, and on walls with chokes, he absolutely dominates due to his attack as well as his walls. Speaking of the walls, they do so much and stay up for so long that it’s just annoying and infuriating to play against it.
Now, he does have counters, most notably other throwers, as well as brawlers that can easily close the distance like Mortis, Surge and Jacky, however, they aren’t the hardest things to play around.
Due to his plethora of great qualities, he is easily worthy of the S tier.

S- Tier

Pam:

Pam is the textbook definition of generalist, she does almost everything with quite ease and it’s a great pick in every control-based mode, especially in Siege where Pam can decide a game alongside Barley.
Most laners suffer quite a bit to take her out of lane because of her high health, constant damage and healing. However, she has some weaknesses, which hold her back:
Overall, Pam is a great brawler to use if your team just needs to be a bit more glued together.

Mortis:

Mortis is a great counter to much of the meta. With tanks officially being non-existent for much of the meta, Mortis has very few reliable ways to check him which are available above the A- tier now.
He also enjoys increased use due to him being a decent check to Amber, though Mortis has to be very careful of her as well, though what doesn’t.
Overall, Mortis is slowly creeping up the ranks of viability and he doesn’t seem to be stopping anytime soon.

Tara:

While only being viable in two modes and a map, Tara absolutely warps the meta of both those modes with her super, which in our eyes, make her absolutely deserving of the S- tier. She is so dominant there that playing against her feels like a punishment in and of itself.
Her damage is great, even excluding her super, and both her star powers are incredibly useful, with Black Portal being devastating for low DPS brawlers and Healing Shade being as useful as always.
And her super. Dear God, that super. Let’s start with its weakest quality, it can break walls. Not very useful outside of Brawl Ball. It can pull in the entire enemy team, as well as knocking them, disrupting supers and pushing the ball away, and allowing Tara’s pierce to shine, allowing her to deal almost 7k damage off of just one super and 3 quick attacks. The scariest part? She charges the super up ridiculously quickly now.
It’s important to mention this, but both Brawl Ball and Gem Grab are the most commonly played 3v3 modes, and Tara dominates on both of them.

A+ Tier

Surge:

Surge is a sleeper pick in this meta, a dark horse if you will. While many felt we had originally overrated him by putting him in A-, due to the To The Max nerf, now the opinion on him has shifted that we are underrating him.
This new paradigm is due to him being one of the best blanket checks to most of the best brawlers as of now : Spike, Amber, Max, Sprout and Colette, all of whom hate facing Surge, due to the combination of his burst and his tele-dash gadget, which should really be reworked now.
His burst is really good, dashing onto someone, jumping and unloading 3 quick shots on deals a massive 6,152 damage, just shy of 8 damage to take out Carl.
Overall, Surge is a devastating pick, and an underrated one at that.

8-BIT:

It feels so great to see 8-BIT viable in a non-solo mode, and he is incredible. With a massive healthpool, damage and useful utility in the teleport and the damage booster, and the new addition of Plugged-In, it is a no brainer to bump his viability up massively.
8-BIT actually did a lot better than what most people expected him to do, but in hindsight, it was rather obvious, high damage, high health and high speed is a broken combo no matter what.
For these reasons, 8-BIT is resoundingly A+.

Nani:

Nani is seen as an increasingly viable pick in every mode except Hot Zone. This rise in viability is mainly due to Mr P falling off, as well as tanks, not to mention her being discovered as a sharpshooter alternative in Heist (thanks to u/GelatinouslyAdequate), which has seen her being played more and more.
Nani has great damage, great range and a very useful super in Peep, which allows her to still apply pressure while falling back to heal up.
She does have flaws, namely, she isn’t the best against more mobile choices, and she hates Sprout, but even then, she is great, another underrated brawler.

Barley:

Barley is an incredibly good control brawler, with the ability to deny area incredibly effectively, as well heal his team. His first star power is downright broken, allowing Barley to always apply pressure on the enemy, regardless of how low health he is on.
His other star power and gadget are great as well, allowing Barley to have a better matchup against tanks, as well as deal an impressive burst of damage.
For the aforementioned reasons, Barley lands solidly in the top 15 brawlers.

A Tier

Amber:

One of the only brawler that recently got a change and she got quite a punch the damage nerf alone is a pretty big nerf sure it’s just 50 damage less but, may i remind you that she has 40 ammo meaning that if she empties her ammo fully on a target she would deal around 2k damage less in total but then comes her speed nerf that went from very fast to just normal which s huge considering that bibi a brawler who used to be bottom ten immediately became top 5 with a speed buff from just one stage up; So yeah two stages down in terms of speed is almost too much. We placed her here tough cuz she still has crazy dps and great area control with her super and her 2nd sp might cover one of her weaknesses (her reload speed).
Also, nobody is quite sure how good she is as of now. Were the nerfs too much or is she balanced now or is she still too strong? Only time will tell.

Mr P:

Mr P has fallen off the meta, the meta as a whole is too aggressive and too fast for him to keep up with. Increased Surge and Mortis usage doesn’t help him out much either.
He was also incredibly controversial last tier list due to him not being as viable as the other S- brawlers.
Don’t get me wrong, he is still a fine brawler and annoying as always, and this fall in viability isn’t because of his nerfs, but due to the meta just being inhospitable for him.

Poco:

Poco’s decrease in viability was greatly exaggerated, he is still a rather solid pick on Gem Grab and Brawl Ball, even with tanks out of the meta. His healing and pretty good chip damage has lent him a spot in non-Tank comps as a pretty good mid, which further shows that tanks need to be made independent of Poco.
Also, in the forgotten mode - Hot Zone, Poco is quite strong, some tank compositions have seen a surprising amount of viability there, which has to land Poco an A tier ranking due to his solid performance.

Brock:

Brock has risen in viability mainly due to his new gadget, which is an absolute terror. Breaking walls, applying Incendiary damage and OHKO-ing Tick, as well as being incredibly fast as well, make it a very scary prospect to face off against.
All of Brock’s other great qualities are also here, his great range, reliability and Incendiary, which soundly places him in the center of A tier.

Gale:

Gale used to be a top ten brawler but then fell out of the meta due to several nerfs and became quite underwhelming . But he's now climbing a bit back into the meta for two main reasons.
First one is naturally thanks to his reload speed buff since it allowed for more dps, easier super cycling and more slows with his 2nd Star Power, which helps him aim his attack to hit 4 snowballs and the second reason is due to the amount of maps that favor his jump pad, maps like G.G Mortuary or half the Hot Zone maps become much more easier when a jump pad is on your side, even if it is just 6 tiles, as it allows for a more direct path to the objective rather than being stuck in only having a limited amount of pathing.
For that reason, Gale is absolutely deserving of A tier in our eyes.

Bea:

Bea easily a top 5 brawler in Brawl Ball and okish in other modes due to the lack of tanks, well that was until her 2nd gadget got released which is weak against aggro brawler but is really good against control, sharpshooters with the hard to dodge bees and the control it can give gives you a chance against those other sharpshooters.
While she struggles against sharpshooters, most of the meta consists of mid range brawlers, who can’t touch Bea if she stays at the end of her range. This has given her some great anti-meta play.

Jacky:

Her Hardy Hard Hat sp and her zoning potential has been seen in non-Tank comps, especially in Brawl Ball and Siege, where she really shines. She’s easy to use and has a great reward as well. She’d definitely be higher up, however, as many tank killers are viable as of now, she tends to fall short against comps with Spike, Colette, Gale and even Emz.And even after the nerfs amber still does well against her. But out of all tanks she performs the best for two main reasons, first she can deal the best with those anti tanks compared to other tanks thanks to her gadget that may catch an enemy anti tank of guard. The other reason is that she’s weak against other tanks and a lack of other tanks is good for jacky, since she doesn’t have the dps to take out other tanks while other tanks do; And jacky is still really good in game modes like siege where she can easily get the first bolt with her gadget and hold a certain zone to collect bolts thanks to the fact that she can attack through walls and her tankiness, gadget makes it easier to run around and collect bolts.

Sandy:

This is a pretty good meta for Sandy, with the lack of tanks in the meta(which he’s weak against) makes him win lanes more frequently. On the other hand he synergies really well with tanks, but unlike poco he isn’t chained to tanks since he can still be a competitive viable brawler even without tanks.
Other than that he's really good in control modes such as gem grab, siege and hot zone, thanks to his sand storm since being invisible easily allows to approach your opponents so enemies back off rather than trying to face an invisible enemy.

A- Tier (All brawlers from this point on are ranked alphabetically)

Bull:

His new gadget def helped him due to the fact it makes him win a lot more matchups if he's able to get super. The problem though is that the meta doesn’t favorise him at all even though Amber got nerfed, she’s still decent and brawlers like Spike, Max and Colette. Bull still has a place in modes like heist and siege where his tankiness and massive amount of damage at point blank range is pretty useful to dps out the safe,IKE or bot..

Darryl:

He’s really good in heist, and that's kinda it; he’s still decent in modes like siege and brawl ball but he doesn’t see competitive play outside of heist; yes he can beat tank counters compared to other tanks thanks to his super that also auto charges, but he still loses most of the time to the likes of spike.
For these reasons, Darryl is A-

Emz:

While she got a pretty good buff this meta is not that good for emz since emz mainly counters mid range brawlers and tanks and due to the lack of those brawlers she kinda struggles. but on the positive note, hot zone made its debut in competitive and emz is pretty good in there whether there are tanks or not and even then she’s still decent in brawl ball and gem grab.

Frank:

The tankiest of all the brawlers, he sees some play in siege, brawl ball and hot zone since thanks to his tankiness he can hold his position fairly well and push enemies back with the help of his super, but like other tanks he gets hard countered too much all over the place so it’s difficult for him to hold his lanes.

Penny:

Penny is a pretty well rounded brawler, she’s a decent pick in all of the modes, but not really a great choice either. Although this is not a great meta for her, mainly as the amount of throwers are rising to counter the meta brawlers, and Penny’s greatest asset in her kit, the mortar, doesn’t match up well against throwers.
Overall, she functions well as a glue brawler, holding random sets of brawlers quite well and Balls of Fire is great as always.

Tick:

This is a relatively good meta for tick since he counters a lot of the meta brawlers such as Spike, Colette and Tara.
On top of that he's one of the most picked brawlers in Hot Zone and the best brawler in Bounty.
As for other modes he’s decent in siege and only works in certain brawl ball maps.
Those individual rankings even out to form a brawler who’s just average in the entire meta.

B Tier

Bo:

Bo dropped pretty hard since his gadget Tripwire got nerfed.
Now it’s only good if you predict your enemy’s movement or to break up terrain. Bo is still a decent choice as a gem carrier and let's not forget Snake prairie, where he’s one of the best brawlers there. His mines are also useful in siege to control certain points or to defend the bot.
He has returned to his previous spot of being the most balanced brawler, however, that also makes him the one that stands out the least.

Bibi:

The reason why she’s here is the same reason why the other tanks aren’t high. She gets screwed over by the meta highly due to all the tank counters and simply can’t win her lane easily in most matches.
She's still decent in gem, and brawl ball and sees competitive play in siege cause she can collect bolts fairly well, as well as control a large portion of the mpa due to her speed and knockback.
Her gadget is one of the only reasons why she isn’t bad as it allows to go in and tank massive amounts of damage especially if you combine it with Batting Stance.

El Primo:

This is one of Primo's worst meta’s, since not only does he get countered by the current meta brawlers but so do his good matchups (other tanks). It’s way too difficult for him to approach enemies to get his super and chain it, which is largely why he is such a sub-par choice, he can’t lane or 1v1 effectively until a good amount of the game has just been wasted.
He’s still decent in Hot Zone, Siege and Brawl Ball, especially with Poco support, but in this regard, he is still outclassed.
For these reasons, Primo sits in the B tier, and you could make a solid argument for why he should drop to C tier too.

Nita:

While she did recently receive a buff and a new gadget she’s still not that good. Part of that is due to the fact that tanks (which she’s decent against) are out of the meta meaning that she can hardly win her lane since she has way too short of a range to beat other brawlers in a lane. And for a super reliant brawler, her super isn’t really that good.
Don’t get me wrong it’s decent but it doesn’t impact anything except Heist.
At least her viability in heist did increase since a nita with Faux Fur and Hyper Bear, the combo of which is very hard to deal with.
Overall, a mediocre choice.

Piper:

She’s good in bounty, decent in some gem and siege maps, and that's kinda it for Piper's viability. The meta isn’t that good for piper due to the massive amount of sprout that hard counter piper since sprout can easily 3 tap piper while hiding behind his walls. If she sees competitive play it’s only in bounty and even then she can still be screwed over by brawlers like: mortis, tick and sprout.
Although the meta isn’t that bad either since she does well against meta brawlers like colette and spike.

Rosa:

If Poco falls in viability, Rosa follows suit. There isn’t much reason for her to stay in A tier, especially when tank killers are so prominent.
Due to the prominence of tank killers, this is not a good meta for her. She’s still a passable choice in Gem Grab, Brawl Ball and Hot Zone, but she is incredibly Poco-dependent, otherwise, she just falls flat compared to other choices.

C Tier

Colt:

There’s nothing wrong with Colt per se. He’s just outclassed by almost every sharpshooter, Brock as a wall-breaker and a versatile pick, 8-BIT for laning, Rico on wall-ed maps and Bo for area denial. Colt doesn’t have anything that makes him stand out over better options.

Leon:

Invisiheal is an incredibly broken star power, allowing that brawler to heal up at an unprecedented rate of 1000/second and pick up kills as well as cycling that super. However, Leon is in the bottom 10 speaks volumes about how many other flaws he has.
While he has a large range, he can’t poke effectively even if he strafes correctly. His damage being proportional to his super charge means that it can take quite a long time for Leon to charge up his first super.
Furthermore, tracking or escaping Leon has never been easier, the best three brawlers: Carl, Max and Spike have methods of dealing with Leon, the former two can escape and the latter can track him with either Curveball or his gadget.
For all of these reasons, Leon is at the bottom of C.

Rico:

Rico’s high position in the last rankings was due to the presence of maps that benefit him, however, as most of them are now gone, he has fallen quite a bit. He also doesn’t like Amber at all, as he only has a chance to beat her 1v1 in maps where he is dominant, which isn’t many.
He doesn’t have much that makes him stand out over 8-BIT in terms of laning or Sprout in terms of choke-spam, which definitely hurts his overall viability.

F Tier

Crow:

Crow is unfortunately the worst type of specialist in video games - the specialist with a very very small niche and a million counters. Crow’s niche is virtually non-existent outside of Showdown, and while the Extra Toxic + Defence Booster combo is nice, it isn’t strong enough to save him from the F tier, as it isn’t threatening enough
He also has a tonne of counters, most of which are meta, like Gene, Max, Mortis and Sprout. This is further compounded by his frailty and rather low DPS without super. Even if his meta counters get banned, most sharpshooters and tanks don’t care much about Crow’s poke, as it takes too long to kill them.
All he is is a mild inconveniences, and inconveniences don’t get higher than F

Dynamike:

Dynamike has always been in the bottom of the boom barrel, and this season is no different. With terrible matchups to most of the top tiers like Mortis, Carl, Max and Sprout, alongside low survivability, inconsistent DPS and being outclassed by other DPS brawlers and throwers, Dynamike is an easy candidate for the F tier. This is without mentioning the gimmick that is Dyna-Jump, which so many consider as the better star power.
The only thing that saves him from being the bottom is Demolition, which allows him to deal impressive burst damage, as well as getting a lot of OHKOs on common brawlers.

Jessie:

Originally, she was going to be at the bottom of the tier list, due to Amber being superior in every way, as well as countering her to boot. However, the Amber nerfs have allowed Jessie some breathing room.
She’s still a terrible choice though, not as bad as No. 40. All her previous flaws still apply. Past that, the meta is incredibly unkind to her, and her turret being an anti-tank measure is gone now as well, due tanks falling off in the meta.
She fails to do much against the Hyper Offence teams that dominate the meta as of now, and she hates the increased thrower use rates.

F- Tier

Shelly:

Originally, this spot was going to go to Jessie, who was completely countered and outclassed by Amber, but the Amber nerfs happened, and the meta has been shaken quite a lot now. Now, Shelly is the worst brawler in the metagame.
This is yet another case of a brawler just being outclassed by so much in the meta, Spike, Emz, Bea, Colette and Gale in the tank killing niche, Tara and to a degree, Amber in the mid range brawler niche, even the showdown specific niche of Bush Camping has gone to Bull now, due to his new gadget.
Shelly is also cursed with a mediocre kit, both Fast Forward and Clay Pigeons are terrible gadgets, with situational use, Band-Aid is weak and Shell Shock is decent, but Emz, Gale, Spike and Bea have superior slows.
Shelly doesn’t have anything that sets her apart from any other brawler. All she does is serve as a dopamine rush for new players who figured out how to auto-aim.

Conclusion :

The meta is heavily against tanks due to the amount of tank counters, throwers are also rising cause they can counter those brawlers relatively well. Tanks now rely on poco way too much to just be playable.
A lot of beta brawlers are struggling in this meta too, out of the pre-global 21, only 7 are above A- tier, 2 of which are stat-wise broken - Tara and Spike. Below A- tier, except Rosa and Bibi, all of the brawlers there are pre-global. This is not a coincidence, many of those brawlers are outdated in their kits or outclassed by better options. This is further exacerbated by the fact that many of these brawlers are incredibly super reliant before they can do anything important in the game, like Jessie, El Primo, Crow and Nita.
Credits:
u/darkcat9000
u/Obsidian297
I thank you all for reading this post. It took several days but it’s finally done yall better have a great day and i see you next time.
submitted by Obsidian297 to BrawlClopedia [link] [comments]

CS Master Mode tips (?)

We know it is coming on the next reset, but you can not legally unlock the mode yet because it requires the 18-type-medal. It means we will have to wait for at least one more week.
I will make this post like a Q&A:
What is Master mode, again? It is just a normal CS, but it let you increase the difficulty and gives you more rewards based on the difficulty.
How will the rewards increase? There are two kinds of rewards:
Completion Rewards (as usual): 5* spirits and 8* tickets. It means you get 40* tickets after completing a CS cycle.
Master Mode Rewards (milestone system):
Point Reward
600 5* tickets
900 5* tickets
1200 a strike candy coin
1500 5* tickets
1800 5* tickets
2100 5* tickets
2400 5* tickets
2700 a Power up
3000 5* tickets
3300 5* tickets
3600 5* tickets
3900 5* tickets
4200 10* spirits
5000 skill sphere
5500 skill sphere
6000 2k sync orbs
6500 skill sphere
7000 skill sphere
7500 2k sync orbs
We can see, the rewards are very, very dena. It is better, of course, but only 3900 points are interesting, so averagely we want to get about 800 points per battle.
How stronger are the opponents? I would say the range is from nothing to unbeatable.
Option Points My opinion
Strength ↑ 1,2,3,6 100, 200, 300, 600 n/a. I only know the number means 10%, 20%, 30%, and 60%. strength means level. The opponents' levels get higher. This does make sense now.
Gradual Healing 150 this option will be a big deal if you also give the opponents bulk stats (hp, def, spdef)
physical shield, special shield 50, 50 not a big deal because crit ignores the shields. Go for it!
Critical-Hit Defense 150 n/a
Sync Buff ↑ 5 100 just beat the stage before it uses a sync move. EZ
Max Sync Countdown −1, -2 50, 200 the opponent uses sync move faster
Ally Move Gauge Max −2 300 your max gauge becomes FOUR only. Lol
Ally HP ↓ 5 200 you lost 50% of HP right off the bat
Attack & Sp. Atk ↑ 1, 3, 5 50, 100, 150 opponents deal more damage
Defense & Sp. Def ↑ 1, 3, 5 50, 100, 150 opponents are bulkier
Max HP ↑ 2, 4, 6 100, 200, 300 opponents are bulkier
No Status Conditions 50 Imagine you use 5 sleep teams.
No Stat Reduction 100 is this important as well? I don't this so. I'm not gonna debuff the opponent.
BIG NOTE: BRYCEN/GRIMSLEY WON'T WORK. DETAIL BELOW
Ally Healing ↓ 5 100 basically, you heal less than 50%
Half Ally MP 100 imagine Skyla 1/1 Potion only
Power ↑ on Hit 1, 2 100, 200 n/a. Maybe opponents just deal more damage
Now, I will explain why Brycen, Grimsley, debuff won't work.
The numbers mean percent. For instance, Attack & Sp. Atk ↑ 5 means the opponents' Atk and SpAtk are 150% compared with usual. Hence, they have no buff.
Some options are nothing, but together, they make the stage significantly harder to unbeatable.
As I stated in this post, the cap of point you can get per battle is 1500. Have fun!
submitted by A-Love-Passed-On to PokemonMasters [link] [comments]

You say RNG... I say computationally complex

You say RNG... I say computationally complex

Background

Hi everyone, I hope you are doing well. I want to thank everyone who has reached out in the last few weeks regarding my posts for pack analysis and flipping. I am happy to see so many people dive in and get themselves up and running with the code, it is great!
This post is going to be a little different. I am not scraping anything or building something custom to analyze my packs/games/market history. Instead, I am here to hopefully spark a conversation on something that I find quite important. That is, the use of the term “RNG.” Typing it out, it makes me feel uneasy.
I searched the term “RNG” this morning, and it was overwhelming. The term is being misused and it has unfortunately littered this community’s perception of how computation works. As an engineer, I am at the end of my wits with this term being used out of context. It is stated as a matter of fact and arguing against it is blasphemy.

Goal of this post

The goal of my post is to not disprove RNG. That would require me to write tens of thousands of lines of code to retrieve the source code of the game, breaking the warranty of my PS4, all while likely risking legal action from SDS.
Instead, my goal is to propose a computation model that can be seen as an alternative to “RNG” as the community calls it. This will hopefully by proxy do the following:
  1. Provide context to just how complex this game is in terms of variables and their influence on outcomes
  2. Provide a mental model of how the slightest changes in inputs can alter the outcome
  3. Provide a new sense of appreciation for the product that is MLB The Show and its developers. These cats are extremely intelligent, and their hard work shows
I would like to provide a model that generates outputs between a pitcher and a hitter based on various conditions. The model uses over a dozen variables, making it semi-complex enough to get realistic batting averages and outcomes. Many times when we have something go against us, we see PCI placement and our timing window and rage when we see the outcome. A 2 variable outcome would make this game beyond boring. I would be a .750 hitter if that was the case.
Instead, there are many other variables and factors that likely influence the outcome of an at bat. We all know this from our experience(s) with the game in real life, but I am sick of reading “this is a video game, perfect should mean perfect.” Yuck. I do not want to think like that. Mathematics and computation makes the world a little less dull for me, so I want to share with you a model I have cooked up to help me appreciate the game for what it is.

The model

Before I describe it, I want to make a few things clear:
  1. I am not saying that this is exactly how the classification engine for outcomes works
  2. I am not saying that the weights and variables are the exact same variables used in the outcome classification algorithms by SDS
  3. I am using pseudo-code in many places. This means that I am creating a model based on logical operations, without knowledge of the exact mathematical functions used. I am introducing a concept, trying to prove a point of complexity, not how it actually operates and performs for outcome classification. A model like this would need to be tested and tuned over hundreds of iterations before it could really go into a production setting.
The model that I propose is broken into seven parts:
  1. Pre-pitch conditions (pitcher)
  2. Pitch selection
  3. Pitcher execution
  4. Hitter conditions
  5. Batter swing variance
  6. Batter execution
  7. Results
I am going to use the following variables throughout this post. Some of these variables are used in functions to calculate a metric that is in then fed into subsequent functions.
Pre-pitch conditions (h9, bb/9, h/9, stamina, confidence)
Pitch selection (velocity, break, control)
Pitcher execution (timing, accuracy, pitch_selection_idx)
Hitter conditions (contact, power, vision
Swing conditions (timing, pci_placement)
Hitter execution (hitter conditions, swing conditions, elevation, wind)
Results (pitcher score – hitter score)

The idea is that both the pitcher and hitter start off with an indexed number. This measures how good they are. These are the conditions before a pitch is ever thrown. Someone must have an advantage here… most of the time it will be the pitcher. We know this already. Hitting is hard in real life, plus the pitcher has 8 other dudes helping him get you out.
The pitcher then selects a pitch. That pitch needs to be factored into how well the pitcher can execute the pitch, and whether the pitcher will gain an advantage on that pitch.
Think of Kluber and the choice between his sinker and change up. The velocity, break, and control of those pitches need to be weighted and accounted for. Then you have the pitchers timing and accuracy. If he throws a sinker with perfect timing and accuracy, his indexed score will skyrocket. If he throws the change up (less break/control/speed), and it hangs or is poorly executed, then his score drops. Makes sense, right?
A key is assigned to accuracy and timing. For each value, the number either decreases or increases. The numbers are always variable.
timing_idx = {'very late': -5, 'late': -3, 'perfect': 5, 'early': -3}
accuracy_idx = {'very late': -5, 'late': -3, 'perfect': 5, 'early': -3}
pci_placement_idx = {'one_thru_five': -5, 'six_thru_10': 0, 'eleven_thru_fourteen': 5, 'fifteen': 10}
swing_timing_idx = {'very_late_early': -5, 'just_early_late': 0, 'okay': 2, 'good': 5, 'perfect': 10}
elevation_idx = {'low': 0, 'medium': 3, 'high': 5}
wind_idx = {'in': -5, 'netural': 0, 'out': 5}

This sets the stage for each function. We have dictionaries for how to add/subtract values.
def pre_pitch_conditions(hr_per_9, bb_per_9, h_per_9, stamina, confidence):
pre_pitch_idx = ((hr_per_9 *.50) + (bb_per_9 *.5) + (h_per_9 *.50) + (stamina *.5) + (confidence *.50)) / 3
return pre_pitch_idx

def pitch_selection(velocity, pitch_break, control):
pitch_selection_idx = ((velocity *.4) + (pitch_break *.4) + (control *.3) /3)
return pitch_selection_idx

def pitch_execution(pitch_idx, selection, timing, accuracy):
timing_key = choice(list(timing.values()))
accuracy_key = choice(list(accuracy.values()))
variance = (timing_key + accuracy_key) + selection
total_score = (pitch_idx *.5) + (variance *.5) + 10
return variance, total_score
The batter must execute as well. You can’t just walk up there with high contact/powevision. You need to have good timing and good PCI placement. Oh, and you must account for wind/elevation and the fact that the pitcher has 8 other guys with him!
PCI placement and timing are also assigned keys. The better the timing and placement, the better the score. Execute poorly and points are docked. Makes sense.
A score is calculated on his swing with his attributes and then passed as a final hitter index.
def pre_hitter_conditions(contact, power, vision):
hitter_condition_idx = ((contact *.4) + (power *.3) + (vision *.3) / 3)
return hitter_condition_idx

def swing_conditions(hitter_timing, pci_placement):
timing_key = choice(list(hitter_timing.values()))
pci_key = choice(list(pci_placement.values()))
swing_variance = pci_key + timing_key
return swing_variance, pci_key, timing_key

def hitter_execution(hitter_idx, swing_variance, elevation, wind):
elevation_key = choice(list(elevation.values()))
wind_key = choice(list(wind.values()))
hitter_score = hitter_idx + swing_variance + elevation_key + wind_key
return hitter_score
These two numbers: the final pitcher score and final hitter score are evaluated to see who wins the match up. A simple index of 0 is used here. If < 0, the pitcher. If > 0, the hitter. This is pseudo-code remember… it is a model of how it might work.

https://preview.redd.it/uxxqnf3itki51.png?width=3000&format=png&auto=webp&s=266c2a8adcfacde5d0a5e1a57f5a1507c8b52ae8
When you go to execute the model, you pass in the values for each respective player.
I ran a matchup of live series Gerrit Cole vs. live series Mike Trout 250 times.
Each time, Gerrit throws his fastball with full stamina and 90 confidence. The guy is a stud.
# hr_per_9, bb_per_9, h_per_9, stamina, confidence
pre_pitch_idx = pre_pitch_conditions(57, 70, 88, 90, 90)
# velocity, break, control
selection = pitch_selection(97, 99, 95)
Trout comes to the plate being Mike Trout… you get it.
# contact, power, vision
pre_hitter_idx = pre_hitter_conditions(90, 112, 58)
The timing/accuracy/execution of Cole and Trout were variable based on a dictionary of values with the weighted scores.
The result was Trout going 88 /250. That is a .352 batting average
An example of the results can be seen below.

https://preview.redd.it/twabzi87tki51.png?width=1351&format=png&auto=webp&s=4bebc17bd00913ca36cc8b234733acbd5e0b7812

Finishing thoughts

I expect ridicule and disdain for this post. If that is how it is, then so be it. If you do that though, please be respectful and come with logical and meaningful feedback. I would like to discuss this, not argue and be shut down. I do have credentials to speak at a high-level regarding computation and logical operations. This model is not perfect, it is not intended to be. It is intended to show complexity and make you think about all of the variables in play, and how they relate, and how they can provide an outcome that sometimes is way out of your control.
I would like the community to start appreciating SDS more. I am by no means affiliated with them. This is my first year of DD and I have been more than thrilled to play the game. I have been around the game long enough to know that the game in real life is absolute madness with variables that impact outcomes. We should expect the same in a video game.
Furthering that thought, I would like everyone to think about the complexity of all of this. I wrote around 100 lines of code fucking around… their classification algorithms are likely thousands, if not tens of thousands of lines of code with actual data to support those decision. Each update provides them enough information to tune and improve their gaming engine and classification systems. That is amazing when you think about it. Think about how much data they must sift through… the noise they have to filter out, the tuning of an algorithm with enough regression testing to identify what would improve/break the game. It is amazing, and we should all tip our hats to them.
Let me know your thoughts.

https://preview.redd.it/4712l69c1li51.jpg?width=666&format=pjpg&auto=webp&s=3237b431191b40c2fd089471c54a9a401be8269d
submitted by theShowandMe to MLBTheShow [link] [comments]

Motor City Management - Detroit Tigers Report 2025 - Little Brother No More?

If you'd like to catch up on previous installments, you can do so here: Initial Setup, 2020 Season Report, 2021 Season Report, 2022 Season Report, 2023 Season Report, 2024 Season Report
Let's take a look at the award winners from 2024 to wrap that year up and then get into the moves made and the season recap for 2025!

2024 Offseason News

League News:
Detroit Achievements:

Offseason Transactions

Owner gave us a $14,000,000 budget increase, but we have huge arbitration estimates for Castro and Mize.
League News:
Detroit Departures:
Detroit Trades:
Trade #1 Detroit receives: SP Jackson Phipps, $3,500,000 Oakland receives: SP Franklin Perez, RP Hector Flores, RP Luis Araujo
I've been meaning to deal Perez for awhile now due to his fragile status and after seeing that he couldn't cut it in the rotation for me, I decided to move him. Phipps looked great in the rotation and in the bullpen last year, whereas Perez looked elite in the pen but not in the rotation. I need the cheap, controlled contract in my rotation.
Trade #2 Detroit receives: SP Luke Weaver (COL retains 60%), SS Aiverson Rodriguez Colorado receives: C Jake Rogers, 1B Brandon Smith
Colorado has been trying to move Weaver all season and I finally decided to see what they wanted. I'm looking for a reliable fifth arm and I think Weaver gives me that. He's had four straight seasons of performance slightly better than league average, including the most recent in a horrible park for pitchers. He's been a bit unlucky according to his FIP vs ERA+, so I'm hopeful he'll be even better for us than he was for the Rockies, plus, it's a one-year rental and Colorado is paying for 60% of the bill. I'm pretty jazzed about Rodriguez too, he had a good enough year in A+ to head to AA next year and he has elite defensive abilities, which I could use in a future short stop. All in all it costs me a first base prospect who can't play the field at all and my backup catcher - which means I can clear the role for Romo to go ahead and come to the major league level.
Trade #3 Detroit receives: RP Isaiah Magwood, 2B Cody Schrier, $3,000,000 Arizona receives: 2B Marcus Chiu, SP Beau Burrows
Burrows has looked legit for me in AAA the last two seasons, both in relief and as a starter. Chiu is at a logjam at 2B in my prospect pipeline, with both being 28, I don't see them with a future on my team. Burrows may be a steal for the Diamondbacks, but I love the prospects I'm getting in return.
Trade #4 Detroit receives: RP Connor Jones, $350,000 St. Louis receives: RF Yusniel Diaz
I wanted Diaz to be more for me, but he never really got it done at the MLB level. He continued to be decent in AAA, but I think he's a AAAA guy. Maybe he'll flourish in St. Louis, but I like the chances of Jones being good for me for a bit in the pen.
Trade #5 Detroit receives: RP Jorge Alcala (OAK retains 75%) Oakland receives: SP Michael Baumann
Alcala was a 2.3 WAR reliever last year and I think he could be even better with Vazquez behind the dish. Baumann is coming off of a 6 month injury - so he could be good, but my scout is out on him and the injury scares me.
Trade #6 Detroit receives: RP DL Hall, $1,000,000 Arizona receives: RP David McKay
McKay is coming off of a 6 month injury that cost him all of last season and is denying going to AAA. Hall gives me some option years and a nice MLC that I can use as an extra starter or bullpen arm.
Trade #7 Detroit receives: RP Andrew Dalquist, SS Layant Tapia Chicago receives: RP David Parkinson
I don't have enough spots on my major league roster or my 40 man, so Parkinson is another casualty of this. I grab a couple of prospects to restock the pitching reserves and Tapia helps out some of my more barren levels in the minors right now. Plus it clears the spot on the 40-man and Parkinson hasn't been good in the majors.
Trade #8 Detroit receives: RP Levi Kelly, SS Nicolas Perez, $4,000,000 Arizona receives: SP Tarik Skubal
Arizona wants Skubal as a starter and I don't think he's going to crack the rotation this year, not with the money I decided to pay Weaver. I may regret that, but Skubal's personality profile leaves a lot to be desired despite his solid year in the rotation last year. Kelly gives me a more natural bullpen arm as his replacement at the major league level, which I like - he's also more cost controlled and younger. Perez has obvious upside - he's a future gold glover at short stop and I'll just pray the hit tool improves to go along with it.
Detroit Additions:
C Christian Vazquez - I had to give him $7,500,000 over 2 years, presumably due to the gold glove. I wasn't ready to risk moving his ability behind the plate.
2B Willi Castro - I may have jumped the gun here, but I decided to extend Castro. I'll pay him $118M over 5 years, which I believe will be much cheaper than if I'd let him continue through his last arbitration season. I didn't do this with Casey Mize and his initial demands are 40M+, so this is a reaction to that.

Spring Training

We have $11.9M available for the season, $12,000,000 for the draft and $5,500,000 for international amateurs. We're spending the maximum allowed on development.

Regular Season

First Half
We're projected to win 94 games this season and finish 10 games back of the Indians. Damn them. That should make us the second best team in the AL, according to the predictions. Willi Castro is projected as a top hitter, while Mize and Manning are projected to be top pitchers. I'm hopeful that Rocker joins that as well.
We open against the Astros and take a 4-3 win in extra innings. I hope that we are this tough all season. We start off strong, going 8-1 through our first three series' leading up to a matchup with our division foes in Cleveland, who are also 8-1. I expected a fight, but we punched them in the mouth right away and secured a series sweep. If we can play like this, it's going to be a phenomenal season.
Our twelve game winning streak ends with a loss to the Athletics, but we sit at 13-2 following the run, which is better than expected. The Royals are off to a hot start as well and sit in 2nd in the division, but our first matchup with them results in a sweep for us and pushes them 5 games back and into a tie with the Indians. As April ends, we sit at 25-8, a comfortable 4 game lead on the Royals. The Indians are struggling at 16-17 and 9 games back. I expect they'll sort it out though, but we look really nice after April. Notably, Evan White leads the league with a .378 average, but Mike Moustakas is off to a hot start with 18 homeruns for the Twins, an 88 homerun pace.
On May 8th we decide to move Jackson Phipps into the pen, who has been struggling, and give Genesis Cabrera a shot in the rotation again, where he hasn't featured heavily since 2022. We also optioned Kyle Dohy to AAA and brought up Jonathan Bowlan again.
Into June though and we're sitting pretty at 43-18, 6 games up on the Royals and an astounding 13 games up on the struggling Indians. The team is 1st in runs scored and 1st in runs against, something I'd love to see continue. We also feature the best zone rating and fewest errors, and also have the top base running team. We seem to be doing well.
2025 Draft
We're becoming accustomed to picking lower in the draft and this year we have the 26th pick. We select SP Zach Stephens in the first round, RP Mitch Naron in the 2nd, CF Drew Burress in the 3rd, CF Jim O'Connor in the 4th and CF Jerry Turner in the 5th.
Second Half
We continue rolling into June, but midway through the month we lose Isaac Paredes for two months with a bruised kneecap. He's put up 2.8 WAR and was on pace for 6.3, so that's a tough loss. Luckily we have Jordan Diaz and he's ready to go, so he'll slot in at third base. We bring up Addison Barger. We carry a 63-24 record into July, comfortably sitting in 1st place with a 10 game lead over the Royals. The Indians sit at 43-44 and seem completely out of it, 20 games back of the division.
The Red Sox make a trade to acquire Tyler Glasnow to bolster their rotation. The White Sox ship Eloy Jimenez to the Toronto Blue Jays. Joey Gallo gets moved to the Angels for Luis Rengifo. The Diamondbacks ship SP Zac Gallen to the Brewers near the deadline. Gallen extends with the Brewers for 7 years and $134,000,000.
We hold firm at the deadline and go into August at 79-36. Near the end of the month we lose RP Jackson Phipps for 8-9 weeks, which is one of the pitchers we can most afford to lose. We call up RP Michael Bienlien. On September 7th, we've officially clinched the division already - but there is still some alarming news in our division. Namely, that both wild card spots have already been clinched in the AL too - by the Kansas City Royals and the, you guessed it, Cleveland Indians. Both teams from my division. In fact, the team that was 43-44 and looked toast? They are finishing the season with a 97-65 record. An astounding turnaround. We should feel more comfortable heading into the playoffs, but I do not.

Playoffs

We're able to stay at home and watch the Wild Card, which, of course, goes as we feared it would. The Indians defeat the Royals 10-3. They're coming. That means that while the Rangers and Red Sox battle, we get to face the second best team in the AL for our first matchup. The team that sent us home last year and is the back-to-back defending champion.
Division Series
Here they are. The damn Indians. It's mostly the same scary core. Francisco Lindor - Jose Ramirez - Aristides Aquino - Triston Casas - the deadly middle of the order. Only now they've added Nolan Jones and Jake Bauers to the end of that, who both hit 40 homeruns. They led the league in homeruns as a team and were 2nd only to us in runs scored. How about runs against? They were 2nd only to us. This is powerhouse versus powerhouse.
Game 1 - Indians def. Tigers, 3-0 Of course, we lose at home - to Shane Beiber, who we beat every time during the regular season. He shut us down here. We can't have this, not like this.
Game 2 - Tigers def. Indians, 11-2 Alright, this is what we need out of the league's best offense. Riley Greene drove in three runs in the first and we never looked back - I love jumping on their starter early. We saw four bullpen arms, so let's hope that helps us as we go.
Game 3 - Indians def. Tigers, 2-1 I mean.. this hurts. Rocker throws a gem and they get a run on Levi Kelly to win it. They threw a bullpen game against us and still won, due to Espino getting hurt. I cannot believe they silenced our bats with a full bullpen outing in back to back games. Now we are on the ropes and we should be the favorites.
Game 4 - Tigers def. Indians, 3-0 Luke. Weaver. Offseason acquisition that I had hoped was better for us than he was in Coors. Well, he earned some of his paycheck in this one, going eight innings and only allowing 3 hits. No runs. What a performance. He helped us force a game 5, where it will all come down to Casey Mize versus Shane Beiber.
Game 5 - Tigers def. Indians, 2-1 Huge sigh of relief! They scored in the first, and Riley Greene blasted a two-run shot in the bottom half of the inning to get us the lead. Thankfully, we never gave up that lead despite our offense being silenced. Mize and Beiber both went 7 innings and gave up 5 hits each. They both struck out 7. Our bullpen, de Geus and Kelly, shut it down. They didn't allow a hit. We survived. Barely. It should be easier from here on, but nothing is ever easy in the playoffs. But, for the first time under my leadership, we're heading to the League Championship Series!
Willi Castro was named series MVP.
League Championship Series
We matchup with the Boston Red Sox who were middle of the pack in the AL, but won the AL East. They're led by Rafael Devers and Didi Gregorius on offense, with Andrew Heaney and Tyler Glasnow in the rotation. They're without Blake Snell, Tyler Mahle, Darwinzon Hernandez and Victor Arano, all pitchers.
Game 1 - Tigers def. Red Sox, 5-3 Willi Castro and Riley Greene provide the run support and Manning gives us enough of a performance to hold onto our lead. The bullpen shuts it down, allowing only one hit. This is a nice win in the first game. The Red Sox starter, Tanner Houck , was injured.
Game 2 - Tigers def. Red Sox, 4-1 Rocker was awesome, going six innings and giving up one run. He might be who I count on the most nowadays. It's him or Mize for sure. White and Castro added homeruns to help us out on offense. Our bullpen is once again lights out. Starting 2-0 is much nicer in this series.
Game 3 - Red Sox def. Tigers, 6-2 Weaver just got left out there too long, giving up some early runs and then he gets beat up later in the game. We should've gone to the pen sooner. We also should've scored more runs, but Heaney shackled us a bit. We're okay, we'll bounce back.
Game 4 - Tigers def. Red Sox, 9-5 We had our ace on the bump. They had Glasnow. There were 32 hits in this game. We had to go the pen early, after four and a third, but our bullpen is pretty fresh. In fact, they don't give up a run over the rest of the game. Boston gets five innings out of Glasnow, but they had some bumps in the pen, including when, after going into the 11th inning tied, we managed the four runs that would win us the game. Isaac Paredes had 6 hits, which sets an AL playoff extra-inning game record. Mountcastle tied the record with 5 strikeouts and Castro tied the record for doubles, with 3. We are one game away from the World Series!
Game 5 - Red Sox def. Tigers, 4-0 We had 9 hits to their 6. We just couldn't string them together. Tanner Houck threw a complete game, saving their bullpen, and shutting us down. Matt Manning gave up the four that cost us the game, which we could afford to lose. We have Rocker on the mound next game and I'd like to close it out there and not go to Game 7.
Game 6 - Tigers def. Red Sox, 4-3 Extra innings baby! We're going to the World Series! Rocker was great, as was Ward for the Red Sox. Our bullpen was decent, but it was Noah Syndergaard out of the pen for the Red Sox who gives up the final RBI to Willi Castro in the 10th. Yet, before that even happened - we trailed 3-0 heading into the bottom of the 9th. Castro walked and Chentouf doubled. Greene flew out and then an Evan White homerun tied the game to even give us the chance. What a game. What a series win.
Willi Castro was Series MVP.
World Series
The San Diego Padres eliminated the Milwaukee Brewers in Game 7 of the National League Championship Series. The Padres are great, maybe the best team in baseball. Our 108 wins and their 112 are the best offerings from each league. These are the teams that should be here. It feels right, even if I'm still surprised at our performance this year. The Padres finished 1st or 2nd in all hitting categories in the NL. They had the NL's best pitching staff. We share these accolades in the AL. It's an absolute showdown. They are led by C.J. Abrams and Fernando Tatis Jr. on offense. We are led by Willi Castro, Evan White and Yaya Chentouf. Our pitching staff is anchored by Mize, Rocker and Manning, while theirs is headlined by the even better Mackenzie Gore and Luis Patino. Gore featured a ridiculous 1.49 ERA this season. The next best mark in the league was a 2.62. Rocker's 2.87 led the AL. Gore is insane. He's scheduled for Games 3 and 7, while Patino is ready for Games 1 and 5. Our star power is more balanced, but theirs is higher. It's juggernaut versus juggernaut. It's the World Series!
Game 1 - Tigers def. Padres, 5-0 What a start we have here, with Mize throwing a gem - giving up just four hits and no runs over 8 innings. Genesis Cabrera closed down the 9th for us. Patino was nearly as good, going six innings and only allowing one run on two hits - a solo homerun by Jordan Diaz in the 1st inning. We didn't know that would be enough at the time, but the offense added four more runs against the San Diego bullpen, highlighted by Chentouf's two-run dinger. We needed this win against Patino and Mize delivered. We have Manning versus Gore in game two, as both were moved up in the order due to getting enough rest, it should be a tough one for our offense.
Game 2 - Padres def. Tigers, 2-0 Well, I knew it'd be tough - I was hopeful we'd get on the board, but we could only manage three hits. Gore went the distance, complete game shutout, striking out six and walking none. He's just too good. Manning only surrendered two, but that was enough. De Geus and Kelly were solid out of the pen. The extra day of rest means that Rocker is available for Game 3, which is good news for us.
Game 3 - Padres def. Tigers, 7-1 Well, shit. We only managed one run, which was unearned, but the Padres got ahold of Rocker in the 6th, chasing him and then putting up three more runs on Zack Hess. We really needed this one, Rocker gave us the advantage and we just didn't have it on either side here. We've got Luke Weaver facing off with Dylan Cease next.
Game 4 - Padres def. Tigers, 10-5 Weaver was decent, enough to keep us in it, but Levi Kelly got blasted for five runs. He's been good all year and in the postseason, so it hurts, but it happens. We put up five runs and couldn't get a win, the type of game we've won all year by relying on our bullpen. This one hurts - we're definitely on the ropes now and are win or go home the rest of the way. It's an uphill climb.
Game 5 - Padres def. Tigers, 4-3 What can you do? Mize was decent, Patino was decent and we went into extras. We just gave up a run and then couldn't get one as an answer. We fought, taking it into the 11th, and came up short. Our best versus their best, they just came out on top. Fernando Tatis Jr. was named World Series MVP.
Full Playoffs
Detroit Achievements

Season Recap

We finally won the division. We were the best team in the American League. We made it out of the Division Series and all the way into the World Series. We ran into a buzzsaw. It happens. We were the 2nd best team in the entire league and we came in 2nd place to the best team in the league. I suppose you can't be too mad at that. It's frustrating for sure, but it's baseball - we'll find a way to get back.

Hitters

Starting Lineup
3B Isaac Paredes
Paredes gave us 3.6 WAR, nearly matching his 4 WAR season from the year prior. Which, seems pretty good. When you factor in that he missed two months with injury and only played 92 games, it's pretty incredible. He was having an even better year and while his arbitration number will go up, I think he's probably good to stay around until he doesn't have arbitration years left. His personality traits aren't great, but he's only 26.5 and still playing solid.
CF Kyle Isbel
I give up on Isbel. Three seasons I've thought his ratings would make up for what I was seeing on the field. Well, now the ratings have slipped a bit, probably to a more accurate level - he just doesn't hit as well as I'd hoped, nothing like how he raked in the minors. I'll try to move him this offseason or non-tender him. My owner wants me to upgrade in center field and I want to also.
2B Willi Castro
What more can I ask of Willi? He has literally gotten better every season that he's played for me. He's signed for the next five seasons and that might come back to bite me, but he's been the franchise's key piece ever since I took over and is crucial to our success. He gave us 8.4 WAR this season, right after a 7.4 WAR campaign last year. His bat was awesome this year and he played solid defense again, though I don't think he'll repeat as gold glove at second.
RF Yaya Chentouf
This will be a bit of a trend this season, but, Yaya improved on an already impressive year last year, bumping his WAR by 1 to 6.4 this year. His bat was almost exactly as effective and he improved in the field. He's one of my favorite finds for this team and though he's gotten off to a start at an older age, he's still on a minimum and could be around for a long time if the power holds on.
DH Riley Greene
Greene was a much better DH than Isbel was last year and isn't in need of replacement (like Isbel). He's also a more than capable fielder, playing 50+ games in left this year. His WAR wasn't as high as last year, but he was also in the field all of last year, so I'm not too surprised. He's young and has a cheap contract, while also playing well. No complaints here.
1B Ryan Mountcastle
Remember that trend? Mountcastle had his best year yet! Nearly 5 WAR as a 1B is a pretty sweet deal. The bat was on fire this year and wasn't even that far off of his average BABIP, so it could be sustainable. He's gonna get a sizable contract bump in arbitration, but he had a career year, so I can't let him get away just yet.
LF Evan White
Evan White is back baby! He was helped out by a super high BABIP in the early years, which definitely came down, but damn if I don't love a 6 WAR Evan White. He was great in left and even above average in center field too. He continues to be a cheap and controlled contract, so he'll definitely be back.
SS Ke'Bryan Hayes
The trend! Hayes had his best year yet, finally getting some BABIP luck. Finally an above average hitter, he was also a much better fielder in his 2nd full year at shortstop. In fact, my owner wanted me to upgrade at shortstop... from Hayes. Hayes completed the goal - upgrading from himself. I'd say a 0.6 WAR to 4.1 WAR jump will do that for you. It's nice to have him back.
C Christian Vazquez
What can you say about Vazquez? He doesn't hit. He doesn't even field that well. But I look at my pitching staff and how I featured the least runs against, best rotation and best bullpen and I can't help but put a lot of the credit on Vazquez. He's got a cheaper team option for next year, which I'll likely be executing to bring him back. The defense hasn't fallen off and that's all he's here for.
Bench/Replacements
C Drew Romo
He was terrible at the plate, great in the field and replaces most of what Vazquez does for the pitching staff. He'll continue to be my backup.
3B Jordan Diaz
Diaz was less of a backup and more of a full-time starter - he played in about 20 more games than Paredes due to Isaac's injury. He was good in that time, a league average hitter and fielder at third. If I do decide to move on from Paredes, the drop to Diaz really isn't that bad. He's cheap and controlled for longer.
RF Luis Matos
Matos was a much better hitter this time around and I trusted his ratings even though he had been bad in AAA last year. He's still young, he's still cheap, but he's a solid outfielder and a good bat. I like having him around.
2B Addison Barger
Barger got called up while Paredes was hurt and was serviceable. He's not the world's worst second baseman, but not someone I want out there every day. He's been tearing up AAA though, so he needs a shot somewhere.
LF Sammy Siani
Sammy was acquired at the beginning of my tenure and has tore it up at every level. He was great in AAA last year and I just didn't have a spot for him, but I brought him up when I had a roster space and he performed decent-ish in a tiny sample size. He needs more playing time, but I'm loaded in the outfield. He's fragile, so maybe I see if he has any value.
DH Bryant Packard
I got so tired of Isbel that I called up a 2nd DH. Packard was good enough that he might get the nod next year if I don't find something better. He was above average in 44 games, nearly a full WAR and if he can keep that up, he's valuable. He can't play in the field at all though.

Pitchers

Rotation
SP Casey Mize
Mize was one of the few players who wasn't "better" than the past season, but he was still a dang good pitcher. He gave us 5.4 WAR, led in wins and was one of the AL's best. He has insane contract demands and I don't think there is any way I can meet them, so he'll likely be gone, but should net me a pick. I hate to lose him, but I just can't bring him back.
SP Kumar Rocker
Rocker makes losing Mize hurt quite a bit less. He's on a minimum and in his sophomore campaign he quietly replicated his incredible rookie campaign, posting a 4.7 WAR and leading the AL in ERA, K/9 and H/9. I mean, yes? That's more than I can ask for. He's likely the team's ace next season.
SP Matt Manning
The Robin to Mize's Batman, Manning took a third seat this year to Rocker, but could be back in the sidekick role next year. He cranked out a 4.4 WAR season after missing much of last year to injury and while he'll command a high arbitration amount, I don't think I can lose him and Mize in the same offseason.
SP Luke Weaver
I expected Weaver to be better for us than he was for Colorado and I was right. The FIP came down a bunch and the luck went right with it to give him a 3.1 WAR season for us as a fourth starter. I'm happy with that. He was a rental though and won't be back next year. He might net me a pick.
SP Jackson Phipps
Phipps wasn't cutting it early on in the rotation, but he transitioned to the pen well. Then he got hurt, so he didn't get to finish out the season, but he gave us 1 WAR in 39 appearances. He was as good for us as he was in Oakland, so I still feel like he'll pan out and should get some more looks next season.
Bullpen
RP Jorge Alcala
Alcala was basically just as good for me as he was for the Athletics, which is what I had hoped for. He was a bit unlucky on BABIP comparatively, jumping 30 points, but he was still a 1.4 WAR pitcher in relief. I'll take it, but I don't know if I want to pay him nearly 4M in arbitration.
RP Genesis Cabrera
Cabrera has had an interesting road with me. He was pulled up in 2022 and was a 33 game starter, posting a 3 WAR. Then he suddenly just couldn't cut it in the rotation and became a nearly full-time reliever. He wasn't great at that, but I gave him another shot and he performed well last season. He got off to a hot start this year and when Phipps struggled, I gave him another shot. His ERA was unlucky as a starter, but he pitched well all season as evidenced by his 81 FIP- and 4.04 FIP. It was his best season in the majors yet from that standpoint and he gave us 2.5 WAR with 24 starts and 16 relief appearances. The arbitration estimate is cheap and I probably need him to fill a slot in the rotation next year, especially as my only lefty right now.
RP Kyle Dohy
There is always at least one - a reliever who was solid and suddenly can't cut it anymore. This year, Dohy fits that bill. He was awful and I didn't give him much of a leash either. Then he wasn't good in AAA either. At 29, he may be on his way out.
RP Zack Hess
Hess was about the most unlucky guy in the league. He had a 6.04 ERA, but his FIP was a 4.00 and his FIP- was an 81. He was good. It just didn't fall right for him. He's cheap and still solid, I bet he bounces back.
RP Connor Jones
Jones didn't really perform like Alcala did as far as trade returns go. He certainly wasn't bad, in fact he was good - I just had hoped for more I suppose. He's a high movement pitcher who gave up a career high in homeruns. That's concerning.
RP Levi Kelly
Levi Kelly was pretty unlucky in a brief stint with Arizona last year, but seemed solid to me. Well, he wasn't unlucky for us and was even more dominant. A 2.67 FIP and 54 FIP- tell the tale. 2.9 WAR reinforces it. He was a stellar reliever, one of the league's best - getting an All-Star nod and was a two-time Rookie of the Month.
RP Jack Little
Jack wasn't that great in 22 appearances and got sent down. He didn't see the field much and is Fragile now. I don't think he's gonna be sticking around.
RP Gerson Moreno
Moreno was better this year than last, but, he also only saw 11 outings. That was a result of a loaded bullpen that saw him become a specialist only - a role he was good at, but wasn't needed as much. I'm not sure if that's worth keeping around or not, but he's a solid reliever nonetheless.
RP Brett de Geus
Brett gave us 2.2 WAR last year and I said we'd give him more opportunities - that usually goes bad for me. This time it didn't, he answered in kind and gave us 3.0 WAR in 78 appearances. He'll continue getting opportunities.
RP Michael Bienlien
Michael got called up late due to his AAA performance. He wasn't bad, but it's a small sample size.
RP Jonathan Bowlan
I should've learned last year. I'm done with Bowlan, I don't care how good he does in AAA. He's gone.

Prospect Watch

SP Justin Powell - Well, it was only R+, but he was solid finally. He's the #1 rated prospect in the MLB right now. He's Fragile. He has low work ethic. I don't know what to do with him. He looks like he should be incredible. Should be. A big if he develops into his ceiling. If he stays healthy. I don't want to flip him because he could be a superstar, but, there are so many red flags.
RF Ronnie Ruth - Take a look at how Ronnie progressed this year. If he hits that hitting tool ceiling? Look the heck out. The personality information isn't great, but at least it's not work ethic or intelligence, but the hit tool looks otherworldly. He'll be in A+ for sure. BNN ranks him 11th.
SP Zach Stephens - The new draftee performed in A- and will go to A right away. BNN says he's the 87th best prospect.
3B Alex Santa Cruz - An IFA signing in 2023, Cruz was in the DSL this year and played well. He'll jump stateside to a rookie league or perhaps R+, but BNN likes him inside the top 100 and the hit tool and run tool are awesome. Defense leaves a bit to be desired though.
SP Doug Wade - Wade didn't pitch that well in A, but he'll go up to AA and we'll see what he has. He looks like he's got some major league pitches already and keeps the ball in the park.
SP/RP Rolando Sirit - Rolando was thrown to the wolves in A+ and never stood a chance. I've remedied that issue, but he wasn't there again and instead dominated in AA. He's right on the line between starter and reliever, but he looks pretty solid right now and could feasibly be in the bullpen for the Tigers next year.
SP Ryan Hagenow - Ryan had a down year in AA 2 years ago but was solid in AAA this year. Does he deserve a shot at the major league level? Perhaps. Will I need him up? Possibly. I think there is a good chance we take a chance on him for the Tigers in 2026.
RF Ismael Mena - Mena was great in AAA after being good in AA too. He's progressed nicely and my scout thinks he's basically a league-average hitter and fielder while being a great baserunner. The trouble is finding a spot for him in the majors, but he might be ready to try.
CF Petey Halpin - My 2nd round pick in 2020 has finally made his way to AAA and performed well. He carried a high BABIP, but, he was well above average so that should even out. Again, he's an outfielder and I have a plethora of them right now, so I don't know what to do about that or how to get him in the lineup, but I'd like to somehow.
RP Mel Rodrigues - Mel has been starting, but he's really a reliever. He could be a great one. I just wish he'd stop throwing the changeup! He's almost ready right now, but he hasn't thrown above A-. I'll plug him into A+ next year and see how that goes.
RP Isaiah Magwood - Magwood looks ready right now according to my scout. He was unlucky in AA, but was solid. He might find his way into the bullpen at the major league level, if not he'll try AAA.
OF Mike Gode - Gode continued his good progression and will go to AA. He looks like a solid bat, but he's bad in the field, so that'll be an issue.
LF/P Cole Wagner - I know that I should just convert Wagner to a full-time hitter, which he does seem better at, but he keeps pitching well at every level too, so I'll keep him going to AAA. I know he probably won't be a two-way player forever, but the dream is still alive!

Future Outlook

My payroll continues to trend upward. We're going to lose Mize and Weaver. We have some choices to make about some minor league players who look ready but may not have slots open. We went to the World Series on a budget and we still have one of the league's lowest, so we still have to pinch pennies.
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Definition. BABIP measures a player's batting average exclusively on balls hit into the field of play, removing outcomes not affected by the opposing defense (namely home runs and strikeouts). We required the qualifying number of plate appearances in a season for consideration in career-best BA, SLG and OBP entries to be 1.55/team game. If we didn't do this, you would end up with some players who had 1 hit in 2 at bats during a cup of coffee as their career best batting average. 162-Game Average Defense (Def) is the combination of two important factors of defensive performance: value relative to positional average (fielding runs) and positional value relative to other positions (positional adjustment).In order to properly evaluate a player’s defensive value, you need to know both factors and adding them together and providing it on the site saves you a bit of legwork. batting average - (baseball) a measure of a batter's performance; the number of base hits divided by the number of official times at bat; "Ted Williams once had a batting average above .400" hitting average Batting average tells you something about how good a hitter has been, it just doesn’t tell you as much as other available statistics. A .360 batting average is a pretty strong indicator that you’re looking at a successful offensive player and a .205 batting average probably means the player is lousy. In baseball, the batting average is defined by the number of hits divided by at bats. It is usually reported to three decimal places. There can be criticism on batting average, but according to C. Trent Rosecrans , “Still, what batting average does have over all the other statistics is history and context. Batting definition, the act or manner of using a bat in a game of ball. See more. Ben Smith First-class career batting average: 40.18 First-class career bowling average: 116.66 2003 first-class batting average: 47.74 2003 first-class bowling average: N/A One-day career batting average: 30.49 2003 one-day batting average: 34.58 Smith has overseen a major revival in Worcestershire's fortunes, bringing the best of his young Given three integers runs, matches, and notout representing the number of runs scored, number of innings played by the batsman and number of times he remained Not Out respectively, the task is to calculate the Batting Average of the batsman.. where. Note: If the batsman was never dismissed, print “NA” as the no average can be defined. Definition of batting average. 1 : a ratio (such as a rate per thousand) of base hits to official times at bat for a baseball player. 2 : a record of achievement or accomplishment.

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