What you’re shooting for is a pair of tables, one that shows how often players of each Speed/Steal rating-pair have attempted to steal in BBA games so far (for example, of the 7,220 attempts so far this year, 2,983 [41%] have been attempted by players currently rated 10/10. This is interesting to think about). The second table is identical to the first, except that it shows success rates.Method:
1) In OOTP, go to Stats/Sortable Stats
2) Create a view that has SPEED/STEAL/SB/CS in it.
3) Write the report to Disk (opens it in a browser)
4) Copy the data to Excel
5) Do a quick pivot table with SPEED and STEAL on the row and columns
6) Have the pivot table calculate the values for SB, copy those off in another worksheet
7) Have the pivot table calculate the values for CS, copy those off in that same worksheet
8) Plugin a few quick equations to do the adding and dividing.
Total Time: Maybe five minutes (takes longer to describe it than do it.)
Here are Major Things That Influence Outcomes that are not in the chart:
- Pitcher Hold Ratings
- Catcher Arm Ratings
- Stealing of 2B vs. 3B
- Failed Hit and Run
- Players who have changed ratings over the season will be in the “wrong” bins
Bottom line: this is just a simple SPEED/STEAL Chart. It’s easy to use, but possibly wrong!
Some things that jump out at me:
1) The SPEED Rating does not seem to influence success much at all. This is consistent with other versions of OOTP to my knowledge. The STEAL rating does influence it in expected fashions.
2) The SPEED Rating appears to have a much stronger influence on how often players actually run. This makes sense. Bottom line: 5,233 of the 7,220 attempts (72%) have been with runners rated 10 for SPEED. 3,560 attempts (49%) have been made by players with STEAL ratings of 10.
3) By looking in OOTP’s historical analysis page, it’s clear the game is attempting to keep the success rate pegged at 66%. This is maybe a little low, but whatever…the league’s current success rate is 66.7%. Think about what this means when you look at what players run most often (72% have SPEED=10, 49% have STEAL = 10). If the league is going to steal at 66%, and mostly fast runners run, the CS have to go somewhere. I fully admit I don't know how the game really does this, though.
4) Take some scans up and down the table. The data has sample size noise that you can assess yourself, but it tells me stories. I’m not sure what to do with these stories, but they are stories nonetheless.