jdavidbakr wrote:
WarEagle wrote:
Is going from 20 to 40 enough for a 7th round player to actually boom enough to be playable?
I honestly don't know - which is why we're playing out the experiment.
I'm still noodling moving the static attributes, but haven't made any firm decisions on that yet.
I see the same....people coveting speed and strength early . In the elite league I watched several 100 speed players passed up all draft...they had sub 20 or 30 potential in relevant ratings.
If position relevent ratings were obfuscated (like last season) . ....along with the volatility having a chance to increase for late rounders . ....it is possible to get some decent players late. Ones with speed perhaps .
I potentially see a 100 speed player with 4/44 in say relevant ratings a long with 64 volatility being selected in the 5th or 6th round.....
If he ended up being a 64 along with an up in volatility . ...let us say for example to a 84 or a 94.
I do not see why he would not boom to an 84 or more in relevant ratings , cause to me by then he would be a pro bowl type player.
If this whole system is less than that I don't see much of a point....except gamblers like me will be picking these guys in the 3rd or 4th of a weak class . To end up with a complete bust.
Or as I understand it the whole volatility is based off draft position . So, in theory it would be better to let them gem drop in the seventh round.....to increase his chances of getting a nice volatility boost .
Either way it is another level of drafting mixed in ....life is understand this all correctly ?
Would it be possible for some examples of boosts per round...?
1.1=0 possible boost in volatility
2.1= 4 boost
3.1=8
4.1= 13
5.1 = 19
6.1= 26
7= 32
But my real question is how many players per round will get this boost?
1 in the first
2 in the second
3 in the 3rd
Or is that number linear?