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What Was The Best Season Ever by a Reliever? - an Analysis
Relievers. Who are they? What do they do? Until one bright spring day in 1993, nobody knew the answers to these simple questions. Then, MLB scientists made a breakthrough in their labs in the bowels of the Astrodome, and Mariano Rivera sprung forth from his mother’s womb fully formed and sawed off Jason Giambi. But the question they couldn’t answer is ‘what is the best season ever by a reliever?’. At the time, the technology was simply not expansive enough to begin delving into this question. Now, thanks to huge leaps in science, we can finally answer something that has plagued the minds of man since the dawn of humanity.
Now, clearly, the answer is Francisco Rodriguez, since he’s the single season save leader and that’s the best stat to measure relievers by. But let’s ignore that.
You can just look up which reliever has the most WAR in a single season, which is 1975 Goose Gossage by bWAR (8.2!?!?!) or 1977 Bruce Sutter by fWAR (5.2). The reason for this difference is because BaseballReference uses runs allowed to calculate bWAR, and FanGraphs uses FIP to calculate fWAR. Since relievers pitch such small sample sizes, there’s often a large gap between their FIP and their runs allowed (RA). Since we’re looking at the best season, and not the best player, I’m going to use bWAR (and thus RA) for this exercise.
(If you don’t know what FIP is, it stands for Fielding Independent Pitching, which looks at only the outcomes of at-bats which are solely between the pitcher and the batter - home runs, walks, and strikeouts. These stats are thrown together and then given a normalizing factor so that the average league FIP matches the average league ERA. FIP is a wonderful predictive tool, to the point where it is more predictive of a pitcher’s ERA next year than a pitcher’s ERA is. I’d rather not use it here because it doesn’t look at the actual results - if I was trying to find the best reliever, and not the best season, then I’d use FIP.)
Using a simple value added stat is incredibly biased towards 1970’s middle relievers who would throw 100+ innings in a year, though. WAR is a counting stat, so the more they pitch, the more they rack up. What about bWAIP? One BBRef search later, and I have this table.
Player | bWAR | bWA100IP | IP | Year | Tm |
Ted Abernathy | 6.2 | 5.84 | 106.1 | 1967 | CIN |
Steve Mingori | 3.3 | 5.87 | 56.2 | 1971 | CLE |
Michael Jackson | 3.8 | 5.94 | 64.0 | 1998 | CLE |
Bruce Sutter | 6.5 | 6.07 | 107.1 | 1977 | CHC |
Jose Mesa | 3.9 | 6.09 | 64.0 | 1995 | CLE |
Zack Britton | 4.1 | 6.11 | 67.0 | 2016 | BAL |
Mariano Rivera | 4.3 | 6.13 | 70.2 | 2008 | NYY |
John Hiller | 7.9 | 6.31 | 125.1 | 1973 | DET |
Terry Fox | 3.7 | 6.38 | 58.0 | 1962 | DET |
Jonathan Papelbon | 5.0 | 7.34 | 68.1 | 2006 | BOS |
This is the top 10 relief seasons by bWA100IP, minimum 45 IP. This is a fairly tight pack all the way up until the final entry, where Papelbon’s 2006 leads by near 1bWA100IP. This seems like a good candidate for the best relief year ever.
(Interestingly enough, Bill James’ list of the 100 best reliever seasons ever, written in 2007, doesn’t include Jonathan Papelbon’s 2006 season. Joe Nathan’s 2006, where Nathan pitched the same number of innings and had a much worse ERA, made the list at #27. This is a reminder that Bill James is a fallible human being.)
So, if your criteria for best year by a reliever is bWA100IP, then the best option, by far, is Jonathan Papelbon. But before we look at the other options, here’s why Papelbon’s season was the best.
There have been nine reliever seasons (min. 40 IP) with a lower ERA than Papelbon’s 2006 0.92. Why aren’t they higher in bWAIP?
Player | WAR | IP | ERA | Year | Tm | R | ER |
Zack Britton | 4.1 | 67.0 | 0.54 | 2016 | BAL | 7 | 4 |
Joey Devine | 1.9 | 45.2 | 0.59 | 2008 | OAK | 7 | 3 |
Fernando Rodney | 3.7 | 74.2 | 0.60 | 2012 | TBR | 9 | 5 |
Dennis Eckersley | 3.3 | 73.1 | 0.61 | 1990 | OAK | 9 | 5 |
Rob Murphy | 2.5 | 50.1 | 0.72 | 1986 | CIN | 4 | 4 |
Rich Gossage | 2.3 | 46.2 | 0.77 | 1981 | NYY | 6 | 4 |
Blake Treinen | 4.1 | 80.1 | 0.78 | 2018 | OAK | 12 | 7 |
Bill Henry | 2.5 | 52.0 | 0.87 | 1964 | CIN | 9 | 5 |
Dennys Reyes | 2.2 | 50.2 | 0.89 | 2006 | MIN | 8 | 5 |
Jonathan Papelbon | 5.0 | 68.1 | 0.92 | 2006 | BOS | 8 | 7 |
To begin with, bWAR uses RA for its calculations, which uses both earned and unearned runs. Dennys Reyes, Bill Henry, Blake Treinen, Rich Gossage, Fernando Rodney, Dennis Eckersley, and Joey Devine all had more RA/IP in their respective seasons. (The difference between their ERA and their bWAIP isn’t solely explained by this, but it’s good enough for now. We’ll get to that in a moment). This leaves 1986 Rob Murphy and 2016 Zach Britton. Why don’t they stack up?
The answer is a little thing I’d like to call ‘run environment’, which is encapsulated by BaseballReference’s stat RA9Avg. It takes what an average pitcher’s run allowed/9 innings (RA/9) was that year, and then adjusts it for park factors, for the defense, and for who that specific pitcher faced. If a pitcher had a relatively high run environment, it means he would be pitching in batter’s parks, faced tough opponents, had a bad defense behind him, etc. For a perfectly average pitcher, their RA/9 will match their run environment.
For Murphy, his run environment was 4.11. For Britton, it was 4.32. For Papelbon, it was a whopping 5.00. This makes a huge difference - Papelbon may have gotten slightly worse results, but he was starting from a much more difficult positions.
For another good way to illuminate the differences run environments can cause, I can bring up one of my favorite WAR comparisons! In 1965, Jim Maloney equalled Sandy Koufax in bWAR (and surpassed him if you count batting WAR) despite throwing 80 fewer innings with an ERA 0.50 higher. How did he do this? Simple. Sandy Koufax played in cavernous Dodger Stadium with a strong Dodger defense behind him, and so had a run environment of 3.49 RA/9. Jim Maloney, pitching at batter-friendly Crosley Stadium with a poor Reds defense behind him, had a run environment of 4.34, 0.85 more than Koufax. Since Maloney is expected to give up far more runs than Koufax and only gives up somewhat more runs, he has a large bWAIP lead.
Run environment is 99% of the explanation behind ‘why does WAR give this weird result?’ questions.
Most of the best reliever seasons by ERA have relatively a low run environment - after all, good defense and a friendly park factor really helps a reliever keep the runs down. Fernando Rodney had a run environment of 3.72 in his 0.60 ERA season, because he pitched at the Tropicana and had the Rays defense behind him. Mariano Rivera consistently had a high run environment (career average of 4.72) due to pitching in Yankee Stadium with horrible, horrible, horrible Yankees defenses behind him going against tough AL East opponents. He never had that ‘lucky’ season with a sub-1 ERA, which would likely have put him on this list. He has to live with the stigma of simply being the greatest reliever of all time, unfortunately. Papelbon had an incredible season in a run environment that was incredibly ill-suited for having an incredible season, so his bWAIP is leaps and bounds ahead of anyone else.
So is Jonathan Papelbon’s 2006 the greatest single season by a reliever ever? Well, maybe. Pound-for-pound, it certainly is. But some relievers can pound more often than others, even if they're not pounding quite as hard. Should 70’s and 80’s relievers be penalized for being slightly worse in twice as many innings as Papelbon? John Hiller’s 1973 is a good candidate if you prefer quantity over quality - 7.9 bWAR in 125 innings in relief. Of course, you can flip it around - why penalize Papelbon for pitching less when relievers of that era were expected to pitch less? With the bWAIP, it’s safe to say Papelbon was more dominant in his role than Hiller was in his.
Are there arguments for other pitchers and other seasons? Absolutely. Perhaps you prefer FIP for some reason - then you can probably give the nod to 2003 Eric Gagne, with 4.7 fWAR in 82 innings. I don’t think FIP works well for this type of analysis, because it doesn’t deal with actual results, but you do you. Perhaps you want to dive into BABIP and pick a season that wasn't as lucky - this seems like a fool's errand, since the best reliever seasons are all lucky ones.
Of course, if you believe the best ability is availability, the nod goes to Mike Marshall, who appeared in 106 (!?!) games for the 1974 Dodgers. His 2.42 ERA is tarnished somewhat by the 3.33 run environment at Dodger Stadium at the time, however. Marshall apparently still has very interesting ideas on training to be able to pitch that many innings, but no MLB training staff will let him near their pitchers for some reason.
Now, I know we’d all like someone else to have the best relief season ever in baseball - someone who didn’t attack teammates, someone who didn’t watch porn in the clubhouse, someone who doesn’t hit Manny Macha - ok, I’m fine with that one. But why couldn’t it have been someone like Eric Gagne, or Robb Nen, or Heathcliff Slocumb? I don’t think I’ve ever heard anything negative about those guys. Maybe it’s just time to move on, and let bygones be bygones.
As I understand, Papelbon is just 24 hours from picking a new team, so it’ll be exciting to see him back in the league. Hopefully, he doesn’t choke his comeback.
submitted by SirParsifal to baseball [link] [comments]
How much (negative) WAR would I accrue playing on a Major League team for a full season?
I heard Sam Miller mention on
a recent episode of Effectively Wild that you have to figure the WAR of a civilian would be considerably less than zero, possibly up to negative 20.
Let's do the math.
We'll assume a few things before we start. I am mandated by law to play every inning of every game. I am me, an overweight 30-year-old. This thought experiment doesn't put me on a specific team, just a general baseball season.
WAR is composed of six parts. Batting, fielding, baserunning, positional adjustment, league adjustment, and replacement level. I'm going to skip league adjustment because it requires me to do calculations for the whole league and it doesn't really change the player's final WAR that much. We'll assign values to these from simplest to hardest.
Fielding
I will not be allowed to take the field. This is simple. 0 runs.
Positional Adjustment
As I won't be taking the field, I'd be relegated the the Designated Hitter position. The positional adjustment for 162 games of DH is -17.5 runs.
Replacement Level
The formula for replacement level runs is
Replacement Level Runs = (570 x (MLB Games/2,430)) x (Runs Per Win/lgPA) x PA If I play 162 games and bat 9th (because duh) I figure I'd get ~600 PA. I came to this conclusion thusly: The two players with the most PA in 2019 were Marcus Semien with 747 and Whit Merrifield with 735. They were both leadoff hitters who played 162 games. So if I average that number, a leadoff hitter would get ~741 PA over the course of the season if he plays every game. The difference between a full season of a leadoff hitter and a number 9 hitter is 1 PA per game minus 1 PA every 9 games. This is because the leadoff hitter will always have one more PA than the number 9 hitter at the end of a game, unless the number 9 hitter wat the last batter to come up in the game. This would happen roughly once every nine games. So 741-(162-(162/9))= 597 PA. So let's do the calculation based on that. (We'll use 2019 numbers.) (570x(2430/2430))x(10.296/186516)x600= 18.9. This brings me up to 1.4 runs.
Batting
In response to a
Chris Hayes tweet musing on whether or not he'd get a hit against a full season of Major League pitching, Eno Sarris wrote
an article for Fangraphs discussing the idea. He concludes that Hayes would get about 2 hits in a season. If we assume I'm roughly at the level of Hayes (he's ten years older than me, but seems to be in better shape), I'm going to say nah. If they pitch to me like a regular Major Leaguer, there is no way in hell I would make contact, let alone get a hit. However, they will quickly realize they don't have to pitch to me like a Major Leaguer. This will change two things, to varying degrees, depending on how far they go with it. The first is whether or not I actually end up getting a hit. If I'm pitched somewhere around 70 MPH with few breaking pitches, I'm sure I'd get a couple of hits. However, I doubt this would happen, for a couple of reasons. This brings me to the second thing, walks. If I were pitched to as a big leaguer, I'd get on base via walks. It wouldn't be close to Major League average, as my eye is not close to Major League average, but at the same time I have
much less incentive to swing, so I'd probably be doing that less. Which brings us back to pitchers throwing softer in order to avoid walks.
First, let's analyze how that works in real baseball. I think that while taking something off your fastball
does improve a pitcher's control, it hits diminishing returns quite quickly. My reasoning for this is twofold. First, pitchers are conditioned to throw the way they throw. Slowing down too much changes everything. It messed with their mechanics in ways that wouldn't necessarily be positive. The second point is that throwing a ball from 60 feet six inches away into a box roughly 500 inches square is
really hard, even for a Major League pitcher.
Take 2019 for example. In 2019, non-pitchers batted .256. Pitchers, on the other hand, batted exactly half that, .128. As a result of pitchers being that much worse at hitting, the average fastball thrown to them was 92.4 MPH, as opposed to 93.2 MPH thrown to non-pitchers. While their walk rates were only 3.1%, well below the non-pitcher rate of 8.7%, I believe this is due mostly to pitchers' ineptitude at taking walks. This is because the drop in velocity only improved their Zone% from 41.6% to 49.9%. Not an insignificant difference, but still really close in context. You'd think pitchers would take off even more than the less than 1 MPH they do when throwing to pitchers, all it does is improve Zone% by 8.3%, but they don't.
So let's assume the average fastball I see is 89 MPH. I still have a hard time believing I'd get a hit on one of the slower pitches in that range. If all I saw was the lower bounds of this range over the course of a full season, sure. But that wouldn't be the case. I'd be seeing very few of those lower bounds pitches, not to mention a nice amount of breaking balls to keep me honest. I'm going to stick with 0 hits. I'm going walk rate will probably be somewhere around pitchers' walk rates. Again, my guessing pitches would be abysmal, but if I'm smart, I'd swing as little as possible. Working the count won't be a thing, and I probably won't be able to stick to my 'swing as little as possible' rule as well as I'd like, so 3% seems reasonable. 3% of 600 PA is 18 walks.
That gets me to a .000/.030/.000 slash line. Yeah, that looks about right.
The first thing we have to do to determine my batting runs is calculate my wOBA. Using 2019 numbers, that would be (18
walks x.69
walk constant +0
didn't do anything else )/600
PA =.021 wOBA
We then determine wRAA ((.021
wOBA -.320
lg wOBA )/1.157
wOBA Scale )x600
PA = -155.2 wRAA
There is a further adjustment based on league, but since I won't be putting myself on any specific team, I don't need to do this part.
-153.8 runs
Baserunning
Well the good news is that I'd only get on base 18 times. Simulating baserunning stats isn't exactly easy. Luckily, I noticed that players' sprint speeds are fairly strongly correlated with their BSR. When I put all the 2019 sprint speeds and BSR into excel, the conversion equation it gives me is
(Sprint Speed x 0.0086-0.2348)=BSTimes on Base Great. So now all there is to figure out is my sprint speed. I asked my wife to clock me running down the block at full speed, but she didn't seem so jazzed about the idea. Well if you want something done, you gotta do it yourself. Before I get into the numbers, bear in mind I was running down a 40 ft driveway with a flip phone in my hand, only gave myself about 5 feet to get to full speed, pressed the button at the starting point, probably started slowing down early, and then pressed it again at the ending point. Science.
I clocked myself at 2.08 seconds. I measured out the distance and it came out to 485 inches. Which is 233.2 in/sec. Convert that to feet, and I was running at 19.4 ft/sec. Which was below Brian McCann's 2019 league minimum speed of 22.2 ft/sec, but not so far off that it would make me think I did something wrong. Good enough for me. So if we plug my 19.4 ft/sec into the equation, we get -0.07 BSR per times on base. I expect to get on base 18 times, so it comes out to a -1.2 BSR for the season.
-155 runs.
Conclusion
Finally, the last step is to convert runs to wins. The 2019 Runs/Win number was 10.296. So if I divide -155 by 10.296 I end up with -15.1 WAR. Yikes. Let's put that in context. According to Fangraphs, I would cancel out any season of
any great player if we were on the same team and then some. 1923 Ruth? Gone. 2002 Bonds? We would net -2.4 WAR. 2013 Trout? Not even close. If I were were to replace Edgar Martinez on the 2001 Mariners, the winningest team in modern history, they'd only win 96 games, but hey, we'd still make the playoffs! Same with the 1998 Yankees. And this is the conclusion we should come out with. I would not necessarily ruin the greatest teams of all time. So I deserve a shot.
TL;DR
-15.1 WAR, but I deserve a shot. submitted by slightlyaw_kward to baseball [link] [comments]
Reds' Optimism Time: Expected Stats (xStats) from Statcast! (TL;DR: Reds' xStats gooood)
So, I have been told that I am a font of optimism in this sub (which I promise isn't even intentional), so I would feel icky if I didn't provide some of that optimism during these dreary days. This morning, without even looking for anything in particular, I found some pretty strong reasons for optimism when perusing Baseball Savant (MLB's user-friendly treasure chest of Statcast data).
We have lamented the Reds' BABIP since what seems like the first week of August, and that's a valid lament. However, BABIP isn't exactly created equal across all situations. Flyballs generally have a pretty low BABIP, as flyballs are often quite easy for fielders to get to (and HRs don't count as balls-in-play); grounders have a higher BABIP than flyballs; and liners have far and away the highest BABIP (for obvious reasons). That led to me checking Savant for information more or less regarding just how unlucky the certainly unlucky 2020 Reds batters were. While Statcast does not, to my knowledge, produce an expected BABIP stat, it does produce stats such as expected batting average (xBA), expected slugging (xSLG), expected weighted on-base average (xwOBA), and xwOBA on contact (xwOBACON).
For those who aren't aware, basically what these stats are is that Statcast analyzes the position of the fielders, the exit velocity of the ball off the bat, the launch angle, and the park that the game is played in. Using this info, it calculates -- on mountains of empirical evidence that makes these stats pretty reliable -- the expected outcomes of every batted ball. Thus, I referenced these stats to see what hypothetically should have happened for the 2020 Reds.
Below are the Reds' actual team-wide offensive outcomes by league rank:
- BA: 30th
- SLG: 18th
- wOBA: 17th
-wOBACON: 21st
(and of course a distant 30th in BABIP)
Now, looking at the Reds' expected outcomes in those stats, we see a picture that is a bit rosier (although still not perfect):
- xBA: 27th
- xSLG: 12th
- xwOBA: t-10th
- xwOBACON: 12th
Basically, these stats confirmed that the Reds were legitimately very unlucky in 2020 and, in expectation were an above-average offense. Also, for those unaware, wOBA is the driving factor behind wRC+ (where it is normalized by park factors and league averages). So if you prefer wRC+, just know that results of wOBA should map to wRC+ pretty well, albeit not perfectly.
Now, additional optimism comes from the fact that the Reds' expected offensive stats look above-average already, and we must consider all of these confounding factors at play:
- Nick Senzel getting COVID and being awesome pre-COVID but the worst hitter in the league post-COVID
- Shogo taking half the shortened season to adjust
- Moose being on and off the field with COVID concerns and injury
- Suarez recovering from shoulder surgery
- Starting an overmatched Jose Garcia for about a third of the year (although I realize that this situation isn't exactly remedied at the moment...sigh)
So, while things aren't going to work perfectly (they never do), I think a lot of those issues from 2020 should be remedied in the 2021 season, and we're already working with a framework of above-average expected stats. Standard projection systems (which are pretty low on the Reds) don't really reflect expected stats -- which, again, are based on mountains of empirical data, not some mumbo-jumbo -- so it makes sense that the Reds' terrible luck last year nerfed their projections. Big things could potentially be in store for the Reds' offense in 2021 (and if you play fantasy baseball, I urge you to buy low on a bunch of Reds hitters).
But wait, THERE'S MORE!
We all know the Reds' pitching was beyond awesome in 2020. But for all the bad luck that the Reds' hitters had, did the Reds' pitchers get carried by any luck? Hmm, let's check the xStats again:
- xBA: 1st
- xSLG: 1st
- xwOBA: 1st
- xwOBACON: 2nd
And the actual outcomes:
- BA: 2nd
- SLG: 3rd
- wOBA: 4th
- wOBACON: 12th
So, to answer that question of if the Reds' pitchers got lucky...the answer is actually no! By pretty much every expected measure, the Reds had the best pitching in all of baseball last year, and they actually got unlucky (although admittedly only marginally).
Now, I know the elephant in the room is that the Reds lost Trevor Bauer -- a modern-day Hercules of xStats -- and Raisel Iglesias (Disco weighed them down in these metrics, and Archie's sample wasn't meaningful). However, it is very clear that the Reds' pitching was legitimately elite last year, and they had some room to give (and I would point out that specifically when referring to xStats, Disco offsets some of Bauer's greatness).
I know we're all very upset with how the offseason has played out, but we shouldn't lose sight of the fact that even though the Reds were "only" 31-29 last year, they were significantly better in expectation. I'm not going to tell people how to feel, but I just wanted to provide real reasons for optimism.
Now, I wouldn't take this and say "oh the Reds should be the favorites in the NLC" (I would personally give that title to the Brewers, but it's tight). It's just that the actual results we saw last year paled in comparison to what should have been, so there's a lot more upside with this Reds team than traditional projection systems would tell you.
Sorry for the long read and the gross optimism, but let's go Reds!
submitted by ldboyle44 to Reds [link] [comments]
[1.1 Update] Complete List of Verified Perks (Working / Not Working / Partially Working) [WIP]
Update: All items and perks testing completed. Still updating based on feedback as it comes in. I'll update the text below soon.
Update: Added a tab for bonuses per skill level and attribute level
Update: Tested the non functioning (Partially or Not Working) perks/items for the 1.11 hotfix. Several changes noted in the change log. I think I'll reserve testing the whole list for more significant updates, but definitely looking out for people posting/messaging about things they found that are not working/working. Already got 1 perk not working that was before.
Up to date Perks and Items and Skill Levels Testing can be found here: Link to Spreadsheet
Hope you guys find this helpful!
Reddit list last updated: 1/26/2021
Body - Athletics
- Regeneration: "Health slowly regenerates during combat."
- Working
- With this perk alone, regen starts only below 60% and heals up to 60%.
- Invincible: "Increases max health by 10%."
- Working
- Only applies to base HP. 10% of base HP at lvl 50 = 43 HP.
- Pack Mule: "Increases carrying capacity by 60."
- Divided Attention: "Allows you to reload weapons while sprinting, sliding, and vaulting."
- Epimorphosis: "Health regenerates up to 70% of max Health outside of combat."
- True Grit: "Increases max stamina by 10%."
- Working
- Only applies to base stamina. 10% of base stamina at lvl 50 = 15 stamina.
- Soft on your feet: "Reduces fall damage by 5%."
- Gladiator: "Reduces the amount of Stamina consumed when blocking melee attacks by 20%."
- Steel and Chrome: "Increases melee damage by 10%."
- Multitasker: "Allows you to shoot while sprinting, sliding, and vaulting."
- Working
- Aiming while vaulting doesn't use any sights, but works for firing.
- Like a Butterfly: "Dodging does not drain Stamina."
- Stronger Together: "Increases damage you deal while carrying a body."
- Working
- Still requires Trasporter perk to fire shots, and the increase is about 2x
- Cardio Cure: "Health regenerates 25% faster as you move."
- Overworking
- Regeneration bonus active at all times. Also confirmed moving/still is the same
- Transporter: "Allows you to shoot with Pistols and Revolvers or sprint while carrying a body."
- Human Shield: "Increases armor by 20% when grappling an enemy."
- Marathoner: "Sprinting does not drain Stamina."
- Dog of War: "Increases Health regen in combat by 15%"
- Working
- Note: Saving all health regen tests for last. They're the most annoying
- Wolverine: "Health regen activates 50% faster during combat."
- Working
- 90% faster activation might not be right, but it's definitely faster. Hard to tell when this counter officially starts when in combat.
- Steel Shell: "Increases armor by 10%."
- The Rock: "Enemies cannot knock you down."
- Working
- Tested using cars again. You really have to be just on the edge to avoid death.
- Indestructible: "Reduces all damage by 10%."
- Hard Motherfucker: "When entering combat, Armor and Resistances increase by 10% for 10 sec. +1% per level."
- Not Working
- This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Body - Annihilation
- Speed Demon: "You deal more damage the faster you're moving."
- Working
- Only applies to Shotguns and LMGs. Walking was around 1.5x, Running 2x, Speed glitches 4x+
- Manic: "When entering combat, your movement speed increases by 20% for 10 sec."
- Working
- Only applies to Shotguns and LMGs.
- Burn Baby Burn: "Doubles the duration of Burn"
- Working
- Works for Quickhacks (Overheat) and burn applied with other weapons than SG/LMG
- Mongoose: "Increases Evasion by 25% while reloading."
- Not Working
- All evasion related stats not working.
- Momentum Shift: "Defeating an enemy increases movement speed by 10% for 10 sec."
- Working
- Can only see difference on SG/LMG kills.
- Massacre: "Increases Crit Damage with Shotguns and Light Machine Guns by 15%"
- Pump it, Louder!: "Reduces recoil of Shotguns and Light Machine Guns by 10%."
- Not Working
- Tested only using LMGs and the recoil pattern on fully automatic firing.
- Hail of Bullets: "Shotguns and Light Machine Guns deal 3% more damage."
- Working
- Damage increase doesn't show on weapon, but shows in final damage numbers on enemies
- In Your Face: "Reduces reload time of Shotguns and Light Machine Guns by 20%."
- Bloodbath: "Dismembering enemies reduces weapon recoil by 50% for 6 sec."
- Not Working
- May not be tested properly. I can only dismember consistently with a SG, and switched to LMG to see recoil. That could mess with the buff, not sure.
- Bulldozer: "Increases Crit Chance with Shotguns and Light Machine Guns by 10%."
- Bloodrush: "Increases movement speed in combat by 5% while carrying a Shotgun or Light Machine Gun."
- Dead Center: "Increases damage to torsos by 10%."
- Working
- Only applies to Shotguns and LMGs
- Heavy Lead: "Shotguns and Light Machine Guns knock back enemies with more force."
- Partially Working
- Retested in 1.1.. I'm actually not sure anymore. Hard to eyeball distance so marking as partially
- Skeet Shooter: "Deal 15% more damage to moving targets."
- Working
- Only applies to Shotguns and LMGs
- Unstoppable: "Dismembering an enemy increases fire rate by 10% for 8 sec. Stacks up to 3 times."
- Working
- Only applies to Shotguns and LMGs
- Biathlete: "Weapon spread does not increase while moving."
- Not Working
- Several opinions saying spread does not change, with or without the perk.
- Poppin' Off: "Shotguns have 25% higher chance of dismembering enemies."
- Not Working
- Used a carnage again, but I do have trouble dismembering consistently. The smart shotgun shreds too much to use for comparison, so if anyone has any ideas please message me on reddit with them.
- Hit The Deck: "Increases damage to staggered and knocked-down enemies by 10%."
- Not Working
- Only tested on Knocked Down enemies. Staggering with Carnage barely leaves any time to fire again
Body - Street Brawler
- Thrash: "Strong Attacks with Blunt Weapons reduce the target's Armor by 30% for 10 sec."
- Working
- Enemies don't have armor. What this does very accurately though is increase damage against these enmies by 30%
- Frenzy: "Defeating an enemy increases damage with Blunt Weapons by 100% for 10 sec."
- Biding Time: "Blocking attacks with a Blunt Weapon restores 5% Health."
- Working
- Countering does not count as a block in this case.
- Human Fortress: "Reduces the Stamina cost of blocking attacks by 50% while using a Blunt Weapon."
- Working
- Stun duration is short and can be seen with a teal icon above their head and a timer ticking down.
- Opportune Strike: "Increases damage with Blunt Weapons against enemies affected by Stun by 50%."
- Payback: "Increases damage with Blunt Weapons by 1% for every 1% of missing Health"
- Working
- Working, but I don't know how low you can take this. It worked while I was around 40-50% HP
- Juggernaut: "Increases Armor by 15% while blocking with a Blunt Weapon."
- Flurry: "Increases damage from combo attacks with Blunt Weapons by 30%."
- Crushing Blows: "Increases damage from Strong Attacks with Blunt Weapons by 30%."
- Rush: "Successful attacks with Blunt Weapons regenerate 3% Health over 2 Sec."
- Dazed: "All attacks with Blunt Weapons have a 15% chance to Stun."
- Efficient Blows: "Reduces the Stamina cost of all attacks with Blunt Weapons by 25%."
- Guerrilla: "Increases Crit Damage for 10 sec. after entering combat. +2% per level."
- Not Working
- This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
- Relentless: "Successful attacks with Blunt Weapons against enemies affected by Stun restore 20% Stamina."
- Reinvigorate: "Defeating an enemy by performing a Strong Attack with a Blunt Weapon restores 10% Stamina."
- Breathing Space: "Increases Stamina regen while blocking with Blunt Weapons by 50%"
- Unshakeable: "Successful attacks with Blunt Weapons against enemies affected by Stun restore 5% Health and 5% Stamina."
Reflexes - Assault
- Bulletjock: "Increases damage with rifles by 3%."
- Eagle Eye: "Reduces time to aim down sight with Rifles and Submachine Guns by 10%."
- Covering Killshot: "Increases Crit Chance with Rifles by 10% when firing from behind cover."
- Working
- Note: Behind cover without aiming down sights does not count. I had to aim for the crit chance to work.
- Too Close For Comfort: "Quick melee attacks with Rifles deal 50% more damage."
- Bullseye: "Increases Rifle and Sumachine Gun damage while aiming by 10%"
- Executioner: "Deal 25% more damage with Rifles and Submachine Guns to enemies whose Health is above 50%."
- Duck Hunter: "Increases Rifle and Submachine Gun damage to moving enemies by 10%"
- Shoot, Reload, Repeat: "Defeating an enemy with a Rifle or Submachine Gun reduces reload time by 20% for 5 seconds."
- Nerves of Steel: "Increases headshot damage with Sniper Rifles and Rrecision Rifles by 20%."
- Working
- Tested again as working. Sniper rifles have high multipliers by default so it's hard to tell. Used the precision rifle and it was more noticeable
- Feel the Flow: "Reduces reload time for Assault Rifles and Submachine Guns by 10%."
- Trench Warfare: "Increases Rifle and Submachine Gun damage by 5% when firing from behind cover."
- Hunter's Hands: "Reduces recoil with Rifles and Submachine Guns by 20% when firing from behind cover."
- Partially Working
- Tested with Copperhead. Vertical recoil is lower, but not by much... definitely not 40% at level 2
- Named Bullets: "Increases Crit Damage with Rifles and Submachine Guns by 35%."
- Skull Skipper: "Each headshot reduces recoil with Rifles and Submachine Guns by 5% for 10 sec. Stacks up to 5 times."
- Working
- Retested and it seems to work.
- Bunker: "Increases Armor and Resistances by 15% when shooting with Rifles and Submachine Guns from behind cover."
- Recoil Wrangler: "Reduces recoil with Rifles and Submachine Guns by 10%."
- In Perspective: "Bullets fired from Rifles and Submachine Guns ricochet an additional 2 time(s)."
- Long Shot: "Rifle and Submachine Gun damage increases the farther you are located from enemies."
- Working
- 23.6 distance for 100% additional weapon damage. Distance can be measured with the Grandstead scope. It's shown on the top right corner of the rectangle in the sight
- Savage Stoic: "Increases damage with Rifles and Submachine Guns by 35% when standing still."
- Punisher: "After defeating an enemy with a Rifle or Submachine Gun, weapon sway is nullified and weapon spread does not increase for 10 sec. +0.2 sec. per Perk level."
Reflexes - Handguns
- Gunslinger: "Reduces reload time for Pistols and Revolvers by 10%."
- High Noon: "Increases Crit Chance with Pistols and Revolvers by 4%."
- Rio Bravo: "Increases headshot damage multiplier with Pistols and Revolvers by 10%."
- Desperado: "Increases damage with Pistols and Revolvers by 3%."
- On the Fly: "Reduces draw/holster time for Pistols and Revolvers by 25%."
- Long Shot Drop Pop: "Increases damage with Pistols and Revolvers to enemies 5+ meters away by 15%."
- O.K. Corral: "Deal 50% more damage with Pistols and Revolvers to enemies whose Health is below 25%."
- Steady Hand: "Reduces Pistol and Revolver recoil by 30%."
- Working
- Previously not working. Used a Lexington and the recoil firing the whole clip did look lower.
- Vanishing Point: "Evasion increases by 25% for 6 sec. after performing a dodge with a Pistol or Revolver equipped."
- From Head to Toe: "Increases damage to limbs with Pistols and Revolvers by 7%."
- A Fistful of Eurodollars: "Increases Crit Damage with Pistols and Revolvers by 10%."
- Acrobat: "You can now perform dodges while aiming a Pistol or Revolver."
- Working
- Fixed. Note that most people are probably wearing Kerenzikov, which actually enables this anyways
- Grand Finale: "The last round in a Pistol or Revolver clip deals double damage."
- Attritional Fire: "Firing consecutive shots with a Pistol or Revolver at the same target increases damage by 10%."
- Not Working
- Previously working, but I can't remember how solid the test in the past was on this one.
- Wild West: "Removes the damage penalty from Pistols and Revolvers when shooting from a distance."
- Westworld: "Increases Crit Chance for Pistols and Revolvers by 10% if fully modded."
- Working
- Fully modded means every slot is filled, regardless of rarity or number of slots
- Snowball Effect: "After defeating an enemy, fire rate for Pistols and Revolvers increases by 5% for 6 sec. Stacks up to 5 times."
- Not Working
- Tested again with Lexington, can't see any difference at max stacks
- Lead Sponge: "Enables you to shoot with Pistols and Revolvers while dodging."
- Working
- You can already do this with Kerenzikov
- Brainpower: "After a successful headshot with a Pistol or Revolver, Crit Chance increases by 25% for 5 sec."
- The Good, The Bad, and The Ugly: "After a successful Crit Hit with a Pistol or Revolver, damage and Armor increase by 30% for 5 seconds. +1% per Perk level."
- Not Working
- This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Reflexes - Blades
- Sting Like a Bee: "Increases attack speed with Blades by 10%."
- Working
- Only works if weapon is not at attack speed cap. See appendix for more info.
- Roaring Waters: "Strong Attacks with Blades deal 30% more damage."
- Crimson Dance: "Combos with Blades have a 15% chance to apply Bleeding."
- Slow and Steady: "Armor is increased by 15% while moving."
- Working
- Only applies when holding a blade. Also do not have to be moving.
- Flight of the Sparrow: "Reduces the Stamina cost of all attack with Blades by 30%"
- Offensive Defense: "Defensive Attacks with Blades deal 200% more damage."
- Shifting Sands: "Dodging recovers 15% Stamina."
- Partially Working
- Hidden cooldown applied for stamina recovery. Dodging continuously, 1 in 3 recovered stamina.
- Stuck Pig: "Increases Bleeding duration by 3 sec."
- Working
- Only extends Bleeds applied by Blades
- Blessed Blade: "Increases Crit Chance with Blades by 20%."
- Unbroken Spirit: "Successful Counterattacks with Blades restore 25% Health and Stamina."
- Working
- Previously didn't work for me. Retested, working now
- Bloodlust: "While wielding a Blade, recovers 7% Health when applying Bleeding to an enemy or hitting an enemy affected by Bleeding."
- Partially Working
- Only healed on first hit on a bleeding enemy. All other cases did not heal.
- Float Like a Butterfly: "Dodging increases damage with Blades by 35% for 5 sec."
- Judge, Jury, and Executioner: "Increases damage with Blades by 50% against enemies with max Health."
- Fiery Blast: "Increases damage with Blades by 1% for every 1% of Health the enemy is missing."
- Working
- Not 100% sure, but it felt like there was a cap in bonus damage. My damage went up to double.
- Crimson Tide: "Bleeding applied with Blades can stack 3 times."
- Working
- Stacking = applied at the same time, not extending the time.
- Deathbolt: "While wielding a Blade, defeating an enemy restores 20% Health and increases movement speed by 30% for 5 sec."
- Dragon Strike: "Increases Crit Damage with Blades by 25%. +1% per Perk level."
- Not Working
- This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
Intelligence - Breach Protocol
- Big Sleep: "Unlocks the Big Sleep daemon, which disables all cameras in the network for 3 min."
- Mass Vulnerability: "Unlocks the Mass Vulnerability daemon, which reduces the Physical Resistance for all enemies in the network by 30% for 3 min."
- Working
- Retested for 1.1 and it is 100% working. Physical resistance doens't appear to show in the "Weaknesses" section when you scan enemies
- Almost In!: "Increases the breach time for Breach Protocol by 20%."
- Advanced Datamine: "Upgrades the Datamine daemon, increasing the amount of eurodollars acquired from Access Points by 50%."
- Mass Vulnerability: Resistances: "Upgrades the Mass Vulnerability daemon, reducing all Resistances for enemies in the network by 30%."
- Working
- Note that this Daemon isn't an option without Mass Vulnerability.
- Extended Network Interface: "Automatically highlights nearby Access Points."
- Working
- Highlighted in blue when scanning the environment
- Datamine Mastermind: "Upgrades the Datamine daemon, increasing the amount of components acquired from Access Points by 50%."
- Working
- The amount gained is different. Some more than 100%, and no extra legendary components
- Turret Shutdown: "Unlocks the Turret Shutdown daemon, which disables security turrets in the network for 3 min."
- Total Recall: "The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s)."
- Turret Tamer: "Unlocks the Turret Tamer daemon, which sets the status of every turret in the network to friendly for 3 min."
- Datamine Virtuoso: "Upgrades the Datamine daemon, increasing the chance to acquire a quickhack from Access Points by 50%."
- Working
- Not really easy to test, but over time with this maxed I was almost always getting an upgraded quickhack from access points
- Cloud Cache: "Completing a Breach Protocol reduces the RAM cost of your next quickhack by 1 time(s) the number of daemons uploaded."
- Efficiency: "Uploading 3 or more daemons in the same Breach Protocol increases cyberdeck RAM recovery rate by 3 unit(s) per 60 sec. Lasts 5 min."
- Mass Vulnerability: Quickhacks: "Upgrades the Mass Vulnerability daemon, causing enemies in the network to also take 30% more damage from quickhacks."
- Totaler Recall: "The ICEpick daemon reduces all quickhack costs by an additional 1 RAM unit(s)."
- Head Start: "Automatically uploads the first daemon in the list at the start of Breach Protocol."
- Hackathon: "Uploading 3 or more daemons in the same Breach Protocol shortens quickhack cooldowns by 33% for 5 min."
- Buffer Optimization: "Increases the duration of daemon effects by 100%."
- Compression: "Reduces the lengths of the sequences required to upload daemons by 1. Cannot be reduced below 2."
- Transmigration: "Increases the breach time of Breach Protocol by 50%. +5% per Perk level."
Intelligence - Quickhacking
- Bloodware: "Quickhacks deal 10% more damage."
- Working
- Damage increase seems lower than described. Suspected lower base damage not visible to players for Quickhacks
- Biosynergy: "Allows RAM to recover during combat. Recover 4 RAM unit(s) every 60 sec."
- Forget-me-not: "Eliminating a target affected by a quickhack instantly recovers 1 RAM unit(s)."
- Hacker's Manual: "Unlocks Crafting Specs for Uncommon quickhacks."
- I Spy: "Reveals an enemy netrunner when they're attempting to hack you."
- Weak Link: "Reduces the required cyberdeck RAM for quickhacks used on devices by 1 unit(s)."
- Working
- Can't go below 1 RAM Cost
- Daisy Chain: "Eliminating a target affected by a quickhack reduces the existing cooldowns for all other active quickhacks by 10%."
- Overworking
- Still reduces CD to and not by the described percent
- Signal Support: "Increases quickhack duration by 25%."
- Working
- Don't see a description change of duration on Ultimate quickhacks
- Subliminal Message: "Quickhacks deal 50% more damage to unaware targets."
- Working
- 50% and 100% at level 2 are not applied on the final damage number, it's applied on a smaller base damage.
- Diffusion: "Quickhack spread distance is increased by 2 times."
- Working
- Can only confirm the distance is increased, but not that it's actually 2x
- Mnemonic: "Reduces the cost of quickhacks used against an enemy already affected by a quickhack by 2 RAM units."
- School of Hard Hacks: "Unlocks Crafting Specs for Rare quickhacks."
- Plague: "Quickhacks that spread can jump to 1 additional targets."
- Hacker Overlord: "Unlocks Crafting Specs for Epic quickhacks."
- Critical Error: "Quickhacks can now deal Crit Hits based on your Crit Chance and Crit Damage stats."
- Anamnesis: "Available cyberdeck RAM cannot drop below 2 unit(s)."
- Partially Working
- This works in a very different way than described. The description should read "Resets your RAM to 2/3/4 when you reach 0 RAM and have not initiated ANY recovery of RAM at all." The last part meaning you have to actually 0 out and if any recovery happens along the way, it does not work. Recovery can be stalled with opening your menu or spamming lower level quickhacks with low cost, or doing what I did: Found a perfect combination of quickhack costs to execute on a group of enemies to 0 out immediately.
- Bartmoss' Legacy: "Unlocks Crafting Specs for Legendary quickhacks."
- Optimization: "Reduces the cost of quickhacks by 1 RAM unit(s)."
- Master RAM Liberator: "Increase RAM recovery rate by 50%."
- Partially Working
- The 50% bonus is actually not working, but the 1% per level is working (I tested with 50 points into the perk which is what made it look like it was working)
Technical Abilities - Crafting
- Mechanic: "Gain more components when disassembling."
- Scrapper: "Junk items are automatically disassembled."
- True Craftsman: "Allows you to craft Rare items."
- Workshop: "Disassembling items grants a 5% chance to gain a free component of the same quality as the disassembled item."
- Innovation: "Consumables are 25% more effective."
- Working
- Accurate translation: Consumables that provide timed buffs last 25% longer.
- Sapper: "Grenades deal 10% more damage."
- Not Working
- Not retesting this. I've done this so many times and even if it does work the damage range on grenades is too wide to tell
- 200% Efficiency: "Crafted clothes gain 2.5% more armor."
- Not Working
- Still not working. Tested on hats that have consistent armor
- Field Technician: "Crafted weapons deals 2.5% more damage."
- Partially Working
- Still not working on Melee wapons. The increase in damage I saw on Katana was more like 1% at max perk leve
- Grease Monkey: "Allows you to craft Epic items."
- Efficient Upgrades: "Grants a 10% chance to upgrade an item for free."
- Ex Nihilo: "Grants a 20% chance to craft an item for free."
- Let there be light!: "Reduces the component cost of upgrading items by 10%"
- Cost Optimization: "Reduces the component cost of crafting items by 15%"
- Tune-up: "Allows you to upgrade lower quality components into higher quality ones."
- Waste not want not: "When disassembling an item, you get attached mods back."
- Edgerunner Artisan: "Allows you to craft Legendary items."
- Crazy Science: "Increases the sale price of crafted items by 10%. +1% per Perk level."
- Partially Working
- Only works until you reload your save, in which case it stops working.
- Cutting Edge: "Improves damages and all damage-related stats of crafted weapons by 5%."
- Partially Working
- Still not working on Melee. Keep in mind for Ranged, a 5% increase in all the stats is actually a lot more than 5% increase in overall DPS in the end
Technical Abilities - Engineering
- Blast Shielding: "Reduces damage taken from explosions by 10%."
- Working
- But even with the highest HP value possible, it is still impossible to survive an explosion. Tested with mods.
- Mech Looter: "When looting drones, mechs and robots, there is a 25% chance of looting a weapon mod or attachment."
- Can't touch this: "Grants immunity to all effects from your own grenades."
- Partially Working
- NOTE: This works for every grenade type EXCEPT Flashbangs. So it's mostly working.
- Grenadier: "The explosion radius of grenades is visible."
- Shrapnel: "All grenade types deal 20 damage in addition to their normal types."
- Not Working
- Tested and don't see any difference
- Up to 11: "Allows you to charge Tech weapons up to 75% capacity."
- Working
- Note that Tech weapons do NOT charge to 100% by default. They charge up to 50%, which is relevant to other perks in the tree that mention full charge.
- Lock and load: "Increases Smart weapons reload speed by 5%."
- Bladerunner: "Increase damage to drones, mech and robots by 20%."
- Bigger Booms: "Grenades deal 5% more damage."
- Not Working
- Can't see a difference. Like I noted above, the damage range is too wide to tell any difference
- Lighting Bolt: "Increases Crit Chance with Tech weapons by 3%."
- Tesla: "Increase the charge multiplier for Tech weapons by 15%."
- Gun Whisperer: "Fully charged Tech weapons do not shoot automatically."
- Working
- Does not work for the DR12 Quasar and Kenshin Pistols
- Ubercharge: "Fully charged Tech weapons deal 50% more damage."
- Working
- Needs "Up To 11" Perk to work. Tested originally with the Kenshin pistol and it did not work. Quasar worked, so please message me if you see that it doesn't work for certain tech guns.
- Insulation: "Grants immunity to shock."
- Working
- Shock = electric damage. Electricity on ground = electric. Enemy attacks applying shock = electric. Enemy grenades = EMP (so not electric damage), meaning this will not prevent damage from grenades. I don't know what other sources of EMP there are, but this is consistent with the clothing mod as well.
- Fuck all walls: "Reduces the charge amount needed for Tech weapons to penetrate walls by 30%."
- Working
- This is really hard to tell. Never had much issue having tech guns pierce walls, and the charge is pretty fast so I could be wrong.
- Play the angles: "Ricochets deal an additional 50% damage."
- Lickety Split: "Tech weapons charge time is reduced by 10%."
- Superconductor: "Tech weapons ignore Armor."
- Revamp: "Increases damage Tech weapons by 25%, increases charges damage from all chargeable weapons and cyberware by 10%. +1% charge damage per Perk level."
- Not Working
- Only works after the first time learning the perk. Reloading save disables the perk.
- Jackpot: "Enables grenades to deal Crit Hits."
Cool - Stealth
- Silent And Deadly: "Increases damage dealt by silenced weapons by 25% while sneaking."
- Crouching Tiger: "Increases movement speed while sneaking by 20%."
- Hidden Dragon: "Allows you to perform lethal or non-lethal aerial takedowns on unaware targets."
- Dagger Dealer: "Allows you to throw knives. Hold L2 to aim and press R2 to throw."
- Working
- Still doesn't return the knife, but you can definitely throw them lol
- Leg Up: "Movement speed after a successful takedown is increased by 30% for 10 sec."
- Strike From The Shadows: "Increases your Crit Chance by 15% while sneaking."
- Assassin: "Deal 15% more damage to human enemies."
- Sniper: "Increases damage from headshots fired from outside combat by 30%."
- Cutthroat: "Thrown knives deal 30% more damage."
- Aggressive Antitoxins: "Grants immunity to Poison."
- Clean Work: "You can pick up an enemy's body immediately after performing a takedown by holding R3."
- Stunning Blows: "Quick Melee Attacks with ranged weapons stagger enemies, giving you an opportunity to grapple them."
- From The Shadows: "Upon entering combat, Crit Chance increases by 25% for 7 sec."
- Ghost: "Detection time is increased by 20%."
- Commando: "You cannot be detected under water."
- No One Cares
- Pretty sure in 1.1 this still holds true
- Venomous Fangs: "All knives apply Poison."
- Rattlesnake: "Enemies affected by Poison are slowed."
- Not Working
- In combat they still move the same.
- Silent Finisher: "Enemies with less than 15% Health are defeated instantly when attacked with a Knife. Does not work on enemies with a Very High threat level."
- Hasty Retreat: "Temporarily boosts movement speed by 50% for 5 sec. when detected by an enemy."
- Restorative Shadows: "While in stealth, increases Health regen by 25%."
- Neurotoxin: "Damage from Poison is doubled."
- Working
- Does not work with Contagion, but worked with all other sources of poison
- Hasten The Inevitable: "Deal 20% more damage to enemies affected by Poison."
- Overworking
- Still works on every weapon with or without poison.
- Cheat Death: "When your Health drops below 50%, reduce all incoming damage by 50% for 10 sec. Cannot occur more than once per minute."
- Ninjutsu: "Crouch Attacks from stealth with melee weapons deal 100% more damage."
- Not Working
- Only worked specifically with Baseball bats. Nothing else.
- Toxicology: "Increases the duration of Poison applied to enemies by 5 seconds. +0.2 sec. per Perk level."
- Not Working
- This perk doesn't work even before reloading the save.
Cool - Cold Blood
- Cold Blood: "After defeating an enemy, gain Cold Blood for 10 sec. and increase movement speed by 2%. Stacks up to 1 time."
- Will to Survive: "Increases all Resistances by 2.5% per stack of Cold Blood."
- Icy Veins: "Reduces weapon recoil by 2.5% per stack of Cold Blood."
- Not Working
- Retested using a Copperhead assault rifle. 5 stacks recoil pattern looked the same as no stacks
- Frosty Synapses: "Reduces quickhack cooldowns by 3% per stack of Cold Blood."
- Working
- Previously not working, working now. Tested with Suicide
- Critical Condition: "Increases duration of Cold Blood by 5 sec."
- Rapid Bloodflow: "Increase Health regen inside and outside combat by 50% per stack of Cold Blood."
- Defensive Clotting: "Increases Armor by 10% per stack of Cold Blood."
- Coldest Blood: "Increases max stack amount for Cold Blood by 1."
- Frozen Precision: "Increases headshot damage by 50%."
- Working
- Hard to tell even with a low headshot multiplier weapon. Shows on the weapon, with or without cold blood stacks.
- Blood Brawl: "While Cold Blood is active, increases damage with melee weapons by 5%."
- Working
- Easy to mistake as this being a stacking perk. It's only a flat 10% increase with Cold Blood active, regardless of stacks
- Predator: "Increases attack speed by 10% per stack of Cold Blood."
- Working
- Works up to your melee weapon's attack speed cap. See Appendix for details.
- Quick Transfer: "Reduces quickhack upload time by 1% per stack of Cold Blood."
- Cold and Calculating: "Landing a Crit Hit has 25% chance of applying a stack of Cold Blood."
- Bloodswell: "When your Health reaches 45%, a max stack of Cold Blood is automatically activated."
- Working
- Does apply max stacks, but reminder that without Coolagulant all stacks will remove at once.
- Coolagulant: "Stacks of Cold Blood are removed one by one, not all at once."
- Unbreakable: "Increases max stack amount for Cold Blood by 1."
- Pain Is An Illusion: "While Cold Blood is active, reduces damage taken by 5%."
- Immunity: "While Cold Blood is active, you are immune to Bleeding, Poison, Burn and Shock."
- Working
- NOTE: I don't see this working with Shock. If anyone can confirm please let me know
- Merciless: "While Cold Blood is active, increases Crit Chance by 10% and Crit Damage by 25%. +1% Crit Chance and +3% Crit Damage per Perk level."
- Not Working
- This perk only works the first save instance where you learn it. Reloading the save will disable the perk no matter how many points you put into it.
submitted by iCheekz to cyberpunkgame [link] [comments]
East Coast kids VS Bay Area kids
Hi!
It's January! I took two weeks off after I finished with students on Dec 30, and it was really bad!
A joke I like is that there is nothing inherently dangerous about traveling 300 miles per hour. It is only when you
stop traveling 300 miles per hour that you are at risk.
I decelerated sharply into the New Year, and it was not pretty.
But now I'm doing OK! My cat is here! She's cleaning her face with her paw!
—-
...I'm still kinda fried. I have a big piece coming called "I don't have senioritis, and neither do you." The problem is, I have all the symptoms of what we call senioritis, only I'm a workaholic man-child instead of a teenager. I don't feel like writing anything that matters right now.
So! Instead! I have a fun one!
One of the 70,000 weird/awesome things about my current job is I work with students all over the world...kind of. I actually worked this fall with exclusively students from the San Francisco Bay Area and East Coast. Also, two God Slayers: one from Texas and one from what was formerly the USSR. But they both get their own pieces someday because they are two of the most inspirational human beings I have ever met.
Also, one absolute bro-legend from LA. But that kid is also Bay AF (you know I'm right), so he gets in as an honorary Bay member.
So him plus the other 17? Well, it's seven from the Bay and eleven from the East Coast.
That seems a bit lopsided. But I also worked with 100% Bay kids at my old Cupertino tutoring-center job. I've also lived here 25 of my 29 years on planet Earth, so excuse me if I fill in some blanks about how we go dumb here.
Consider this my
Spiderman: Far From Home — A fun, unpretentious interlude after the end of an epic saga that both reflects on what's happened as well as prepares everyone for an exciting future that is in limbo because of COVID-19. Let's hit it!
East Coast kids are from all over. Bay Area kids are...from the Bay Area We got Canada (Hi!!), DC, Delaware, Florida, Jersey, also Jersey, New York, also New York, Pennsylvania, and Virginia.
In my mind, the entire East Coast is roughly 2/3rds the size of California. That led to a lot of fun conversations like this one:
"Ya. I think I'd like Cornell because it wouldn't be so hard to travel back home and see my sister."
"I agree. Do you think you could bring a car up?"
"I mean, I think I'd fly. It would take like 20 hours to drive there from Florida."
"Oh."
*Student goes quiet as she realizes I've already cashed the check.*
For the Bay, we have...like, Fremont. Um, I know one is close to where I grew up. Another is in Bellevue, I think?
A couple were real close to me here in Palo Alto. A few knew students I'd worked with in years before! Gotta admit, it was surreal being on a Zoom call working with someone whom I could bike to, only we ever knew each other because they liked what I wrote on Reddit. The present and future of client acquisition is creative social marketing. I told this to the 25 other people in my Berkeley college consulting class last February, and not one even tried to listen. Maybe a 17YO reading this will.
I plan to be Zoom man going forward. But the plan next fall is to rent out a shared workspace once a month somewhere centralized—probably Hayward—on Saturday and invite all my local Zoomers to come enjoy complimentary sodas with me while we work. I'll even bring my shitty $130 Amazon laptop I used last year with last year's crumbs still inside it! If an East Coast kid wants to make the fourteen-hour drive across the country, I'll throw in a free session.
I also plan to make a Bay student work all day with me at a specific fast-casual chain restaurant, so we may then get his or her ass into U Chicago.
Bay Area kids have more "traditional" ECs while East Coast kids get weird It's not just non-profits. Bay kids love them some USACO, DECA, MUN, COVID charity involving Zooming with old people, lab internships with places I've lost money on trying to pump and dump through
Robinhood, and all the other classics.
Not trying to hate. These kids are
good at what they do. There's simply a lot of overlap in what they do. Bay kids also seemed to have a larger, deeper range of activities. Like a well-stocked buffet instead of a home-cooked meal.
East Coast kids? Significantly weirder. Stuff like raising bugs, and building model planes, and working at zoos, and learning fake musical instruments, and creating puzzles.
Stuff that I, Mattie, College With, really like. I'm still kind of fingers crossed that colleges will, too, because otherwise the Matrix I've cocooned myself within comes crashing down. I'm already scanning for duplicate black cats.
This is one of the top battles I will be scanning for in a few months when decisions come back. As I see it, there are two thought processes an AO could have, each benefitting a different wing of the country:
1) AOs at top schools are trying to build an elite class of specialists. Meaning they prioritize excellence over all else. Being excellent at something weird isn't as good as being excellent at something common, but it is still better than being very good at lots of stuff.
2) AOs at top schools scan EC lists to check off certain “must-haves” like they’re filling out a DMV form. Because that’s what they were told matters during their two weeks of training before getting to decide the fate of the world’s most sensational young people.
By my tone, you can probably guess which one I want to be true. By my tone, you can probably guess which one I'm terrified is true.
East Coast kids apply to the UCs with the same mindset you might have while opting to order an ice-cream cone with your meal at McDonald's. Oh...Ya! I would like that! Hmm...can I afford to do it? Oh, look! Here's $1.21 in my cupholdefour hours on a Friday I found! That's plenty! It's difficult for me to accept. I go
so hard with my Bay kids on the UCs. Of course we do; they're the UCs! In my career, I have literally had one Bay student not apply to the UC system because she was stubborn. Guess who!
I won't say that the UC work was the most critical content for most Bay kids, but it was certainly a priority. All four essays discussed, outlined, edited, looked over, then usually we'd re-write the bad one before sending it all in, just ahead of schedule. Maybe not a war in itself but certainly a major battle.
East Coast kids? They just kind of did it. By my count, five of the eleven chose to apply. Of those, only one seemed to care that much about how good the work was. Then he got in ED so WELP.
The other four were some flavor of, "Ya, I did them. I think they're fine. I only checked the box for Berkeley, UCLA, and *insert third UC with a program they're interested in that there is a 0% chance they will attend*.
I wasn't, like, angry at them. But it was such a culture shock chatting with them vs. Bay kids, whom I had already spent 10+ working hours with, crafting that perfect third essay about their job at the mall to make sure UC Davis found them well-rounded enough.
I guess I should chill out consider how I talk when a student applies to Michigan, UNC, UVA, U-Dub, Purdue, or any other destination state school:
Ya, man. This school's pretty solid, but also it's a state school a billion miles away and also you'll be paying twice as much as everyone else to go there. The good news is that these schools are desperate for cash and will shamelessly accept OOS kids to cover their asses. You have stats at or above their averages, which my personal data suggests means you have a 99.3% chance to get in. ...How dare I. I have zero idea how my Eastern Warriors will fare against the impenetrable fortress that is UC admissions! They don't even take test scores anymore! That makes them way more likely to choose students who have earned the right to be there instead of those who will make them more money and/or support ongoing applicant quotas!
...Apply to UCLA and Berkeley more, East Coast kids. Ain't nobody been laughed out of nowhere for a UCLA/Berkeley degree. And also, pay me to help you so that I may claim credit for it when you do get in. I'm buying the shirt, either way.
Bay kids have much less of a problem with the concept of paying a consultant like me in the first place NGL, point Bay kids.
This was my mindset, as well. I had a consultant in high school back in 2009. She alerted me to Tulane and referred to it as "a school on the rise." She was technically correct. In the same way America is currently "increasing resources towards supporting public health". There were still watermarks on buildings when I got there.
But that's the vibe here. Grabbing a consultant is "what you do." It's not good or bad. It's like applying morals to hiring a private batting instructor to help you with your swing. Sure, many students can't afford it, but if you can, you do.
East Coast kids I had to justify my existence to a bit more. It wasn't like I was forcing anyone to take my help; they found me. But many Atlanticans seemed relieved that my system wasn't about making shit up or sneaking them in as a farming major but instead about taking what they'd done, learned, and felt in high school and packaging it as effectively as possible.
This is also where I can answer a question you might have:
Why did I only work with Bay Area and East Coast kids? Cause I'm expensive. Soz. What it comes down to is cost of living. Everything costs more in the Bay Area: clothes, food, the right to sleep inside. College consulting merely follows that trend. A similar level of inarguable affluence is required in East Coast hot spots like Tri-State and Maryland. I am expensive in the same way the place I used to work at was expensive. The difference is now you get me whereas last year you got maybe but probably not me.
I have no doubt that there are tons of midwest students out there who would like to work with me. And some of them likely could afford me. But that's a tougher ask when they could instead go to their local guy who costs a fourth as much. Now, what's stopping that local midwest guy from hopping on Zoom and taking clients from the coasts at a much higher rate while still enjoying the lower cost of living from his home state?
?
US college consultants currently range in price from $12 to have a Stanford student use
Grammarly to $1.5 million for 30 hours with an intimidating lady in a
super nice office. It seems impossible for me to believe there's a satisfying r between escalating price and resulting value.
I'll be thinking of ways to merge this divide in the future. I wanna get some bro from Montana into Duke.
While talking to East Coast kids, I would occasionally hear large birds making noises from outside their house This is the only actual difference.
East Coast kids get out of school around 11:30AM PST OMG IT'S THE BEST IT'S THE BEST!!!
In previous years, I worked with all Bay kids. For reasons I still don't understand, Mon-Fri they couldn't meet until around 4 PM. Apparently, they had to go to some facility near their house that made them do things besides write fun essays for their new best friend.
The result was my schedule looked something like this:
Tue-Thur: 4PM-9PM
Fri: 4:30PM-10PM
Sat: 8AM- 6PM
BURN IT WITH FIRE.
But that was just the deal. Kids have school, so I work when they're not in school. I also had to sit and wait an hour in between meetings sometimes because no student could fit that spot. Did my tutoring center pay me for those hours? Do I still work there? Throw in an hour of Bay Area commute, and I'm so mad.
But this year??!?! This year I got to work with the sun out like a real-life human! Peep this shit:
Tue-Wed: 1PM-6PM
Fri: Noon-6PM
Sat: 9AM-6PM
THAT'S SO MUCH BETTER!!!!
All it took was starting a company with no business experience, creatively marketing it on a high-demand/low-supply social network, creating and releasing a book's worth of written content in five months for free, and capitalizing on new-found consumer trust in digital consulting to entice a formerly skeptical client pool to pay me!!!
And then I didn't have to work at night anymore!!!
So that's how it went. I'd meet with EST students first and then PST after. Saturdays didn't matter so much. One annoyance is that sometimes I would try to meet with a student before school if something was on fire. With 100% certainty, that student would be East Coast, meaning my ass would need to be up at like 5AM to make it work. Also, sometimes I’d casually book an East Coast student at 7PM PST, only for them to appear in a halo of darkness, illuminated only by their Macbook screen, eyes both exhausted and defeated.
...
Oh! And also, I have Zoom at my house. So I'd wake up every day seven minutes before my first session. Then, in between meetings, I'd play
Super Smash Bros. Ultimate for fifteen minutes to relax. Sometimes I would eat roast beef from my fridge so I wouldn't be hangry. I'd then resume steering the lives of the future most powerful people on Earth. What a country!
Everyone applies to USC. Everyone. I have 17 unfinished blog files in my Google Drive. About 10 I started and failed to finish this fall. One of them was about the USC supplements. I didn't get that far, but I would like to include my central thesis for how I see them:
The USC Supplements are what I would have come up with if my ADHD were unmedicated at the time. They're
frustrating. Frustrating because there was obvious time and energy put into them. Frustrating because there are cool, different ideas up and down the form. Frustrating because they represent the USC brand well and give off a positive vibe of the school to prospective students.
Frustrating because they are a Goddamn mess.
And I would know. USC is in that weird Michigan/Georgetown/Tulane/Santa Barbara range where it's either a reach or safety for everyone. I don't think a single student this year super wanted to go to USC and also thought they would get in. The result is I have filled out those stupid QuIrKy short-answer questions like 15 times. All I have is meta-analysis:
The following short questions are good and fun:
– Describe yourself in three words.
– What is your favorite snack?
– Dream job.
– Dream trip.
– Favorite book.
– If you could teach a class on any topic, what would it be?
The following short-answer questions suck because they say nothing about the student and also elite teens don't have time to consume media:
– Best movie of all time.
– If your life had a theme song, what would it be? – What TV show will you binge watch next?
– Which well-known person or fictional character would be your ideal roommate?
That theme song question is so bad. No one has a theme song.
I still don't know what the hell they wanted for the Dornsife essay. I also misread it one time as "Dornslife," and now 100% of the time read it in my head as "DORNS-LIFE!" in the same way you would scream "thug-life."
Lol I ranted about USC for a bit because I ran out of material. There really wasn't that much difference besides the bird noises What I want to write now is what
all my students this year had in common. Namely that all of you worked your ass off this fall, and I am so proud and grateful to have had the opportunity to spend time with you. I never want to be that old guy who comes to school to talk about his time serving in Vietnam, only to go on a rant about how "college applications were so much simpler back then. I didn't do any of this stuff!" Ya, dude. We know. We don't have to worry about being drafted.
But I did feel it with you students. I didn't work as hard in high school as you have. I mostly goofed around and let my natural talents make up for my lack of everything else. It worked out for me, alright, but I don't think I'll ever shake the wonder of what I could have accomplished if I went for it. You all went for it, and I think nearly all of you will be pleasantly surprised by what your academic future has in store. I merely plan to be pleasantly.
And what made you different?
Everything. That's why this article was clickbait trash. Screw coastlines. My absolute, #1, bestest, most favorist thing about this job is how
wildly different every student I meet is. You all have different personalities, and backgrounds, and stories, and interests, and talents, and flaws, and dreams, and insecurities, and greatness inside you that I pray you one day see as clearly as I do.
None of you are perfect, which makes me realize that perfect doesn't exist; if it did, some of you would have willed yourself there by now. Instead, you're a collection of some of the smartest, kindest, most likable human beings I have ever met—each with a dazzling coating not found anywhere else on Earth. I crave novelty, so such variety is the spice that makes my current life so fulfilling. It is how you were different from any other student I've met that will make it impossible for me ever to forget you.
You're neat. Teens are neat. Holy shit teens are so neat! I love my job so much.
Thank you so much for being my Zoomers. I hope you thought I was neat, too.
- Mattie
submitted by CollegeWithMattie to ApplyingToCollege [link] [comments]
I love Trea Turner and you should too: a brief history and analysis on baseball's most underrated shortstop
| \*normally i don't use capital letters on this website. but in in the interest of making the below more readable, an exception will be made. for trea.*\** The recent outcry over the All MLB Team and how Trea Turner was blatantly subbed proves to me that baseball is finally woke to how great the current full time shortstop for the Washington Nationals organization truly is. I thought I would write this post, my first analysis, to give the new members of the Trea Turner hype train some more background on how good of a player he has become. Hop onboard. A speedy boy is born Trea Vance Turner was born on June 30th, 1993 in Boynton Beach, Florida and presumably was a very cute child. His Zodiac sign is Cancer. Foreshadowing his future residency at the Nationals' spring training facilities in the Palm Beaches, Trea played high school ball in Lake Worth, Florida. He received scholarship offers from only two colleges, and in 2011, he was selected in the 20th round of the draft by the Pittsburgh Pirates - though he would end up choosing to attend NC State and play for their division I baseball team where he served at third base and shortstop. College is truly where Trea would flash his chops on the big stage - and impressive chops they were. He started early - his 57 stolen bases in 2012 (as a freshman) was a NC state record and more seals than 158 D1 teams put together. You read that right - 158 teams. He once stole 5 bases in a single game which tied the record for the Atlantic Coast Conference. Trea was stealing mad bases - and hearts - as the he was named to the all-ACC first team, finalist (2013) and winner (2014) of the Brooks Wallace Award for best D1 shortstop. Avid watchers of Jomboy may be familiar with this video of Trea in college back in 2014 reacting spectacularly to a BS out call when he stole home to tie the game. This moment closely foreshadows the legendary interference call from the 2019 World Series where Trea gets ruled out running to 1st and boldly calls out the umpires from the dugout and accuses Joe Torre of hiding. Trea Turner doesn't take anyone's crap, and he started young. From the start to the starting shortstop In 2014 Trea was selected 13th in the 1st round by the Padres - a great selection, if I may say so myself. But his time in the Padres org would not last long as the Nationals traded for him as a part of the three way deal between the Padres, Rays, and Nats. The Nationals would also pick up Joe Ross, our current high-hopes 4th starter, in this deal. Due to some timeline wonkiness and MLB's trade rules, he would be enter the Nationals farm system formally only in June of 2015. And thus began the glorious reign of one of the brightest, yet most underrated stars in the Nationals organization. 2015 would prove to be a banner year for the Nationals with Bryce Harper winning a bevy of awards for his monster season including MVP, though the team itself would miss the playoffs as they had on and off since 2012, when the team became a perennial contender. Trea only had 40 at bats in his major league debut season, which began on August 21st, 2015. He hit .225 with a single homer. In 2016, Trea lost out for the starting shortstop spot, but was called up in June, where he went 3-3 with a walk in his first game. Trea's rookie year (in which he played shortstop, second base and center field - that versatility, tho) earned him some plaudits, as he won Rookie of the Month in August of that year where he 5 home runs and 11 stolen bases. Kicking off his status of always the bridesmaid and never the bride, he came in second for NL ROY to Corey Seager. Zooming to greatness In 2017, Trea hit for the cycle for the fist time in his career. He would do so again in 2019, again against the Rockies - do what you will with that information (I was at this game and it was incredible). The night after his first cycle in '17, he almost did it again, but was 1 triple short. Unfortunately he would fracture his wrist and hit the injured list for the second time in the 2017 season. Once again this would not be the only time he'd break a bone on the field. In the same year he hit his second cycle, Trea would break his index finger on a bunt attempt. This wouldn't be fully repaired by surgery until after the season and playoffs ended. That's right, he was playing through a broken finger almost all season long. Trea shared an update of his finger surgery on Instagram 7 months after the original injury, where he shows off his winning smile and incredible ability to have great hair at all times. Let's step back from the history for a moment to break down Trea's skills. You've heard it before, but Trea is fast as hell. He has been one of the top 10 fastest players in the MLB since his 2015 debut. That's right, he has never left the top 10. Here's a quick table breaking it down from Statcast: Year | Position in Sprint Speed leaderboard | 2015 | #2 (30.6) | 2016 | #6 (30.0) | 2017 | #5 (30.3 - this year the Nats took 2 in the top 10; Victor Robles was #1 at 30.9) | 2018 | #4 (30.1) | 2019 | #4 (30.1) | 2020 | #5 (30.0) | Does speed really kill? I don't know. But Trea has shown himself to be remarkably consistent with his speed since his major league debut. What do these numbers actually mean? For the uninitiated, Sprint Speed is how Statcast measures speed, and is defined by as feet per second in a player’s fastest one-second window on individual plays. League average is about 27 ft/sec. But, if you look at Bolts, which measures any run where the sprint speed is at least 30 ft/sec, Trea is simply the best. In 2018, he lead the league in them at 134 (next best was 101), and did it again in 2019 at 129 (next best was 68!!) and then AGAIN in 2020 at 53 (next best was 29!!!!). Again, yes, you are reading that right. That series of achievements draws a clear picture - not only is Trea fast as a whip, he also has far and away the most speedy moments of any player in the game right now. He runs fast, and he runs fast a lot. Let's talk stolen bases for a moment. Trea has stolen 171 bases in his career, tied for 463 most ever in the MLB in a time when base stealing is far from in vogue. The numbers tell a similar story of a player who is bold, fast, and while not number one, simply one of the best. Year | Position in SB leaderboard | 2016 | #7 (33) | 2017 | #3 (46) | 2018 | #2 (43) | 2019 | #5 (35) | 2020 | #4 (12 - shortened season) | And if that's not enough to convince you, here are some of Trea's slash lines from the past several seasons: 2017: 284/.338/.451 2018: 271/.344/.416. 2019: 298/.353/.497 Returning to history again, Trea would secure the Nats a spot in the postseason when he hit a go-ahead grand slam against the Phillies on 9/24 (I was there at that doubleheader game 1, what a day). Trea would find the national stage in a big way in the 2019 playoffs. He contributed to the Nationals' pivotal victory over the Brewers in the Wild Card Game, where he hit his first postseason home run - and the Nationals' first postseason run of that year, after they were already down 3 in the game. Trea had a total of 19 postseason hits in 2019 (here is all of them). He scored at least a single run in every series of that postseason, and in the World Series itself, he had 5 hits, scored 4 runs, and walked 3 times. His legendary interference call also gave us the unforgettable Davey Martinez v. Everyone fight where our furious skipper attempted to deal with Trea's blown call with his fists whilst being held back by his own staff as "Take Me Out to the Ballgame" played serenely in the background. In the 6 years of postseasons Trea has played in, he has batted .233/.286/.302 with a .587 OPS (it was 1.250 in 2019 alone). He scored a total of 16 runs. We love a man who shows up when it counts. TVT for MVP Here we finally arrive at the 2020 season. The emergence of Juan Soto as the Best Hitter in the MLB has made Trea's incredible season fly slightly under the radar, but don't get it twisted - Trea was absolutely one of the best players in the game this past season, and a serious MVP contender. Here is a table laying out some of his notable achievements: Stat | Position on Leaderboard | Batting Average | #5 (.335) | Hits | #1 (78) | Stolen Bases | #4 (12) | OBP | #13 (.394) | SLG | #12 (.588) | OPS | #11 (.982) | Now, if you look at the context of the Nationals, Trea's case for MVP grows stronger. Unfortunately, there is no easy way to say that the team at large really underperformed. At one of the most dire moments of the season, when it seemed like Trea and Juan Soto were the only ones at all contributing offensively, I created this new jersey for our Nationals re-christening of the team to the Washington Turner Sotos. Basically this past season in a nutshell Trea was slashing .335/.394/.588, well above the team's meek average of .264/.336/.433. He delivered amazing and consistent hits (he had a career high 16 game hitting streak at one point) including a must see to be believed inside the park home run (notice how he's not even sprinting till he rounds 1st; that's how fast he is). He finished 7th in MVP voting overall. Not only was Trea a huge contributor behind the plate, but according to Davey Martinez, he blossomed as a leader as well. “Honestly, I think he’s more open, he communicates a lot more... That’s something that he took it upon himself to be a little bit more vocal this year, and even in the clubhouse. He’s going to get really good in the future about just taking control of different situations and having these conversations and having tough conversations when he needs to with his teammates, but he’s been tremendous, I can’t say enough about what he did this year and how he went out there and perceived everything." Trea, humble as ever, himself had this to say: 'I feel like your voice is important, so I try to balance it, and I try not to talk too much, but I also try to help out especially young guys when I think they need it. I’ll sit in the cage with people and talk about hitting with them. I do things more just on a personal level more so than a rah-rah level but I think as my career evolves, I think I’ll just try to take advantage of opportunities and helping out teammates if they want it and if they don’t, then I’m here for good job support, I guess." Now tell me that's not the guy you want in your dugout cheering on your squad while delivering heroics every night. All MLB snub: real eyes realize real lies Unfortunately, the Nationals' missing of the playoffs and overall wimpy output hurt Trea's chances at the All MLB Team. But let me be very clear - he was absolutely snubbed, playing with an offensive edge over both Fernando Tatis Jr. and Corey Seager, both wildly talented players whose postseason success probably pushed them over the edge to secure spots on the 1st and second teams respectively. And we can't discount the Juan Soto effect (1st team) - it can be hard to shine next to one of baseball's absolute biggest stars. Trea lead all MLB shortstops in BA, OBP, SLG, OPS, OPS+ and wRC+ despite a crappy team around him (thanks to this article laying it out). I did an informal survey on this sub a short while ago asking which player you'd rather have in a choice between two very good players at the same position, with one being slightly better at offense and one slightly better at defense. Who I had in my head when making this post were the three shortstops mentioned above. You all overwhelmingly voted in favor of the better offensive player, as I would have as well. While I don't expect the general voting public to be as informed as this sub's audience, it's a real shame Trea's crazy season wasn't recognized with this award, because I believe he overwhelmingly deserved it. In conclusion: Trea Turner send tweet Trea Turner is 27 years old. He is 6 feet one inch tall, and speaking subjectively but also objectively, he is one the most talented players in the league right now (not to mention one of the most handsome). In 2021, he will earn 13 million dollars from the Washington Nationals, with whom he has played his entire career. Trea Turner is a franchise star and a clubhouse leader and if he continues his current level of consistent, underrated goodness, he will be one of the premier free agents when he hits FA in 2023. Will he take the Bryce Harper path, where he leaves DC for a massive deal elsewhere, or will he join Stephen Strasburg as a Nat for life if he's given a contract long enough? It's all in His hands now - and yes, I'm talking about Mike Rizzo. What is clear, however, is that if you're not paying attention to Trea Turner, wake the hell up. Blink, and you'll miss him. submitted by ilovearthistory to baseball [link] [comments] |
CBS Article: Why MLB teams might start changing how they value high-contact hitters (McNeil mentioned)
https://www.cbssports.com/mlb/news/why-mlb-teams-might-start-changing-how-they-value-high-contact-hitters/ Is a high-average renaissance coming in baseball? By Matt Snyder
"Moneyball: The Art of Winning an Unfair Game" was published in 2003. Michael Lewis' book was then turned into a movie that was released in 2011. And yet, in 2021, there are still so many people out there with the misconception that playing "Moneyball" was about a specific stat ("Moneyball is on-base percentage!" the ignorant will cry out) or even some sort of "sabermetrics" revolution to make people hate the stats they long held near and dear in favor of "newfangled" stuff.
I'll pause for laughter.
No, it's actually about finding market inefficiencies. That is, what skillsets are other teams undervaluing and how can we acquire players -- mostly cheaply -- to exploit this for our gain. There have been several iterations since the initial movement from average to OBP and slugging. Defense is certainly up there, a combination of shifting/positioning and getting undervalued defensive players. Things have obviously been done on the pitching side, such as shortening the game with super bullpens and using openers, among other things.
In light of where things are headed right now in baseball, I'm wondering if we're coming full circle very soon with what type of hitter is undervalued.
That is to say, while the initial "Moneyball" movement set baseball on a path, where average was less important than the other two main rate stats (meaning more emphasis was put on drawing walks -- and, in related matters, working deep counts -- and hitting for power). In the process, we have seen a great shift toward the so-called Three True Outcomes (home runs, walks, strikeouts).
As a result, who got left a bit behind? The high-average, high-contact hitters, possibly with low power.
I said I'm wondering if we're about to come full circle because not only do I believe there's a chance at a market inefficiency in there, I also think the forces of the game are swinging toward this type of hitter being undervalued.
Strikeouts continue to rise. More and more, it seems like whichever team each game hits "the big home run" is the one that goes on to win. Here are the lowest batting averages in MLB since World War I:
1968: .237 1967: .242 1972: .244 2020: .245 If we're wondering about the small sample or want to blame the pandemic, the 2019 average was .252 and the league hit .248 in 2018.
If some of those years above jumped out, it's for good reason. After 1967-68, the pitcher's mound was lowered. After 1972, the American League added the DH.
Meanwhile, in 2020, strikeouts per team game actually dropped -- to the second-most all-time -- from 2019, but 2020 marked the first year it wasn't a new strikeouts per game record since 2007.
It's gotten to the point that it isn't just a small subset fans or curmudgeon broadcasters whining. Many baseball fans acknowledge the game needs more on-field action. At this point, pretty open-minded and even-keel people are discussing that something has to change. Home runs are great. Walks were far too long an underappreciated part of the game. Big strikeouts are excellent to watch. It's just that we should have more than those things along with groundballs and fly balls going right at nearly perfectly positioned defenders.
On one hand, the pitchers and defense are very good. On another, maybe the shift in philosophy left too many different types of hitters behind. Maybe things should tilt back a bit the other way?
After stepping down from his perch as Cubs president, Theo Epstein took a job with the commissioner's office and said something along these lines (emphasis mine).
"As the game evolves, we all have an interest in ensuring the changes we see on the field make the game as entertaining and action-packed as possible for the fans, while preserving all that makes baseball so special. I look forward to working with interested parties throughout the industry to help us collectively navigate toward the very best version of our game."
He had recently sort of lamented his own role in shaping the game, too. Via The Athletic:
"There are some threats to it because of the way the game is evolving," Epstein said. "I take some responsibility for that. Executives like me who have spent a lot of time using analytics and other measures to try to optimize individual and team performance have unwittingly had a negative impact on the aesthetic value of the game and the entertainment value of the game in some respects."
The hunch here is Epstein will have commissioner Rob Manfred's ear pretty strongly in the next few years. We've also already seen Manfred discussing things like either banning or limiting the shift along with something to curtail strikeouts, such as lowering and/or moving back the mound.
Zeroing in on the possibility of shifts going away, and low-strikeout guys become even more valuable. It doesn't take an Epstein-savvy front office member to figure out the chances of finding a hole without the defense perfectly crafted to a spray chart increase.
Further, after seeing so many strikeouts in huge spots with runners on base over the past several years, I can't help but think that even if a hitter that sits something like .230/.340/.500 can be valuable, evening that out with a high-average contact hitter to keep the line moving at times would be beneficial in creating a more well-rounded lineup.
The poster boy here is D.J. LeMahieu. Believe it or not, Epstein actually inherited him with the Cubs, but traded him away his first offseason with Tyler Colvin for Ian Stewart and Casey Weathers. Stewart looked like the high-walk, high-power guy teams coveted at the time (important update: He wasn't). Despite winning a batting title, winning three Gold Gloves and making two All-Star teams, LeMahieu only got a two-year, $24 million deal with the Yankees after the 2018 season as mostly an afterthought in a huge offseason. He went on to finish fourth in AL MVP voting. Then he finished third last season, leading the majors with a .364 average while also pacing the AL in OBP, OPS and OPS+.
Finally heavily sought after, LeMahieu got six years and $90 million to stay with the Yankees this offseason. Yes, he's developed his power, but he only struck out 90 times in 655 plate appearances in 2019 and 21 times in 195 plate appearances in 2020.
With everything conspiring in this direction anyway, I think LeMahieu is starting a wave.
Here are some others (in a non-exhaustive list) who could become increasingly valuable moving forward into the next decade of baseball evolution.
Tommy La Stella - A broken leg cost La Stella half the 2019 season in what looked like his career year. He already had 16 homers, yet had still only struck out 28 times in 321 plate appearances. Last year, he had the lowest strikeout percentage in baseball while hitting .281 with a .370 OBP.
Ketel Marte - Pay too much attention to the loss of power in just 45 games last year at your peril. He still hit .287 and was tough to strikeout. I'm not expecting a full bounce-back to MVP-caliber levels of 2019, but his bat-on-ball skills have pretty steadily improved for five years straight.
David Fletcher - He's improved all three years in all three rate stats and sports a career .292 average with just 123 strikeouts in 1,190 plate appearances. He also ranks near the very bottom of the league in stuff like barrel percentage, exit velocity and hard-hit percentage. Sending some conventional 2019 people running for the hills is a good trait for someone to have when looking for market inefficiency, right?
Jeff McNeil - Why pick between McNeil and a Pete Alonso type when you have both? McNeil in 248 career games is a .319 hitter with only 123 strikeouts in 1,024 plate appearances. Like Fletcher, his "batted ball profile" leaves a lot to be desired, too.
Trea Turner - We've seen former Turner teammates Bryce Harper and Anthony Rendon strike it very rich in free agency while his current teammate Juan Soto rightfully will garner a ton more attention here in the short term. Just don't forget about Trea. His strikeout percentages aren't excessive -- remember, as a leadoff man he takes tons of plate appearances -- and he's a career .296 hitter. He makes consistent contact, has some power and can fly.
Kevin Newman - Newman had a dreadful 2020 season, but it was only 45 games in the middle of a pandemic. I'm not going to harp on that when we've got 130 games of a .308 hitter in 2019 who only struck out 62 times in 531 plate appearances. Don't sleep on him.
Jean Segura - Segura became a different hitter in 2020. His strikeout percentage jumped from 11.8 to 20.7. Along with it went his previously high average. But he walked a lot more and his OBP went up. It was weird. Regardless, keep in mind what a fluky season 2020 was. Segura was in the top five percent of toughest hitters to strikeout in 2018 and 2019 while topping a .300 average 2016-18. He's 30. I have faith in him being productive with a good average and lower strikeout rate in 2021. And hey, maybe he'll even keep walking. I never said it was bad.
Jake Cronenworth - As a rookie last year, Cronenworth put together a season in which he would've struck out around 90 times in a full year while hitting .285. His minor-league and amateur profile has long shown someone with good contact skills capable of a higher average. He was never a top-100 prospect in the minors, but he now heads into territory where he can have an impact simply by being differently valuable than the 2010s prototype.
To be clear, this premise isn't even remotely saying teams should load up on only these types of players. The best lineups are the most well-rounded. Get you a few of these types to pair with some big boppers and things would be looking pretty damn nice. The conditions are ripe for a bit of a sea change in how hitters are valued in these next few years. Watch LeMahieu, La Stella and company for a guide while someone like Cronenworth carries the torch to the next generation.
submitted by Setec-Astronomer to NewYorkMets [link] [comments]
March Update Balance Wishlist: Rulebook Changes and Reworks to Reduce Toxicity
Edit: Forgot to say. If you object anything or just wanna discuss about my decisions or your own ideas, please leave a comment. I love these discussions and now I'll have them 3 times less often, so I hope they are good.
Heya! Since balance changes switched to quarterly, I decided to switch to making wishlists quarterly, too. I don't want to post several of them between updates since this strategy only works well with negative posts. This wishlist includes:
- More suggestions than in my old wishlists (since it's for a whole quarter), including ones that would require a client update
- Changes in bold
- Hard data: Grand Challenges 3d data over the last 2 months
- Community opinion: Tier list as rated by 50+ redditors in ClashRoyaleSerious * (took this info last month)
This is something I'm doing for the first time, and it's there to show the general opinion of people with adequate knowledge of the game. It's not something I considered much. It is more meant to imply that not only data supports me, but also most of the serious community. Even on S Tier cards, there would often be a couple votes that put the card into the F Tier.
- Explanations of why I chose the cards and their exact changes, in which the most important points are in bold italic
Here are my ideas, starting with format changes, then rulebook changes, reworks, regular changes and finishing with small tweaks.
Tiebreaker changes
Change 1: Coinflips introduced all around the game, except for friendly battles Coinflips are a feature in duels that proceeds after a tiebreaker fails to deduce a winner. I believe it would be a good idea to introduce them all around the game to discourage tie-trading. The only way to achieve a tie would now be a 3-crown tie or a tie in friendly battles. GL if anyone tries to coordinate a tie-trade like this.
But coinflips are unneeded in games without stakes, so they shouldn't exist in friendly battles.
Change 2: Tiebreakers only resort to a coinflip if the opponent's Princess Towers have the same hitpoints as your Princess Towers, and the opponent's King Tower has the same hitpoints as your King Tower. Otherwise, the tiebreaker always considers the two lowest towers currently on the field, not stopping after destroying one (unless it destroys a king). This makes the probability of a coinflip in regular battles astronomically low.
Change 3: Bandit can no longer survive while dashing and deal damage during a tiebreaker Last bug in the video here.
Rulebook change to initial attacks
- Initial Attack Time is now shown on cards' stats
- Adjustments to always be between 0.3sec and 1sec
- Adjustments to always be a multiple of 0.1sec
The affected units: - Archer, Valkyrie, Fisherman, Bomber (0.1sec > 0.3sec)
- Goblin Brawler, Balloon (0.2sec > 0.3sec)
- Royal Hog (0.25sec > 0.3sec)
- Dart Goblin (0.35sec > 0.3sec)
- Inferno Tower (Re-target time: 1.2sec > 1sec)
- Electro Giant (1.4sec > 1sec)
- And a few I mentioned lower down in the regular changes.
Initial attack speed. A stat that can make or break a card, as shown many times, yet it is hidden from us. So let's get it all tidy and ready to be revealed.
Only a few units take longer than 1sec or shorter than 0.3sec to initiate their first attack, and they have a sharp or a sluggish animation while doing so. These changes would allow attack animations to play much more smoothly while also being reasonable for balance. 0.3 seconds is still really quick and 1sec is still really slow, so this does not limit balancing options. Keeping initial attacks in this range just makes more sense.
While the point is in consistency, it's worth mentioning that I believe 5 of the changes improve game balance and only 2 of them aggravate it. 4 more are addressed in other ways lower down. Some of this may need to be addressed in future balances. Here are the specifics of what I consider to be relevant:
Negatives
Archers nerfed: Use 4-13%, Win 45-55%, B Tier
Bomber nerfed: Use 2-4%, Win 41-50%, B- Tier
Positives
Fisherman nerfed: Use 9-14%, Win 53-60%, S- Tier
Balloon nerfed: Use 12-17%, Win 50-54%, S Tier
Goblin Cage nerfed: Use 12-16%, Win 51-56%, A Tier
Dart Goblin buffed: Use 3-6%, Win 38-51%, A- Tier
Inferno Tower buffed: Use 3-5%, Win 30-40%, B Tier
Elixir Golem Rework
Elixir Golem: - Hitpoints +32% (1196 > 1584)
- Death spawn changed to 3 Elixir Blobs!!!
- Speed increased to Medium
- Range increased to Melee: Medium
Elixir Blobs: - Hitpoints +77% (299 > 528)
- Damage +33% (52 > 70)
Usage 1-3%, Win 35-45%, B Tier
Now here's the basics of the rework: You have a much more powerful Elixir Golem that spawns three MUCH more powerful Elixir Blobs. There aren't any Golemites, though. This reduces the overall impact of the card, but also gives your opponent one less elixir in the end.
Recently, I've seen a few posts that claim the game has become Rock-Paper-Scissors (RPS) because decks that have either 70-30 or 30-70 matchups appear balanced. While this is just untrue for most decks, it is true for Elixir Golem decks. Elixir Golem decks are some of the most RPS: they either win hard or lose hard against the meta. Now, I have to mention that unless you play Elixir Golem, RPS doesn't determine your games so much. Even for Elixir Golem, it's 95% skill and 4% RPS. But it does result in matches being unfun.
Battle Healer, another considerably annoying card, is also primarily used with Elixir Golem. Every Elixir Golem deck has Healer. I will excuse her, though, as Elixir Golem's mechanics are part of what makes the synergy and Healer can actually be found in some not-so-toxic decks.
I don't want to just rant, but I simply have so much to say about this card. A total overhaul is needed beyond any shadow of a doubt. Many of you might not acknowledge it as an issue, because nowadays Elixir Golem is weak and Healer is easier to blame, but it is easily one of the most toxic cards in the game. There's little difference between mediocre and pro gameplay with it, besides pros' consistency. Maybe you'd say "it's good that lower-skilled players have cards they can use" but I will disagree. The card is inherently flawed beyond just being low-skill. I'll explain below. I really insist on this rework.
CWA: Pro Ranks Top 20 Decks from LOWEST to HIGHEST Skill! (Vulkan rating Elixir Golem as the least skilled deck in the game. This is pretty old, but Elixir Golem decks haven't changed much since)
Elixir Golem was also overpowered in the past and it only got health nerfs and a hit speed standardization, not fixing the underlying issues. At this point it is just a half-relevant card that people only tolerate because it's not the meta.
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The first issue with the card is how swarmy it becomes. It's hard to put in words, but in many matchups everything gets melted while trying to deal with the latter phases. Heal effects are the best in medium swarm decks, which the golemites phase really capitalizes on, and so Healer and Heal Spirit are good with EGolem alongside with Rage to increase the healing. So if you can't deal with a push, it will get healed back and you will get 3-crowned. Elixir Golem is basically a magnet for yet more cards that are considered toxic. Being swarmy is not an issue on its own, but it just so happens to amplify the other issues.
The next issue with the card is the disconnect between elixir you spend and elixir you put on the board. I believe that an Elixir Golem that doesn't give elixir would cost about 5 elixir. So you get the stats of a 5 elixir card for 3 elixir, giving you an advantage of 2 elixir instantly. In the long run, you lose 2, but some of that elixir might be wasted by the opponent thanks to the sheer advantage you got and used. Then if you get a second Elixir Golem down, you are now 4 elixir up front. One of my decks for Clan Wars II is an EGolem one and this is how some of the most disgusting 3-crown wins happen. In the early days of the pro scene, often both players would ban Elixir Collector to have a sort of "Gentleman game" and not abuse the downward spiral of not being able to stop these custom elixir advantages, which is what Elixir Golem does without there even being any counterplay. Nowadays, the equivalent is that a lot of pros were upset when an Elixir Golem deck finished #1 on ladder, saying that "it doesn't count".
Actually there is a counterplay that devs kept talking about: getting elixir from the blobs.
Probably the biggest issue is how long it takes to gain some of the lead back. You first need to get through an Elixir Golem with 1196 hitpoints. Then, only after then killing an Elixir Golemite with 598 hitpoints, you can start getting elixir by killing an elixir blob with 299 hitpoints. That makes it 1993 damage you need to deal to get just the first elixir. Add 300-400 is added because of wasted damage and it's 2400... except wait, actually you need to deal 300 more damage to get to a blob because EGolem got healed by a Heal Spirit. Also, 100 more because of the Healer. And 100 more, and 100 more... Not to mention your units will probably retarget to the support or the other golemite before starting to attack the blobs, and that each split might reset the attack animation of your units.
Basically, if you use a few point attackers instead of splash, it can often take 3000+ damage, as much as a 5-elixir Giant, just to pop a single blob and start recovering from the disadvantage. This is an awful lack of counterplay on most occasions. All of the high-damage splash attackers that counter this, like Wizard and old Executioner, are/were divisive cards. Besides, with the limited number of cards that handle this, it actually adds to the RPS.
------------
With the changes, the overall hitpoints of the card are reduced from 3588 to 3168 (-12%)
Not so swarmy anymore: The number of units in Elixir Golem goes from 7 to 4, and from 3 splits to 1. The average hitpoints of a unit increase from 513 to 792 (more than 50%), reducing the wasted damage and re-targets of your defense.
You no longer get a 2 elixir lead just by playing it: This lead you get is massively reduced. In my opinion, Elixir Golem would now be worth around 4.5 elixir, reducing this effect by about 25%. Elixir Golem would be more of a cheap cycle-style tank than a powerhouse. Also, because the golem walks faster (by 33%), split pushing will only happen when the opponent is already in the middle of defending the first one and possibly has some of the ground taken back.
The opponent Actually has counterplay: While popping one blob is a little more work (19932112), there is only one re-targeting on the way. But perhaps the more important thing is the reduction of wasted damage. After the Golem pops, you can simply fireball the Elixir Blobs and get your lead back. This would massively discourage heal combos and give rise to less toxic Elixir Golem decks. Meanwhile, it would also encourage taking another look at Healer and Heal Spirit in the future.
So what will Elixir Golem be about? I don't know. Maybe beatdown-cycle hybrids? Or split pushing? After trying to imagine it, I thought it was weak, so just to "play it safe", I also buffed the melee range. The current short range looks visually weird for such a huge guy.
-----
I am disappointed that Elixir Golem has come to be this. I knew from the start its problems were deep. Frankly, not many people in the community, even the pro community, think about things this way. People make up their opinions based on how they feel in battles, which made complaints like "the blobs deal too much damage" take over general concerns about the card's design as they were easier to implement. This led us to some of the most obnoxious decks in the game. It needs to be fixed already. Please.
Freeze Rework
- Cost reduced to 3 elixir
- Duration -37.5% (4sec > 2.5sec)
Usage 3-5%, Win 41-52%, C+ Tier
Even though Freeze's duration was reduced from 5 to 4 seconds, it remains one of the cards that if you see in a deck, you know the deck will be toxic. The reason for this is obvious: it completely halts counterplay, freezing your units for very long.
Two years ago, Freeze was given damage while its duration at level 13 was reduced by 34%. This change made Freeze a lot more bearable, but it is still toxic. When Clash of Clans reworked their Freeze spell into a little frosty bottle, I was thrilled, thinking that Clash Royale might follow this direction. But it's been a few years and this hasn't happened.
Freeze would be way less frustrating to face if it didn't last for as long. So I'm suggesting this change. Ideally, Freeze retains a ~3% use rate, but those 1.5% of losses don't feel unfair.
Nerfs
Barbarian Barrel nerf: Barbarian deploy time increased (0.5sec > 1sec) Usage 29-35%, Win 53-58%, S Tier
This card makes me question why devs let some cards rot for years and others shine for months. Should've been balanced before balance changes ever became quarterly.
Lava Hound nerf: Hitpoints -5% (3150 > 3000), Sight range increased (5.5 > 7.5) Usage 7-10%, Win 55-59%, A+ Tier
Lava Hound is inarguably a very strong win condition. For a long time, it has boasted a 55%+ winrate. Also, it features a sight range inconsistency that forces buildings to be played in less convenient placements. So I'm giving Lava Hound a small nerf and fixing this frustrating inconsistency.
Hunter nerf: Bullets reduced to 9 (removed rightmost bullet) Usage 22-28%, Win 55-59%, S Tier
Hunter has held an extraordinary winrate for many seasons, which shows there's more to him than his versatility. This suggested change is pretty big, but not as big as it looks since the rightmost bullet is the one that least often hits enemies. Switching to an odd number of bullets also happens to fix an inconsistency with Hunter's aim leaning to the right.
Electro Spirit nerf/rebalance: Chain zaps -3 (9 > 6), Damage +7.5% (84 > 91) Currently: Use 15%, Win 56%
Electro Spirit was thought to be weak until recently, when it started boasting a massive use and winrate and got on top ladder even despite often being underleveled. These changes shift its power a little bit, and in combination should add up to a nerf.
Increased damage: It makes the ESpirit more damage-based and consistent with Ice Spirit. But mostly, it makes the card more level-dependent. Currently, it's questionable whether it should even be upgraded to max level, as doing so improves few interactions but allows for easier king tower activations when it is cycled. I believe there should be no cards where it is questionable whether upgrading is beneficial at all.
Less chaining: It counteracts the damage buff. But mostly, it makes the card more predictable. Currently, it's near-impossible to predict what the last few zaps will strike and whether they will strike at all.
Miner nerf: Underground movement speed increased, 0.5sec "burrow out" time introduced Usage 21-28%, Win 54-58%, A+ Tier
Basically, Miner would travel faster underground, but just before he comes out of the ground, he would stop and take a moment to burrow his way out, revealing his exact tile. Overall, the travel to a princess tower would take about the same amount of time.
As I'm writing this, Miner has a 55% winrate in Wall Breakers decks, 57% in Lava Hound decks, and 54% in other decks. This kind of range has held for many months. He is all around a little too strong, besides just being used with other strong cards. I normally avoid being controversial, but this list of balance changes would be incomplete without a Miner nerf. I was still careful with the nerf I decided on, although I expect it to be controversial still
This change aims to make it possible to consistently react to Miner's exact placement tile. An issue a lot of players have with Miner is that once he is sent to a tower, it's random whether you'll predict it correctly or take several hits. Imagine if there was no indication of whether Goblin Barrels are tricky: that's what Miner is like, just with less punishment if you get it wrong. Some say this is skill-based because it asks you to read your opponent, but that's not the case when there are several equally good Miner placements and a skilled player can choose at random. The burrow time makes Miner spend 0.5sec on the tile where he is going to appear, so fast reactions at the last moment would be possible. This mostly nerfs him in competitive, where he is the most prominent.
Buffs
Goblin rebalance: Melee Range increased (0.5 > 0.8), Rulebook Initial Attack (0.2sec > 0.3sec) Goblins: Use 1%, Win 40-50%, C- Tier
Goblin Gang: Use 7-11%, Win 40-50%, B+ Tier
Goblin Barrel: Use 7-11%, Win 40-47%, A- Tier
The new rule on initial attacks hurts goblin cards when they're already not so great. So I gave them a melee range buff, bringing them to the standard Melee Short. I'm sure most players wouldn't notice this.
It should be a very minor buff to Goblins and not much for Goblin Gang and Goblin Barrel.
Mother Witch: Changes to The Curse mechanic - The Curse does not expire
- The only exceptions for The Curse are now shields and buildings.
- Units with a death spawn don't turn into hogs, the death spawn units now inherit The Curse (i.e. Lava Hound's curse is transferred to the pups)
- Cursed Hogs: Rulebook Initial Attack (0.25sec > 0.3sec)
- Units with death damage don't get affected by The Curse when turning into hogs (bugfix)
Usage: <1%, Insufficient data for win rate data, C- Tier
Mother Witch is already designed in a way that favors attacking smaller units, so her curse doesn't need to expire when she attacks a tanky troop. Besides this, if Mother Witch's curse affected death spawns, she would become a better counterplay against a few extra units, mostly Lava Hound, Elixir Golem, and especially Skeleton Barrel.
This helps with the problem that she often feels like dead weight in decks. You would no longer necessarily lose all 10 games before facing a Graveyard.
While these changes might not be enough for Mother Witch, they finess her Curse mechanic, which would make it easier to balance her in the traditional ways in the future.
Heal Spirit rebalance: Damage +235% (27 > 91), Healing -9% (332 > 300) Usage 1%, Win 40-47%, C Tier
Heal Spirit doesn't feel right with reduced damage. None of the spirits on the Royale arena are particularly combative, they all just want to give hugs, and Heal Spirit is no different. Even with its weak stats, its healing is still disproportionally massive. I insist that's what should be nerfed instead of its damage.
Guards buff: Damage +7.5% (90 > 97) Usage 1%, Win 30-45%, C+ Tier
The recent rebalance of Guards wasn't much of a buff, unsurprisingly. So I gave them a much more definitive buff here. Even though it doesn't change many relevant interactions, it's quite a big increase.
Other small changes, bugfixes, and consistency
Cannon inconsistency fixed: Initial attack faster (1sec > 0.6sec). Usage 1%, Win 25-40%, C- Tier
Changed to have the same initial attack speed as Cannon Cart, as it was supposed to 20 seasons ago. Cannon might even become viable with this change.
Tornado inconsistency fixed: Crown Tower Damage reduced to 30% of regular damage (24 > 21) Usage 22-26%, Win 50-52%, S- Tier
Not very relevant to game balance, but it's a thing.
Royal Ghost bugfix: Now takes damage from centered melee splash before his first attack Third bug shown here.
Symmetry tweak to 6 cards: Deployment flipped based on the lane they are played - Barbarians, Bats, Goblin Gang, Royal Hogs, Minion Horde, Royal Recruits,
Cards with 2 or 3 units in them abide by this rule. These six don't, which results in all sorts of inconsistent interactions
Note 1: For considering tiers, I took each vote as S=4, A=3, B=2, C=1, F=0; for M being the mean of all votes, I used the floor function of (M-0.5)x13/3 to decide how many tiers above F the card was, with negative being F- (only Mirror) and more than 12 being S+ (only Knight)
Note 2: This is a repost. Hello, brigadiers who sort by New and like to downvote right away!
submitted by Mew_Pur_Pur to ClashRoyale [link] [comments]
[Long] What is a GOAT: What would a modern day all time WAR leader look like.
I will be using bWAR for this.
The all time WARLORD is Babe Ruth with 182.5 WAR. The only player to get somewhat close to this in my lifetime has been Barry Bonds, with a respectable 162.8 (4th place).
The thing that makes the WAR record so hard to beat is the fact that Ruth played at a level so far beyond what the rest of the league was capable of. His OPS led baseball in 13 straight seasons. No one will ever be as dominant as Babe Ruth. The game has evolved and there is more parity in talent. I don't know if Babe Ruth would still be great today, but I know the value of the replacement player has improved drastically. If someone were to beat Ruth's record, they wouldn't have to be more dominant than Ruth, but have an all around package and everything go their way.
There are a few requirements for a modern hitter to break Babe Ruth's record.
1. He has to play for fuckin ever
WAR is a cumulative stat. Thus, if anyone is going to have a chance at breaking Ruth's record, this player is going to have to play a LOT of years in the MLB. This player is going to have to start early as well. Of the top 25 WAR players, only 3 (Cy Young, Tom Seaver, and Mike Schmidt) were older that 21 when they started their MLB careers. The most recent player in this list, ARod, started at 18. If a player starts at 18 and plays to 45, which seems to be roughly the old limit, then he only has to get 6.52WAR per season on average to break Ruth's record. Having a player start at 23 raises that average to 7.93, which seems a little less attainable outside of old timey pitchers throwing 50 complete games a season.
2. He has to be durable.
Again, since WAR is a cumulative stat, such a player needs to be a rock for his entire career. Not all of the top players had such durability, including Ruth himself. But I also doubt you are going to see many players put up a 9.1WAR season in 130 games like Ruth. While gone are the days of Cal Ripken where players tried to play every game every season, it isn't unreasonable to think our young WARlord will be playing at least 150 games a season on average once he gets past his rookie year. Any injuries are going to have to come at the end of his career, particularly nagging ones and things that slow him down.
3. He has to play a premium position and play it well.
In order to maximize yearly WAR, it is important that our hypothetical star play a position with a strong defense adjustment. This leaves us with CF, SS, 2B, and C. Pitcher would have been a possibility back in the day, but with relievers taking a larger and larger piece of the innings pie, it seems like hitter is the best way to go. A 2-way player would have a better chance, but they are exceedingly rare.
We can eliminate Catcher right off the bat. Catchers play less games per season, get injured more often, have shorter careers, and have worse stats due to wear and tear. The highest WAR of any catcher is Johnny Bench with 75.2. That puts him at 79th all time WAR and not even half of Ruth's total.
The Majority of high WAR players in history are OF. Odds are if someone were to beat Ruth, they would be doing it from CF, at least until later in their career.
4. He will need to be an athlete.
While Babe Ruth may have a beer swilling, hot dog eating, STD collecting hero, our modern player is going to have to be an athlete. They will need to be fast, run the bases well (not necessarily steal bases), and keep in good shape for their entire careers. Good baserunning and defense, at least in the beginning of a players career could add up to 5 or more WAR in a season. Our player is going to need this defense a lot in his early years while he can still rack up dWAR.
5. He will probably need to be a Righty.
The shift has complicated things for Lefty batters. Our hypothetical hitter will need to be able to beat the shift if they are a lefty. This might not be a problem early on, but become an issue as our player slows down with age. Since the shift has been established, older, slower lefties have been getting squeezed by the shift. Every WAR counts. Unless our batter is a Switch Hitter or can hit to all fields, he will probably be a righty.
6. He will need to be on a good hitting team, probably in a big market.
Our player is going to need some top-shelf offensive talent hitting behind him to make sure he isn't getting the Bonds treatment. To afford the salaries of both megahitters, this player will probably spend most of his career on a major market team.
7. He will probably be a 3 true outcomes hitter (and a really good one, duh).
Launch Angle, batspeed, barrel, OBP, dingers, and Ks. This player is going to probably not going to spend all that much time getting singles. That doesn't mean that he won't have a high batting average. Our player is going to need to hit at a high clip, but with a fat amount of XBHs and walks added in. I wouldn't be surprised if this hitter breaks the HR record, but more in a Hank Aaron style of consistent HR success over a long career.
8. He will get all the awards.
To start off our players career. He is going to win the RoY, or at the very least become a star in his first full season. He needs to hit the ground running and start accumulating WAR right away.
He will be a perennial All-Star. I am talking Hank Aaron 25 All Star appearances.
While Gold Gloves don't automatically go to the best defender, our guy will quickly become a big name for his bat and his defense. Expect a ton of Gold Gloves, probably some in his 30s as well.
Silver Sluggers will probably be the award our player wins the most. He will probably break Barry Bonds' record of 12 SS.
Expect our player to get MVP votes pretty much every season until his last couple, much like Hank Aaron. Since our player is going to need to be the best player in baseball for many of his seasons, expect him to come close to Bonds' 7 wins. Hank only won 1, but advanced stats would have given him more wins today.
9. He is going to be an all around good guy who never takes steroids (or never gets caught).
Any suspensions are going to kill our player's chance of winning the WARLORD title. Losing a season is probably going to cost our player at least 6 WAR. Also, he doesn't want to end his career like Bonds. Barry possibly could have gotten the career WAR mark if teams were willing to deal with him. His last two seasons he got 4.0 and 3.4 WAR respectively, but he retired at 42. Had he held on until his late 40s, he could have eked it out. But Bonds was a dick, so he got blacklisted.
10. He cannot pull a Pujols.
When his time is up, he has to retire. Pujols over the last 4 years has been worth -0.7WAR. Our player has to play well past his peak, but also retire before this happens.
So this his my hypothetical WARLORD.
Year | Age | WAR | Awards |
1 | 18 | 1.2 | |
2 | 19 | 7.3 | RoY, AS |
3 | 20 | 8.0 | AS, SS, GG |
4 | 21 | 9.1 | AS, SS, GG, MVP |
5 | 22 | 7.9 | AS, GG |
6 | 23 | 7.2 | AS, GG |
7 | 24 | 9.7 | AS, SS, GG, MVP |
8 | 25 | 8.9 | AS, SS, GG |
9 | 26 | 7.6 | AS, GG |
10 | 27 | 7.7 | AS, GG |
11 | 28 | 10.5 | AS, SS, GG, MVP |
12 | 29 | 11.2 | AS, SS, GG, MVP |
13 | 30 | 10.8 | AS, SS, GG, MVP |
14 | 31 | 8.9 | AS, SS, GG |
15 | 32 | 7.5 | AS, SS |
16 | 33 | 9.3 | AS, SS, MVP |
17 | 34 | 6.9 | AS, SS |
18 | 35 | 5.4 | AS, SS |
19 | 36 | 4.9 | AS |
20 | 37 | 5.2 | AS, SS |
21 | 38 | 3.9 | AS |
22 | 39 | 4.3 | AS |
23 | 40 | 4.0 | AS |
24 | 41 | 3.3 | AS |
25 | 42 | 3.3 | AS |
26 | 43 | 2.1 | |
27 | 44 | 2.8 | |
28 | 45 | 3.2 | |
29 | 46 | 2.1 | |
AVG | x | 6.4 | |
TOTAL | x | 184.2 (Record) | RoY, 24 AS, 13 SS (Record), 12 GG (OF tie), 6 MVP |
So recap, our CF (later RF) is a righty with good defense, speed, character, never has a serious injury, plays in front of another HoF bat on a big market team, who hits dongs and takes walks.
Our guy probably ends up with the HR record, and is top 5 for a ton of other categories. He goes into the HoF unanimously.
I hope this has been as fun for you to read as it was to write it.
submitted by BrosefBrosefMogo to baseball [link] [comments]
Kaiserreich 0.16 - 'Hindsight is 2020'
What a year it’s been, hey? But as they say, hindsight is 2020 so 0.16 doesn’t bring any new focus trees, instead looking at existing content and bringing an enormous number of tweaks, fixes, quality of life changes, optimisations and more. You won’t have any new nations to play today, but your old favorites will be that much more polished. If you are looking forward to new content, don’t worry, we are working hard there as well; it’ll just be a little longer. Finally, we have broken a lot of the models off from the main mod and into submods. If you don’t care about models you can enjoy the extra space, while if you do you’ll need to subscribe to the new submods (and get many new models in the process). You can find them all in the
Official Kaiserreich Collection. Enjoy!
Changes Notable Additions
- A lot of work has been done on various parts of the AI, including the combat defines, operation targets, agency upgrades, tech selection, and further tweaks to the production AI (specifically with regards to aircraft production and over-use of armored cars for suppression).
- Manpower and equipment values for battalions have been reverted to vanilla values, and as such are no longer inflated by 50%.
- A new mechanic for military cooperation has been implemented for the Reichspakt’s Eastern Europe puppets, in which they can pool their resources together for distributing equipment and making common defenses.
- The new Indian tags have been imported from the (currently frozen) India Rework, allowing annexation decisions for India without needing to conquer the entire subcontinent first.
- The Fading Sun has been redone to use normal peace conference mechanics.
- The Second American Civil War when MacArthur is in power has been reworked to try and balance the war better, as well as speed it up so the victor can influence the Weltkrieg (see Minor Monday 44).
Expanded Focus Trees
New Events
- United States of America
- Empire of Japan
- Eastern Europe (shared)
- Fengtian Government
- League of Eight Provinces
New Decisions
- United States of America
- Empire of Japan
- Eastern Europe (shared)
- Transamur
- Fengtian Government
New Custom Country Paths
- Added custom difficulty settings for most major conflicts and alliances
- GRE - can now have the outcome of the Monarchy Referendum chosen
- FNG - country path to either disable unification conference from being held, or make AI FNG agree to demands more (thus increasing odds of success).
GFX
- New flag for the Union of Britain
- GBP’s republican flag is used when democratic and new flag for PatAut England
- New Ideology icons for all ideologies
- Redid a lot of flags for the West African countries. The socialists now all use a variant of the Negritude colors (black, red and blue)
- New focus and national spirit icons for Belgium, France, Hawaii, Ireland, the Netherlands, Hunan, Yunnan, the Qing Empire, the Fengtian Government, and the USA
- New portraits for:
- Britain: Eric Dorman-Smith
- France: Marcel Cachin, Nestor Makhno, Henri Frenay
- Hungary: Kocsárd Janky de Bulcs, Hugó Sónyi, Vilmos Nagy de Nagybaczon, Béla Miklós de Dálnok, Dezső László, Gusztáv Jány, Lajos Veress de Dálnok, Gusztáv Denk de Kistorony, Döme Sztójay, Szilárd Bakay, Károly Bartha de Dálnokfalva
- Illyria: Slavko Kvaternik, Eduard Bunić de Bona, Fedor Dragojlov, Matija Čanić, Mihajlo Lukić, Vladimir Laxa
- Ireland: Richard Mulcahy
- Kumul: Yulbars Khan
- Pacific states of America: Hiram Johnson
- Scotland: Arthur Donaldson, James Maxton
- Sengal: Blaise Diagne
- Siam: Sukhumapinan Paribatra
- United States of America: John Nance Garner.
Music Mod
- Two new songs for Poland.
Mapping
- A new state category with 11 slots has been added - Sprawling Metropolis.
- Pennsylvania has been split into Philadelphia and Pittsburgh.
- Upstate New York has been split into Buffalo and Albany.
- Delaware has been merged into Maryland.
- Added Teschen/Cieszyn and Trieste as new Danubian states.
- Merged the South Chad and Chad states.
- Rebalanced the French build slots.
- Freetown is now in the correct position.
- Rio de Oro and Northern Finland are now impassable.
- Slightly increased Ireland’s starting population.
- Removed multiple impassable areas due to consistent AI problems.
- Moved Presov to the correct province.
- Changed Colours for Mali and Senegal to a darker white and blue respectively.
- The provinces around Nancy have been redrawn for less easy encirclements.
- Nancy now starts the game owned by France.
Miscellaneous
- Ireland now has a unique Irish VO, so units no longer speak British English
- Fengtian’s Unification Conference with the Federalists, if successful, now causes Zhang Xueliang to become the HoS while Chen Jiongming becomes the HoG after federalizing the provinces.
- Added several new tooltips for KTG and NMB to make the focus trees easier to follow.
- Enabled LIB to go down another pass if the USA loses the civil war
- Centralizing the provinces instead of federalizing them after agreeing to do so will cause the Federalists to now go to war with Fengtian.
- Southern Rhodesia now has unique companies.
- Zhang Zuolin’s prior refusal to denounce the concessions is now represented during the unification conference.
- Hungary and Illyria's generals have been completely revamped with new skills, traits, and biographies.
- HEJ now gets the Hashemite Arabia cosmetic tag once they start to unite Arabia.
- Allies with Germany-in-Exile now must give land in Germany to them in the annexation decision.
- Canada now has access to the Iceland decisions to build up Iceland’s port and airport level once Iceland is in the Entente.
- NatPop Italy and Two Sicilies can now call for each other’s help when SRI starts to win against them.
- Germany now surrenders Ceylon and the Maldives to Japan if/when the GEA peace deal fires.
- Japan should now build more units.
- Nerfed FRA's starting army by 250K troops.
- SOV's admirals are now exiled in Britain.
- Japan now has a larger build slot count, but must solve the land reform to access them.
- Added some PP boni to SOV.
- Restored Wadai's full, unlimited wrath.
- Japan's allies can now refuse to cede dockyards.
- Restoring cores on the US states now uses compliance and resistance mechanics.
- If an Entente country releases Belgium, it is automatically independent
- Yankee Revolt for Canada now uses a state modifier with an icon.
- The Princely Federation is no longer eligible to attend Japan’s Tokyo Conference right off the bat. PRF’s participation in the Co-Operation Sphere now relies solely on Japan’s “Mission to India” focus.
- Added a decision for Indian countries to attack one of the others if a war between them has started before they can use their war focuses.
- Bikaner Camel Corps now actually consists of camels.
- Ported over the vanilla sharks to the Pacific.
- Germany may now choose to intervene in the regular Italy/Austria peace event in the same manner it intervenes in the Belgrade Pact/Austria peace event, no longer making a solo war the superior choice for Italy.
- Air designers now give bonuses to jet aircraft.
- Removed the Tuareg and Quechua tags. Peru's Quechua revolt is now a dynamic tag.
- GEA will now keep its units in East Asia.
- Sweden now loses the Union Activity idea if they go socialist.
- Poland now keeps Cieszyn when releasing Bohemia.
- Ireland no longer starts with heavy tanks.
- The PSA’s tag is now “PSA”.
- Britain no longer starts on partial mobilisation.
- The CSA no longer has a 10% core defence bonus.
- MacArthur is no longer cheating the unit limits.
- POL now loses Monarchist Sympathies when puppeted.
- GER can no longer take the Caucasus Oil route if Azerbaijan is dead.
- Fixed Germany not releasing Siberia or DKB properly.
- The R-KMT now moves its capital to Beijing upon forming the Republic
- Guam is now a USA core.
- PLC can now try to recover the entire Commonwealth, not just land from Austria and Russia.
- R-KMT Yunnan and Long Yun take half the time to go through any focus that starts a war now.
- The capture of Libreville will now ensure Gabon's capitulation.
- Reduced focus times for the Dominion of India and Princely Federation fortification focuses.
- Rio de Oro now has its own annexation decision.
- Added parties and leaders to Algeria, Tunisia and Senegal.
- Added descriptions for all National France admirals and generals
- National France now starts with an intelligence agency.
- Natal's militias are now unlocked after the Boer War.
- TUR now has default ministers.
- Pelley will now always refuse Quid Pro Quo (a player can still accept it).
- POL now starts with mountaineers.
- No more coalition for 1948-1952 US Democrats.
- Butler's Coup can no longer fire if he's dead.
- Fixed Bulgaria keeping the German support idea after the Balkan War.
- Removed various double-firing events.
- Austria will now prioritise the Decentralised Scheme while at peace.
- The Haitian/Dominican rebellions are now integrated into the annexation system.
- NatPop SQI will now wait for the QIE coup chain to be resolved before attacking LEP.
- The GER AI will no longer research naval/air doctrines while it still has the Victors of WW1 idea.
- Added a timer to the Moyne Report's release.
- Japan now has bicycles.
- The Code of the Indigenate is now removed after the Algiers Conference for National France.
- Special event for Japan’s event to send volunteers to Insulindia if they actually sent volunteers already.
- The Social Liberal and Social Democrat parties in Chen’s Liangguang are now in a coalition if Chen keeps power.
- Japan no longer keeps southern Manchuria when releasing MAN.
- Nerfed Goring's HOG trait.
- Player Serbia or Romania can now decide they want to keep the Belgrade Pact even after the war with Austria, which AI will honor as long as Romania doesn't claim Serbian territory.
- Rewrote two of Mexico's foci to be ideologically neutral.
- Egypt's German focus now bypasses if unavailable.
- Uruguay can now call for Brazilian aid against Argentina if attacked.
- Added a French rename for Rio de Oro.
- Socialist HOL can now release Insulindia.
- ROM and GRE can now continue the Balkan War independently
- Sweden should attack its neighbors less frequently.
- Germany can now build in MAF and GEA.
- Scotland and Wales now have more appropriate minister lists.
- Yunnan’s AI has been tweaked to care slightly more for useful things like factories and research slots in their focus tree.
- Added new ideas and buffs to the QIE Zhili and Manchu trees that greatly increase the economic and military abilities of the tag.
- Added new companies to QIE similar to GEA and LEP.
- Added new horse/armor divisions to SQI/CHI/LEP/ANQ to help the League War end quicker.
- Added a new idea to SQI/ANQ/CHI that gives buffs against LEP for the first 6 months of the war.
- Added a new idea to LEP that becomes available once LEP has been able to survive the first 6 months of the League War to help them better crush their rebels.
- AI Entente countries can now send volunteers to Canada's chosen side.
- Ireland no longer starts with tanks, while the USA does.
- CSA, TEX and NEE can now reclaim Hawaii.
- Updated the diplo triggers to check the Colonial Government puppet level directly.
- Removed Spain's ridiculously high surrender limits in the Spanish Civil War.
- Removed Japanese Home Island oil. Now all in Sakhalin.
- Ethiopia’s first elections are no longer the last elections
- Serbia should now attack Austria as soon as the latter joins the WK.
- Norway no longer starts over the division limit.
- Germany's female suffrage event now fires upon the end of the WK instead.
- France now attacks Belgium and the Netherlands together.
- Russia will now take Crisis on the Don ASAP.
- Finland now starts in a coalition with the SocCons.
- Added a couple of sanity checks to the Coto Brus event chain.
- Replaced Morocco's RadSoc leader with Leon Sultan.
- Added a new decision to LEP that buffs Wuxi’s VPs to 20
- Added a small event chain to LEP that lets you prevent the Hangzhou Uprising
- Removed all Russian 7/2s, added starting 7/2s to France.
- Britain now keeps more troops at home, and will rush all its troops home once there is an invasion.
- The Peking Commission now gives some boni to QIE.
- Totalist Wallonia no longer joins the Reichspakt.
- When the French attack the Wadaihaideen, they no longer occasionally make them stronger instead.
- Made the Napoleon coronation event loc less specific
- Fengtian’s pre-rework bandit events have been fully gutted and reworked.
- Fengitan will now receive the option to cut industrial soy during the Great Drought sooner.
- Reduced Fengtian’s chances of expelling Japanese officers if at > 20% surrender progress.
- The “Form the Republic of China” decision’s text now changes to “Form the United Provinces of China” if the unifying tag is federalist.
- FNG’s dynamic modifiers for the Yang Yuting path now have icons.
- Shanxi’s “Feng’s Bloodless Coup” decision now includes a dynamic description telling the player whether they have enough military and governmental support.
- JAP left-wing parties now lose some popularity during the first and second popular front events.
- Nepal may now be invited to the Co-Prosperity sphere so long as the RAJ tag does not exist and is not a Japanese puppet.
- Central Asian tags may now be invited to the Co-Prosperity Sphere so long as they border one of its members.
- Tags that agree to join the Anguojun (National Pacification Army) at Fengtian’s unification conference, and which are fighting one another, will no longer be forced to end their conflicts, and will instead be forced to join once their wars against fellow prospective faction-joiners conclude.
- Warring tags present at the unification conference may be asked to end their wars by Zhang Zuolin.
- FNG’s “Princes Visit” event chain and associated decisions are now easier to complete and more rewarding, pending a future redesign.
- Renamed Fengtian’s “Develop the Nine Provinces” focus to “Develop the Three Northeast Provinces”, since said provinces are now displayed on the map via China’s province GUI.
- Germany now is released as a puppet by France.
Fixes
Notable Fixes
- Fixed the restoration of the Federalist faction if Chen is betrayed by Zhang.
- United Scandinavia no longer suffers from an inability to trade overseas.
- Greece now can continue the war with the Ottomans, if they are peaced out when the Megali War and War in the Desert coincide.
- Renamed Kyzlorda, the Red Army never got there.
- Improved the regularity that Serbia and Romania declare on Austria.
- Germany AI fixed so it will now build ships again.
- The Deal with the Devil no longer annexes tags.
- Chad now starts with resistance and a low compliance, as intended
- Re-activated some mistakenly deactivated Fengtian events pertaining to Mantetsu schooling.
- Fengtian’s “Restore the 1923 Constitution” focus now adds the Zhang and Communications Cliques to a coalition government.
- Shanxi now starts with 2 research slots instead of 3.
Other Fixes
- The protectorate branch of South Africa’s tree will only open after elections have been held.
- Legation Cities idea representing Qing influence should be removed in the right cases
- Fixed HUN not being counted as an Austrian puppet during its civil war.
- Fixed Confederation SIC not giving Savoy/Nice to a puppet Sardinia.
- DEI and HOL now start with the same naval techs.
- Fixed Nicolae not being removed if the military restores democracy.
- Fake intel divisions no longer end the ACW.
- Italy no longer builds factories in Arabia.
- Assyria no longer releases itself into oblivion.
- Fixed Sichuan fleeing to itself during the Sino-Japanese war.
- Fixed GER not being able to go down the political tree if PatAut.
- Fixed LEP being unable to get rid of KMT and ANQ unrest.
- Egypt can no longer invite socialist Iraq to the Pact.
- Fixed the Istanbul Pact not being disbanded when OTT joins Germany.
- Ireland custom path for joining factions now works
- Removed odd idea added in Fate of Slovenia event
- Ulster revolt event for Ireland now fires properly
- Poland no longer requires Lesotho to build ships.
- Fixed Greek tooltip in the Megali War, saying faction leader supported them
- Ukraine decision to join the Third Internationale now cancels if war with Germany (or anyone else the TI isn’t at war with) starts before the decision expires
- Fixed Ceylon not being released correctly.
- Fixed Bulgaria's syndicalist coup ending the war for Thrace.
- Fixed being able to choose Status Quo in the Austrian secret deal path.
- Fixed the Austrian puppets joining Mitteleuropa during the WK.
- Made the "lesser" Megali option for Greece based on states owned, not claimed
- VNC's naval transfer to ITA is now immediate to avoid the capitulation deleting the fleet.
- Removed text about putting a German king in Spain in GER annexation event for SPA
- Kornilov no longer comes back from the dead.
- Reinviting members to the BP now has the correct loc
- If you beat the MAF revolts in the last few of the mission it no longer then happens anyway, instead using the mission timing as it should
- Colombia can no longer affirm ties with a dead Entente.
- Hopefully fixed any remaining capitulation state control transfer bugs.
- Norway no longer joins the TI before abolishing the monarchy.
- Fixed Siam getting negative consumer goods from welfare
- Dynamic trees no longer need an explanation in Albania or Holland.
- Puerto Rico can no longer reunite with a non-existing USA
- Austria can no longer take the decision to intervene in WK2 on Germany’s behalf if it is currently at war with Germany (duh)
- Fixed the “Red Pope” outcome for John XXIII if he is already Pope
- Fixed the cancel triggers for Anqing's LEP war missions
- Fixed al-Hasa being stolen from the Ottomans by the Ikhwan.
- Germany-in-Exile is no longer a valid target for the new Entente leader
- Nepal no longer starts with units outside of its home territory
- Fate of Northern Schleswig will no longer repeat if the player decides on occupation
- Canada now releases any puppets it has first, if it’s about to collapse and transfer Entente leadership
- Fixed Georgia keeping pro-German ideas when puppeted.
- Fixed the inverted event options for Japan's syndicalist event.
- Fixed remaining cases of LEP being locked out of its tree
- Fixed Anqing declaring war on AuthDem Shandong.
- Fixed a crash in Natal's files.
- SFR can no longer release SAF.
- Fixed a Japanese event causing TRM to annex Russia mid-war
- Fixed Japan not being able to invest in naval dockyards properly.
- Fixed the USA being able to choose foreign policy before deciding on keeping Mac or not.
- Fixed Austria releasing Croatia in Dalmatia.
- Fixed independent JBS being re-puppeted to OTT.
- Yan Xishan no longer tries to defect to Austria.
- The Camel Corps hidden tech now affects camels.
- Fixed the Russo-Ottoman Convention resurrecting dead tags.
- Fixed a syndicalist victory in the 1941 FRA elections not changing the HoS.
- Fixed the HEJ peace mission creating a zombie Arabia in the Cairo Pact.
- Georgia now builds ports in the correct province.
- Fixed HOL not being able to refit DEI's navy.
- Fixed event which calls Poland or Italy into the Belgrade Pact war with Austria, in an instance where they have already acquired their needed states in the interim.
- Wallonia’s events no longer build factories in the US.
- German East Asia no longer starts with locked templates.
- You have to border the L-KMT now to declare a war on them as R-KMT Yunnan.
- Edward's wedding now takes place in the proper capital.
- Transamur can now integrate states, and the Far East focus now targets the correct state.
- Fixed an inverted Cuban modifier.
- Fixed all remaining auto-generated leader stats.
- AI Tang Jiyao now no longer pretends his decisions to join factions don’t exist
- Canada can no longer stack Professional Army with Advanced Army Training ideas by delaying passage of Bill C-7.
- When released FNG should now start with party popularities that won't break its influence system.
- Claimed Croatian states are no longer given away by the Fate of Croatia event.
- Fixed the annexation decision for America not working properly for Canada, so Canada never got the chance to return American land after the ACW
- Fixed a number of typos in National France.
- Fixed the sound effect of the Toccata event chain playing for all nations in multiplayer.
- Germany no longer demands Pas-de-Calais from NFA if they are not allied with Belgium or Wallonia.
- The Commune of France can no longer name ships after their former colonies
- NFA should not be trying to place too many factories in Paris through decisions to avoid slot overflow.
- Fixed a number of typos for XSM and TAN.
- Fengtian can no longer recruit bandit troops while banning looting.
- Yang Yuting now promotes himself to Field Marshal when taking over the Fengtian Government.
- FNG’s first CER Tax event now impacts the Communications Clique appropriately.
- Targets of FNG’s war decisions should now receive only one notification of war.
- Yang Yuting should no longer face endless protests or endless low popularity events for non-Concordia Association parties.
- Fixed province naming GUI for Fengtian, Jilin, and Heilongjiang provinces, while “Inner Mongolia” has been replaced by Jehol, Chahar, and Suiyuan provinces.
- When released, FNG should now start with party popularities that won’t break its influence system.
- ANQ now integrates GEA concession states as part of its regular provincial integration decisions.
We hope you enjoy playing Kaiserreich as much as we did making it!
- The KR4 Team: Adrianator2, Alpinia, Arvidus, Augenis, Blackfalcon501, DSFDarker, Carmain, Chazem, Conor, Dr. Njitram, Ddago, Drozdovite, Eragaxshim, Flamefang, Fort, Gideones, JazzyHugh, Jeankedezeehond, Jonjon428, Jonny BL, Krco, Liegnitz, Maltesefalcon, Matoro, Nijato, NukeGaming, OperationsManagementDecisions, PPsyrius, Pietrus, Rei VL, Rylock, SPQR, Starguard, Telcontar101, The Alpha Dog, The Irredentista, Thomahawk2k, Vidyaország, WordZero, Yard1, Zankoas and Zimbabwe Salt Co.
submitted by Flamefang92 to Kaiserreich [link] [comments]
batting stats by count video
Yes, it is still counted for his career stats. Just because a match is called off doesn't mean that the stats wont be recorded for that match. It will be still recorded as "abandoned due to rain" and any runs scored or wicket taken will be added to the stats of corresponding players. The proof can be seen in this stat page of Lumb. Batting Stats The next part of understanding baseball stats are the three main batting stats: batting average ( BA , or AVG above), on-base percentage ( OBP ), and slugging ( SLG ). This is the total number of hits allowed by this player. All 1B, 2B, 3B, and HR count as hits. Fielder’s choices and errors do not count as hits allowed. BB Walks/Bases on Balls This is the total number of times this player walked someone on the opposing team. Count 1 for every time you see BB on the opposing team’s batting stats. SO Strikeouts Stats for Batting, Pitching, Fielding & Catching David Kennedy February 08, 2021 08:38; Updated; Follow. GameChanger automatically calculates a wide variety of baseball & softball statistics for your players throughout the season. We also collect stats on opponents you've ... Crossword Clue The crossword clue Batting stats. with 4 letters was last seen on the January 01, 2006.We think the likely answer to this clue is AVGS.Below are all possible answers to this clue ordered by its rank. You can easily improve your search by specifying the number of letters in the answer. Batting Average = 32 ÷ 127 = 0.252. Therefore, the batter’s batting average is 0.252. Sources and more resources. Wikipedia – Batting Average, Hit (Baseball), and At bat – Wikipedia entries relevant to the calculation of batting average. Visit ESPN to view 2020 MLB player stats. To qualify, a player must have at least 3.1 PA/game. Statistics are updated nightly Visit ESPN to view 2020 MLB team stats Game level data (such as home/road, month, day/night, etc) runs from 1901 to 2020. Play-by-play derived data (such as inning, platoon splits, leverage, etc) is complete back to 1973, mostly complete back to 1950, and somewhat complete back to 1916.
batting stats by count top
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batting stats by count
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