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Proposed TS Formula


The Aim of the Formula

LRB 4 Team Rating (TR) is a good measure of a team's long-term capabilities, and is thus important for determining winnings, handicaps, etc.

The purpose of TS is to fill that gap by providing a quick reference to give you an idea of how strong a team will be next game.

The strength system is based on Jervis Johnsson's original player cost formula (I got massive alarm bells ringing when I read this :D).

Calculating the Formula

This is done in four stages:
- Base Strength
- Player Costs
- Adjustment for reserves
- Final Value

The value you get from calculating the final total is the TS for the given team. There are some factors which arent directly part of a teams TS but are important to bear in mind for ranking and matchmaking purposes:

  • For ranking each handicap roll a team gets increases the strength for that team with 5 points. However, for blackbox matchmaking each handicap roll is only considered to be worth 3 points.
  • For the purposes of matchmaking in B? compare the dodge of team A against the tackle of team B and then the tackle of team A against the dodge of team B.

Calculating the Base Strength

The first thing we calculate is the team's "base" strength which is almost like calculating TR. Add the following values

  • Fan Factor / 2
  • 8 if the team has an apothecary
  • Number of Cheerleaders / 5
  • Number of Assistant Coaches / 4
  • ReRolls * (ReRoll Cost/10000)
  • 8 if the team has a wizard
  • 8 if the team has a masterchef
  • 8 for each set of additional ingredients the team has
  • 1 if the team has a necromancer
  • 5 if the team has a runesmith
  • If the team has 0 ReRolls, subtract 8
  • If the team has 1 ReRoll, subtract 4
  • If the team has a leader and 0-1 ReRolls then add 4
  • If the team has a masterchef and 0-1 ReRolls then add 4
  • If the team has a master chef and any ingredients and 0 ReRolls then add 4 (cumulative with the above)

Calculate:
- the number of DPs
- the number of players minus 10.
Then use the smallest of these two values and add the corresponding number to the team strength:

 0  1  2  3+ 
 0  3  5  6 


Calculate the number of players with Tackle. Then add the corresponding number to the team strength:

 0  1  2+ 
 0  2  3 


Player Cost

For each player, we do the following:

A player's "value" starts at 5. It is then modified according to the players stats, note that this includes injuries as well as stat increases gained from skilling:

   1  2  3  4  5  6  7  8  9  10  11  12 
 MA  -8  -7  -4  -2  -1  0  2  3.5  5  8  13  15 
 ST  -5  -3  0  5  9  12  18  20         
 AG  -4  -2  0  2  3  4             
 AV  -5  -5  -5  -5  -4.5  -4  -2  0  2  3     

Once you have calculated the players base cost you then need to modify it according to the skills the player has. Most skills increase the value of the player but some skills like Really Stupid reduce it. I've broken these skills up into different categories

Excellent, these skills add 3 each to the player value:

  • +Ag
  • Block
  • Dodge
  • Guard
  • Kick
  • Stand Firm
  • Claw
  • Regenerate
  • Iron Man (this is actually worth 4)

Good, these skills add 2 each to the player value:

  • Dauntless
  • Dirty Player (this is peculiar enough to need its own section but the basic cost is 2)
  • Frenzy
  • Strip Ball
  • Sure Hands
  • Diving Tackle
  • Jump Up
  • Sidestep
  • Accurate
  • Pass
  • Safe Throw
  • Strong Arm
  • Mighty Blow
  • Big Hand
  • Foul Appearence
  • Tentacles
  • Hypnotic Gaze

Weak, these skills add 1 each to the player value:

  • VLL, Spikes, +St, +Mv (remember that these will be taken into account according to the attribute table above)
  • Nerves of Steel
  • Shadowing
  • Catch
  • Leap
  • Sure Feet
  • Dump Off
  • Hail Mary Pass
  • Break Tackle (actual value depends on the player strength)
  • Multiple Block
  • Horns
  • Prehensile Tail (combos with shadowing)
  • RSC (actual value 1.5, combos with MB and claw)
  • Thick Skull
  • Two Heads
  • Tackle (weak but the first few are worth more)

Rubbish, these skills add 0.5 each to the player value:

  • Passblock
  • Pro (it has a combo with OFAB and a combo with big guy)
  • Diving Catch
  • Sprint (combos with surefeet)
  • Piling On
  • Extra Arms

Negatrait/miscellaneous, these skills add zero to the player value:

  • Always Hungry, does not affect the player value
  • Big Guy, reduces the player value by 2 (this looks sensible but I think there might be a better way of evaluating it)
  • OFAB, multiply the final player value by 3/4 (btw, why on earth does it state this as 4.5/6 in the user guide?)
  • Infect (as it has no diect impact on the current game this is valued at zero)
  • Leader (valued at 2/3 * base cost of RR)
  • Really Stupid, multiply the final player value by 3/4 (this could be tweaked if trolls turn out to be priced wrong)
  • Right Stuff
  • Stunty (this has no effect but is listed in some of the combo costs)
  • Take Root, multiply the final player value by 3/4 (this could be tweaked if treemen are deemed to be wrongly priced)
  • Throw Team Mate (since its on alot of teams that have no right stuff access I've valued it at zero)
  • Wild Animal, reduce the player value by 3 (this looks sensible but I think there might be a better way of doing things)
  • Undead, reduce the player value by 1 (this can be modified if vampires are deemed to be incorrectly priced)
  • No Hands, reduce the player value by half their agility (this is a complete stab in the dark)
  • Star
  • Coach (I'm not 100% sure if this needs including but its ignored anyway)
  • Secret Weapons need to be handled in this section

Now handle the injuries for the player.

  • For each niggling injury, player value is multiplied by 5/6.
  • For stat reductions, we check to see if there is a corresponding +stat skill. If so then the effect of it is removed (player value is reduced by 1).

After going over all skills and injuries apply the following:

  • If the player has a skill that modifies armour roll in addition to Razor Sharp Claws add 3 to the player value.
  • If the player has a skill that modifies injury in addition toClaw then add 1 to the player value (this is cumulative with the above modifier).
  • If the player has Throw Team Mate and there is at least one player on the team with Right Stuff add 1 to the player value. If this player also has Pass then add 2 to the player value instead.
  • If the player has Sprint and MA 10, add 3 to the player value. For higher MA, the one-turner effect is already taken into account in the movement array above (this could easily be deleted... in the age of chainpushing this isnt such a powerful combo, what do other people think?).
  • If the player has ST<3 and AG<3, reduce the players cost by 6 (I dont see why this is here, to be honest I'll probably just delete it unless someone can give me a good example of its usefulness).
  • If a player has Pro and one of the following skills: Big Guy, Bone Head, or OFAB then add 1 to the player value.
  • If a player has Big Guy and Block then add 1 to their player value (I might ditch this tbh... I made block expensive anyway and block isnt so much better than guard, dodge, or sidestep).
  • If a player has Break Tackle and a strength of 4 or more then add 2 to the player value.
  • If a player has Leap and an agility of 5 or more then add 2 to the player value.
  • If a player has Prehensile Tail and Shadowing then add 1 to the player value.
  • If a player has Shadowing and a movement of 9 or more then add 1 to the player value.
  • If a player has Dump Off and Nerves of Steel then add 1 to the player value (should this be dropped? bear in mind that it probably requires elves and/or another NOS player to be effective).
  • If a player has Sure Feet and Sprint then add 1 to the player value.
  • If a player has Stunty, ma<7, and ag<4, there is no player value change. For ma>6 and ag<4, add 1. For ma<7 and ag>3, add 1. For ma>6 and ag>3, add 2.
  • If a player has Dauntless and Horns then add 2 to the player value

Once all the adjustments for stats and skills are done then apply and multipliers listed in the skills.

After the multipliers apply the following:

  • If the player value is 1.5 or less, set player value to 1.5
  • If the player is missing the game entirely, set player value to 0.

Calculating the Adjustment For Reserves

All teams tend to do better when they have reserves and if a team starts understrength then they often have a greatly reduced chance of winning. However, if a team has too many reserves then they often some of them dont affect the game at all because they never leave the bench.

Sum the armour values of all the players on the team and add it to the sum of agilities for the team, call this value "S". Define "T" as being the teams Base Value added to the sum of individual player values. Then calculate: -(T/500)*(absolute(150 - S))^1.1. Multiply this by and this is your adjustment for reserves.

Calculating the Final Value

To calculate the total for a team calculate:

Base Value + Sum of individual player values + Adjustment for reserves

Round this to the nearest integer and you have the team strength for your team!

Last update: January 25, 2009