Jag's Way to Sucess Mode Players (Real-Life)

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Jag's Way to Sucess Mode Players (Real-Life)

Post by kungfupandacam on Sun Sep 27, 2015 10:39 pm

So this is my thought process/philosophy on how to scale players when it comes to updating them, or making the first version of them. Most of this is opinionated because we don’t know how Konami’s system worked. But it’s nice to have a scale for all of us to use rather than randomly guessing. This will be for editing /success players. Some of this was taken from Alloutwar’s post, so I will give him credit.

I also usually use career stats. To me it makes the outcome of the player more accurate rather than just basing it off of one huge break out year and then they become average again.


Top Speed

This is pretty easy on its face - go to FanGraphs, check out pitch velocity, and get the guy close to his top speed shown (probably for 4-seam fastball, or FA). FanGraphs has three columns - minimum, maximum, and average. So you want Top Speed to roughly equal the maximum velocity they've thrown with - UNLESS they threw at a top speed way outside the norm one time, or threw a higher mph as a reliever and you're making them a starter.

Don't undercut here - the game will have the pitcher average a few mph below their top FB speed, and even more when they are in 'poor form' and such. If your player's top speed reached is 93.7mph, round it up to 94. If you need more information, you can check out the actual graphs that show where a player sits for their pitch velocity.


BB/9… Control Level
0.4-.00 - 255
0.6-0.8 - 250
0.8-1.0 - 240
1.0-1.2 – 230
1.2-1.4 - 220
1.4-1.6 - 210
1.6-1.8 - 200
1.8-2.0 - 190
2.0-2.2 - 180
2.2-2.4 - 170
2.4-2.6 - 160
2.6-2.8 - 150
2.8-3.0 - 140
3.0-3.2 - 130
3.2-3.4 - 120
3.4-3.6 – 110, consider adding Walk
3.6-3.8 - 100, consider adding Walk
3.8-4.0 - 90, consider adding Walk
4.0-4.2 - 80, consider adding Walk
4.2-4.4 - 70, consider adding Walk
4.4-4.6 - 60, consider adding Walk
4.6-4.8 -50, consider adding Walk
4.8-5.0 - 40, consider adding Walk
5.0-5.2 - 30, consider adding Walk
5.2-5.4 - 20, consider adding Walk
5.4-5.6 - 10, consider adding Walk
5.6+ - 1, consider adding Walk

Now this can be adjusted - if the pitcher is known to work the corners, if scouting reports give you good control, then feel free to adjust as needed. Sometimes BBs can be related to tough hitters, tight umpiring, or bad luck.


If the pitcher was a starter, I try to find a few seasons where their games total is equal to the games started total (so no relief appearances mess up the numbers). Then, divide the IP total for that season, by the number of games pitched.

Innings per start......stamina level
8.2+: 190 (Could see up to 20 CGs)
8+: 180 (Should see 5-13 CGs every season)
7.5+: 170 (you should see 4-10 CGs every season from this guy)
7.2+: 162 (should still see 3-7 CGs)
7+: 157 (still seeing 2-5 CGs)
6.6+: 152 (Maybe one CG a season)
6.2+: 147 (maybe a CG every other season or so)
6+: 142
5.5+: 138
5.2+: 133
5+: 128
4.5: 120 (anything under this is probably a swing man or a starter that implodes)
Swing man: 80-120
Middle reliever: 50-80
Closer/setup: 40-50


Just take a look at fangraphs FX. It'll have abbreviations. Fangraphs also has an abbreviation page so you can figure out which pitch is which. You could use other websites for scouting reports. If you are uncertain of what level the pitch should have I normally default to this (chart below). Sometimes I change around the level with the BA against it, so this isn't written in stone!

*For every pitch besides 2-seam fastball*

BA against.........Breakingball level

7's are rare so ask around to get an opinion on it

Obviously not a good way to represent the movement of pitch but this is for when I am uncertain.

Blue abilities for pitchers (plus some greens):

*Note: not all abilities are possible to acquire in success mode*

W/RISP 4 – Average LOB% (strand rate) is between 70%-72%. Anything at 75% or higher should work. Might need to modify this threshold in the future because the league has become more pitching dominant

Vs Lefty 4 – When lefties hit about .030-.035 points or lower compared to righties (If you are using career stats, then use career splits)

Poise 4 – Usually given to the more elite pitchers. Could help balance a player with a lot of reds

Fastball Life 4 – When the pitcher’s fastball has a .230 or lower Batting Average against it

Spin 4 – When more than 1/2 of a pitcher’s pitches have a sub .230 Batting Average against them

Release 4 – When CS% is over 30%, or total SBs kept to single digits in a season (100+ IP)

Recovery 4 – Always

Groundball Pitcher – When a pitcher’s GB% is constantly over 50% or if you’re doing a season-by-season update, then just go off of their prior season

Safe Pitch – When a pitcher’s HR/9 is lower than or equal to 0.5

Strong Finisher – I wouldn’t use this for anyone besides closers. When their save% is 90% or higher. Try to make sure they have a decent amount of saves in a season. Probably 20-25 or higher. (can be found on “more stats” on baseball reference, or do the math yourself!)

Dr. K – when a player’s K/9 is higher than 9.0. When it’s 8.5 it could be a stretch but only if there has been improvement over the player’s career

Good Pickoff – 4+ pickoffs in a season

Good Delivery – When a pitcher hides his changeup well, or has a constant arm angle/motion. Usually announcers talk about it

Good Reflexes – When they catch/field a lot of come backers, the extremely fast ones. Ex: Jose Fernandez on Tulo

Lucky – When a pitcher has racked up greater than or equal to 15 wins in consecutive seasons. Definitely consider when they get 20+ in a season

Battler – When a pitcher gets pumped or shows a lot of positive emotion

Pokerface - When a player never shows emotion/fatigue on the mound (obviously during regular season games, everyone celebrates when they win the WS)

Intimidator – Usually for the top 2-3 starters and top 2-3 closers. (Or when they constantly throw 103+ MPH) Try to be careful with this because pitchers will usually have a ton of blues when they are the best of the best.

Gyroball – Don’t think this has ever been used before, but if a pitcher is known to throw it, then give it to him

Consistency 4 – Usually given to the more elite pitchers, top 15 or so. Or if they are just constant with their performances

Durability 4 – Never missed any starts or got injured more than once

Breakingball/Fastball Pitcher – Just look at their Pitch F/X on fangraphs and see if they are lop sided with either fastballs or breaking balls. Usually when a fastball is thrown more than 75-80% of the time = fastball pitcher. When their fastball is thrown less than a off speed pitch, then use breaking ball, or when the % of pitches are divided equally

Good Pace – When a pitcher is known to have a short amount of time between pitches. robhallett had mentioned that there is a stat column for pace. It is located in the chart titled called "PITCHf/x Plate Discipline" on fangraphs. The average seems to float form 21.5-21.8 seconds. So anything in the teens (19 or lower) should warrant this ability

Red Abilities for pitchers (plus some greens):

W/RISP 2 – When a pitcher’s LOB% is lower than 70%

Vs Lefty 2 – When lefties hit .030-.035 points or higher compared to righties

Poise 2 – When a player is considerably bad. More of a judgment call, or if you’re trying to balance out a pitcher

Fastball Life 2 – When a pitcher’s fastball has a .280 or higher Batting Average against it

Spin 2 – When more than 1/2 of a pitcher’s off-speed pitches have a .280 or higher Batting Average against them

Rob's way to acquire Spin 2 in success: "Go to shopping centre, choose movies. Choose the middle option, I think it might be 'sometimes'?? Then choose 'action' as the type of movie. It will take a bit of save loading."

Release 2 - high rate of steal success - CS% < 25%, SB total > 13 on a season (min 100 IP)

Recovery 2 – Never seen this. Not really sure how to warrant it

Flyball Pitcher – When a pitcher’s GB% is constantly under 40% or if you’re doing a season-by-season update, then just go off of their prior season

Fat Pitch – When a pitcher’s HR/9 is higher than 1.3

Choke Artist – When a starters tend give up a lot of runs/hits towards the 5th inning, or lose their leads constantly in the 5th or later. A good example is when the Batting Average against increases during each rotation through the batting order. For closers, it usually should be given when they blow a lot of saves and are removed from the closer role

Slow Starter – When a starter (not normally for closer/relievers) settles in after the first and/or the second inning. Usually when a pitcher gives up a lot of first inning runs

Walk – Not a fan of this because it tends to ruin a pitcher. If you feel like he needs it, then go for it! (see chart for when to use it)

Unlucky – When player has 13+ losses in consecutive seasons (with a losing record) Or when they have a low winning% with a sub 3.50 ERA. Or when they have too many losses for a low ERA

Hot Head – When a pitcher tends to show negative emotion towards players/umpires. Or when they throw a tantrum on the mound, shouts at his fielders, picks fights with batters, hits batters, etc

Consistency 2 – When you see dominant/terrible starts in a back and forth manner. Or when they are streaky with good and bad starts

Durability 2 – Constantly injured. Not 100% for this with Tommy John because it was only a 1 time thing (unless you’re Josh Johnson). But TJ surgery could warrant this

Shuuto Spin - Not 100% certain on this. Maybe when they’ve been known to not have complete control on how their fastball moves

Sandbag – When a pitcher’s WHIP is higher than about 1.500 (league average is about 1.300) Could also look at splits (on baseball reference) and look at the BA's against throughout the batting order



For me, it usually goes like this....

HR's ------ Trj.

Credit to Aar0nat0r for this:


.350~ .374=14
.375+ = 15

This is what I normally do here. Let’s say a batter is at .321 then that means that their contact should be at 12. If the player has couple or more blue hitting abilities, then I would bump contact down by 1 point to help balance them. This “bump down” philosophy only applies when their Batting Average is located within the lower half of the slot in the scale. Ex: the lower half for contact 8 would be from .260-.266, the upper half would be from .267-.274. For 9 it would be .275-.281, the upper half would be .282-.289, etc. You don’t have to follow this but it helps with balancing.


Baseball-reference has a few simple stats in Ratio Batting we can use:
HR % - how many ABs ended in a home run
AB/HR - how many at bats occurred per homerun smacked
ISO - isolated power (SLG minus AVG).

HR%    AB/HR      ISO   Power
>7.9%   <10.5   .350+   250+    
>7.5%   10.5-11 .335+   240    
>7%     11-11.5 .320+   230    
>6.5%   11.5-12 .305+   220      
>6%     12-13   .290+   210    
>5.75%  13-14   .275+   200    
>5.5%   14-15   .260+   190  
>5.25%  15-16   .245+   180  
>5%     16-18   .230+   170  
>4.75%  18-19   .220+   162    
>4.5%   19-20.5 .216+   154  
>4.25%  20.5-22 .210+   148    
>4%     22-23   .205+   143  
>3.75%  23-24.5 .200+   139    
>3.5%   24.5-26 .195+   135  
>3.25%  26-28   .190+   131    
>3%     28-30   .180+   127    
>2.75%  30-32   .168+   123  
>2.5%   32-35   .154+   120    
>2.25%  35-40   .144+   117  
>2%     40-45   .135+   114
>1.5%   45-60   .130+   105  
>1.25%  60-75   .115+    95    
>1%     75-110  .100+    85  
>.6%   110-150  .085+    75
>.4%   150-200  .070+    70

Speed/Arm Strength/Fielding:

There has been a good amount of discussions on what Fielding in MLB Power Pros actually does. Others say it has to do with the range and web gems that the players make. From my perspective (and other people) I’ve seen that it has to do with ability to make the fielder quickly transfer the ball from glove to hand. Quickly jump up from a dive. Turn double plays more easily. Crow hop faster. Quickly wind up to unleash a cannon from the outfield, or winding up to throw the ball in general. A player’s speed will help with being able to track down a fly ball or run over to a grounder in the hole. And the chance of a player throwing out a runner at a close play or diving for a ball is related to the ability: Aggressive Fielder.

Now this is where I might get some negative feedback:

Since it is hard to scale players in this area I use the “fan scouting report” on fangraphs. http://www.fangraphs.com/leaders.aspx?pos=all&stats=fld&lg=all&qual=y&type=2&season=2014&month=0&season1=2014&ind=0&team=0&rost=0&age=0&filter=&players=0
This isn’t 100% true, sometimes people will over/under shoot a player’s skill. If you cannot find a certain player on the list, then go to their stats page on fangraphs, the chart for these will be towards the bottom. Sometimes a not-very-known player will not have these ratings, which is when I ask for opinions with other members. Speed and Arm Strength have their own category. For fielding, I look at 4 different categories and average them out. The 4 categories are: Instincts, First Step, Hands, and Release. So for an example: let’s say a player has these ratings in the categories, 55 / 60 / 63 / 62. I will find the average of these (Sum/4) 240/4 = 60. Now that we have the average, divide that by 100, or just put the decimal before the first digit (.60). Take that number and multiply it by 15 (the max of theses MLB PP abilities). 15*.6=9. So that would mean that the player would have 9 in fielding. A lot of words, but once you do this then it’ll be easy from here on out.

Error Resistance:

To find this, just look at the fielders’ fielding%. For an accurate representation, you must take into account that each position has a different average fielding %. Ex: catchers and first basemen are usually situated in the mid .990’s. While 3B are situated in the mid .960’s. So if a 3B has a .966 fielding% then his Error Resistance should be at 8. If a catcher had a .966 fielding%, he'd be at 1 or 2. It’s all about the reference of the position.

I use this link to help scale it (look below). These are the players with qualified fielding % so it’ll give you a more true answer. So if there are 20 players for LF-er’s, anyone near the 10 spot should have 8 in Error Resistance or if their fielding % seems to be in the middle from the lowest and highest of the qualifying fielding%’s.


Blue and some Green Abilities (for hitters):

Clutch Hit 4 – When a batter’s Batting Average with runners in scoring position (W/RISP) is .030-.035 points or higher than regular BA. Either career:career comparison, or season:season comparison

Clutch Hit 5 – When a batter’s Batting Average W/RISP is about .060 points or higher than regular BA

Vs. Lefty 4 – When a batter hits lefties .030-.035 points or higher than righties

Vs. Lefty 5 – (AKA David Wright ability) When a batter hits lefties about .060 points or higher than righties

Contact Hitter – When a player has about 130+ games played in a season and has a BA of .300 of higher. Could work with players with 185+ hits in a season (be careful! Sometimes it could mean they just got a lot of AB’s and could have a .270 BA)

Power Hitter – When a player has 35+ homeruns in a season. Arguably when they have 30+

Spray Hitter – When a player’s spray chart has almost an equal amount of hits to all 3 parts of the field (left, center, right). Mostly a judgment call

Push Hitter – When a player has a decent % of their hits or HR’s that went over the opposite side of the field (ex: righty hitting to right field). Mostly a judgment call

Hot Hitter – Usually given to players with a BA of .300 or higher (with more than half a season played if using prior season stats). Could also help balance a player with a lot of red hitting abilities. Also for the better hitters in the league that don't hit over .300, Ex: Adam Jones, Stanton

Tough Out – We’re not 100% if this is how it works, but usually given to a player with a K% of 17.0% or lower

Good Bunt – Player has bunted a few times for a hit

Bunt Master - When a player is great at all types of bunts and can get hits out of them too

Good Infield Hitter – Usually given to players with 10 or higher in Speed. Could also look at how many infield hits they had in a season

Great Infield Hitter – Not really seen, but could be given to the top 2 (maybe 3) fastest players in the MLB

B2B Hitter – Not seen with any the players that came with the game. I’ve never used it, probably could be used with a player that has a lot of multi hit games

Firstball Hitter – When a batter’s first pitch BA is about .085 points or higher than regular BA

Table Setter – When a batter’s BA w/out men on is .020 points or higher than regular BA

Bases Clearer – When a player is known to have a lot of grand slams in the prior season, or hits .360 or higher with the bases loaded

Walk-off Hitter – When a player has gotten 2+ walk off hits/homers in a prior season

Rally Hitter – When a player hits well when team is losing (I haven’t given this out to players)

Good Pinch Hitter – When a player has a .330 BA or higher when pinch hitting

Intimidator - Usually given to the top 3 hitters in the league or if the batter is known to crush the ball (Stanton). Try not to overpower players with this!

Pull Hitter – When about 70% of all hits are to the side the player hits from (Ex: Righty to left field). Mostly a judgment call

Refined – Never used this either, maybe for players with 2250+ career hits

Throwing 4 – When a small amount of a player’s errors are from throwing

Durability 4 – Played entire season or never got injured once in a season

Consistency 4 – Usually given to the more elite hitters, or hitters that are grinders and just give a constant performance

Stealing 4 – 2 things are required for this: when a player has a decently high amount of steals in prior seasons (15+) and has a SB success% of 77 or higher

Base Running 4 – When a player is able to stretch singles into doubles without getting thrown out. Usually for the quicker players

Gold Glover – When a player has won a Gold Glove within the past 3 or 4 seasons

Barehanded Catch – When a player is known to be able to make barehanded catches with ease

Spider Catch – When a player has robbed at least 2 home runs in a season

Cannon Arm – When a player has made a lot of outfield assists or just has 14 in arm strength (13 could work)

Pivot Man – When a player has no problems with double plays being broken up and is very good with turning two

Head First Slide – When a player has slid into 1B head first

Tough Runner – When a player has rail-roaded a catcher in a recent season

Break Up DP – When a player has interfered with a double play by knocking over the SS/2B a bunch of times or blocking the throw

Trash Talk - Maybe only for Mike Piazza when Chipper Jones is at bat haha. When a player has been known for chirping

Good Block – When a catcher has been barreled before but held onto the ball

Good Catcher – More for the top 10 (maybe 15) catchers in the league

Great Catcher – Usually for the top 2 (maybe top 3) catchers in the league.

Slugger – When a hitter tends to swing for the fences

Slap Hitter – When a player tries to get on base rather than hit HR’s or has an extremely low HR count

Aggressive Hitter – Usually for players that barely walk and tend to swing at the first pitch a lot. Or when a player’s BB% is about 6.0% or lower

Patient Hitter – When a player’s BB% is about 10.0% or higher. Or when they are known to take a lot of pitches

Aggressive Stealer – When a player has attempted to steal greater than or equal to 25-30 SB’s in a season

Cautious Stealer – When a player has at most 1-2 (maybe 3) SB attempts in a season.

Aggressive Runner – When a player is known to get thrown out a lot for stretching a single into a XB-hit. Or for the faster players

Aggressive Fielder – Usually for the gold glovers and anyone that has made a lot of diving plays

Good Eye – Batter that walks a lot or doesn’t tend to swing at pitches outside the zone

Good Small Ball – Known for sacrifice bunting

Red abilities and some Greens (for batters):

Clutch Hit 2 – When a batter’s Batting Average W/RISP is .030-.035 points or lower than regular BA

Clutch Hit 1 - When a batter’s Batting Average W/RISP is about .060 points or lower than regular BA

Vs. Lefty 2 – When a batter hits lefties .030-.035 points or lower than righties

Vs. Lefty 1 - When a batter hits lefties about .060 points or lower than righties

Timely Whiff – When K% is 23% or higher

Throwing 2 – When most of a player’s errors are throwing errors. Be careful with catchers. For almost all catchers, most of their errors are throwing errors

Durability 2 – When a player has landed on the DL more than once in a season or is known to have a couple of season ending/major injuries

Consistency 2 – When a player is very streaky

Stealing 2 – When a player has a SB success% of 55% or lower. Make sure there is a high sample size

Base Running 2 – Usually for the slower players. Like a Big Papi single (ball that bounced off the fence).

Error Prone – Usually when a player has an Error Resistance of 5 or lower

Poor Small Ball – Hasn’t bunted once to advance the runners. Don’t go crazy over this, because then it’ll be for 70% of the league. I normally don’t touch this ability

For both pitchers and fielders:

Star – When they are a fan favorite or have made multiple ASG rosters, mostly a judgment call

Sparkplug – Maybe just for the captain of the team? Never really thought of using this.

Good/Bad Morale - A liked/disliked guy among the teammates, judgment call

Good/Poor Day/Night/Rain Games – We might go too crazy with this. If you need help with it just ask someone for an opinion on it. Make sure there is a very noticeable difference/gap between them. Can be found in splits on baseball reference. Towards the bottom of the page

Hopefully this helps everyone out!


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