Thank you very much for this info...should prove very useful in my testing...It was 2-4am when I discovered all this so I was a bit to sleepy to try and figure it all out...I noticed all the positions have a different total weight so I'm going to do some experiments with this file and see what happens when we start manipulating all these numbers...much appreciated mateStingRay68 wrote:Vegas, I looked at the PORC table while having coffee this morning. There's nothing wacky going on here, it's just math.
You have the position high value (PRDH) and low value (PRDL)
1) Add up the total values in each row (do not include prdh, prdl or ppos obviously) This is the "total weight" I guess you might call it
2) Each point of weight = PRDH/Total weight
3) For each rating in this table its max value = step 2 * weight for that rating
4) Madden bases ratings on high value being 99 (or some cases 100) but 50 is considered 0 for getting a players overall.
so the actual overall portion for this table is step 3 / 50
5) Actual player's rating - 50 * value from step 4 give the portion of the overall for that particular rating
Example "QB"
1) total weight 4 + 3.5 + 3.0 + 1.5 + .5 + .5 + .5 = 13.5
2) 89/13.5 = approx 6.59 (I'm just using 2 decimal places for example)
3) table's Throw accuracy weight 4 * 6.59 = 26.36
4) 26.36/50 = .53
5) overall portion for QB THA rating You take QB's (THA-50) * value from step 4
So if player has 95 THA (95-50) * .53 = 23.85 added to players overall
Since the minimum value is set at either 35 or 60 based on players position. Then you would add 35 or 60 to the total after adding up all the ratings used for overall.
Madden amp didnt account for injury being part of overalll, and tried to make up for the discrepancy by adding differing amounts to the minimums. I will look into fixing the overall calculator for madden amp.
EDIT: after looking over this formula I am still left wondering how having differnet ratings at awareness or throw power is effecting the amout of change the throw accuracy is creating?