Madden Ratings 101

Discussion in 'Hard Knocks' started by BobJr, Oct 20, 2014.

  1. BobJr

    BobJr To each their own

    Joined:
    Jun 3, 2010
    Messages:
    7,123
    Featured Threads:
    2
    Here are some explanations from www.e-athlete.net



    • Overall Rating (OVR) - This is the overall rating of the player. It is based on a formula that weights certain attributes more heavily depending on the position of the player. QB Throw Power and Accuracy is more important for a QB than a DE so the overall rating is unaffected if you raise a DE's Throw Power. In Connected Careers Mode (CCM), this rating will be affected by your team's scheme and which scheme your players prefer to play in. A 3-4 DE will have a lower OVR rating in a 4-3 scheme.
    • Strength Rating (STR) - Increase strength to be more physical on the field. Strength is important when making contact with another player. (Higher strength players will block better and defenders will shed blocks and use power moves more effectively)
    • Agility Rating (AGI) - Increase agility to be more electric. Agility is important when making a playmaker move. (This rating determines how well a player can "cut". More agile players will respond to your moments on the left control stick easier and faster.)
    • Speed Rating (SPD) - Increase speed to move faster on the field. Speed is one of the most important abilities for a football player.
    • Acceleration Rating (ACC) - Increase acceleration to reach your top speed faster. Acceleration is important for a player when bursting off the line.
    • Stamina (STA) - The Prime package upgrades your stamina rating, helping your player stay on the field longer. (This rating determines how fast a player will get tired and need to be subbed out)
    • Awareness (AWR) - Increase awareness to raise your football intelligence. Awareness is important in almost every situation. (This rating has a huge effect on the players overall rating. There are multiple aspects of the game this rating improves: Blockers will set-up and react to blocking lanes better, wide receivers will look for the ball faster on routes, defenders react to the ball faster in the air for zone and man coverage, defensive lineman will react to the run and slip screens faster.)
    • Jumping (JMP) - Increase jumping to get higher. Jumping is important to get over obstacles and go for the air ball. (Get higher? [​IMG] )
    • Injury (INJ) - Increase injury to lessen the chance of getting hurt.
    • Toughness (TGH) - The Recover package upgrades your toughness rating, allowing you to recover more quickly from injury and lower chances of re-injury.
    QB Specific
    • Throw Power (THP) - Increase throw power to get more distance out of throws. Throw power is important when making throws deep down the field.
    • Short Throw Accuracy (STA) - Increase throw accuracy to determine how accurate the pass is. Short accuracy is important on quick routes. (Under 20 yards)
    • Medium Throw Accuracy (MAC) - Increase throw accuracy to determine how accurate the pass is. Medium accuracy is important on intermediate routes. (Under 20-40 yards)
    • Deep Throw Accuracy (DAC) - Increase throw accuracy to determine how accurate the pass is. Medium accuracy is important on down field routes. (Over 40 yards)
    • Throw on the Run (RUN) - Increase throw on run to remain accurate while on the move. Throw on the run is important when making throws outside the pocket.
    • Play Action (PAC) - Increase play action to fake out defenders on a handoff. Play action is important when running the fake handoff.
    Ball Carrier Specific
    • Trucking (TRK) - Increase trucking to get defenders out of the way with force. Trucking is important when getting out of a tackle. (Trucking is used to run over defenders)
    • Elusiveness (ELU) - Increase elusiveness to quickly get away from contact. Elusiveness is important right before the tackle. (Also improves the runners ability to break tackles.)
    • Ball Carrier Vision (BCV) - Increase ball carrier vision to read the running lanes better. Ball carrier vision is important when making quick adjustments. (I've found higher BCV backs will move between the offensive line with ease rather than getting stuck running into their backs.(
    • Stiff Arm (SFA) - Increase stiff arm to break out of tackles. Stiff arm is important when trying to get away from a defender. (Do not use the precision modifier (LT) or you will do a celebration and fumble instead of a stiff arm. Just press "A" for a stiff arm)
    • Spin Move (SPM) - Increase spin move to be more agile while performing the move. Spin move is important to quickly change directions.
    • Juke Move (JKM) - Increase juke move to quickly side step in the open field. Juke move is important when faking out a defender.
    • Carrying (CAR) - Increase carrying to hang on to the ball better. Carrying is important when a defender is trying to strip the ball.
    Receiver Specific
    • Catching (CTH) - Increase catching to have a better chance of making a catch. Catching is important when a defender tries to knock it out.
    • Catch in traffic (CIT) - Increase catch in traffic to fight for the ball in a crowded area. Catch in traffic is important to hang on to the ball.
    • Route Running (RTE) - Increase route running to make quicker cuts on the route. Route running is important when faking out a defender. (Higher route running typically creates more space between the receiver running their route and the defender).
    • Spectacular Catch (SPC) - Increase spectacular catch to make a highlight reel type grab. Spectacular catch is important when reaching for the pass.
    • Release (RLS) - Increase release to break away from the defender. Release is important when facing man and press coverage.
    Defender Specific
    • Tackle (TAK) - Increase tackle to be more successful when taking down the ball carrier. Tackle is important when securing a tackle all the way.
    • Power Moves (PMV) - Increase power moves to push past the blocker. Power moves are important when facing double teams.
    • Finesse Moves (FMV) - Increase finesse moves to slip past the blocker. Finesse moves are important when performing a pass rush move.
    • Block Shedding (BSH) - Increase block shedding to break an engagement with a blocker faster. Block shedding is important when defending the run.
    • Pursuit (PUR) - Increase pursuit to take better angles against the ball carrier. Pursuit is important when chasing the ball in open field.
    • Play Recognition (PRC) - Increase play recognition to better read the offenses plays. Play recognition is important to avoid getting faked out.
    • Man coverage (MCV) - Increase man coverage to better stick to a matched up receiver. Man coverage is important in reacting to the ball.
    • Zone coverage (ZCV) - Increase zone coverage to play better in pass defense. Zone coverage is important when reacting to a play within the zone.
    • Press (PRS) - Increase press to push the receiver at the beginning of the play. Press is important to get a receiver off their route.
    Blocking Specific
    • Pass Block (PBK) - Increase pass block to be better at protecting the QB in the pocket. Pass block is important in the passing game.
    • Run Block (RBK) - Increase run block to be better at blocking for the run. Run block is important for opening lanes for the ball carrier.
    • Impact Block (IBL) - Increase impact block to lock down a defender. Impact block is important to keep a defender from getting free.
    Kicking Specific
    • Kick Power (KPW) - Increase kick power to put more distance behind kicks. Kick power is important for field goals and kickoffs.
    • Kick Accuracy (KAC) - Increase kick accuracy to be more accurate on kicks. Kick accuracy is important when aiming a kick in a specific direction.
    Return Rating
    • Kick Return (RET) - Increase kick return to get better at catching a kickoff or punt. Kick return keeps the player from botching the catch.
    Player Traits

    On to the player traits. These traits are specific tendencies that a player might have in a game. Some of them might be good and some bad.
    • Tuck and Run - Purchase this package to increase the chances you'll take off and run when the play breaks down.
    • Throw away - Purchase this package to throw the ball away when it makes sense. (Should only be applicable to CPU QB's)
    • Forces Passes - Purchase this package to decrease the chance of forcing throws into double coverage (If you are a bad QB user, this won't make up for that. Should only be applicable to CPU QB's)
    • Tight spiral - Purchase this package to start consistently throwing tight spirals.
    • Fights for extra yards -Purchase this package to improve your ability to fight for extra yards.
    • Covers the ball - Purchase this package to improve your ability to cover the ball.
    • Feet in bounds - Purchase this package to increase your chances of keeping your feet in bounds during a catch.
    • Drops open passes - Purchase this package to decrease your chances of dropping open passes.
    • Plays ball - Purchase this package to improve your ability to play the ball in the air. (Conservative < Balanced < Aggressive )
    • Big Hitter - Purchase this package to become a big hitter. (Cause more fumbles)
    • DL Spin - Purchase this package to develop a spin move when rushing the passer. (Best with high FMV players)
    • DL Swim - Purchase this package to develop a swim move when rushing the passer. (Best with high FMV players)
    • DL Bull Rush - Purchase this package to develop a bull rush move when rushing the passer. (Best with high PMV players)
    • Clutch - Purchase this package and become a clutch player during critical key moments. (This seems to be important when their is under 2 minutes left in the half. I have noticed QB's who do not have this trait become more inaccurate or players will fumble more).
    • Predictable - Purchase this package to make this player more predictable in contract negotiations.
    • Consistency - Increase consistency to earn more XP or consistency in game prep. (Note: I believe there was a typo and should say "earn more XP or CONFIDENCE in game prep").
    • High Motor - Purchase this package to ensure your player plays hard on every single play. (I haven't noticed my players pulling an Albert Haynesworth in any games so still not clear on this trait).
    Special Player Ratings for Connected Franchise Mode (CFM)

    There are six ratings that are special for the CFM. They do not have any affect on the performance of your players but can affect the profitability and fan support of your team.






    • Personality Rating - Helps determine how marketable the player is. The more marketable the player, the better chance he’ll have of becoming a top-10 selling jersey in the NFL, which of course means more money for the owner.
    • Physical Rating - Calculated from a player’s physical ratings, player type and position. For example, a WR’s physical rating would weigh heavier on speed, agility, jumping, and catching, whereas an offensive lineman is weighed on run, pass, and impact blocking
    • Intangible Rating - Calculated off of a player’s intangible ratings. Player type and position are also taken into consideration. For example, a QB’s intangible rating would be weighed heavier on short, medium, and deep accuracy while a defensive end is weighed on block shed-ding, power, and finesse moves.
    • Size Rating - Calculated from the height and weight of a player while also factoring in the position and player type of that individual. For example, a Power RB who is 6’0” and 247lbs would have a 99 size rating. But if he were a Speed HB, his size grade would be considerably lower
    • Production Rating - Calculated from the player’s season and career stats, position and age. It is important to understand that a rookie will enter with a production rating of zero. That will increase as he begins to produce on the field.
    • Durability Rating - Calculated from a player’s durability rating. Injury, stamina, and toughness are all factored in when determining the durability rating. The age and position of a player are taken into consideration as well.
    Hard Knocks
    Courtesy of http://www.e-athlete.net/_/madden-n...-to-player-ratings-attributes-and-traits-r109
     
    • Informative Informative x 6
    • Like Like x 1
    • Awesome Content Awesome Content x 1
  2. broth262

    broth262 Dirty Terps

    Joined:
    Dec 30, 2010
    Messages:
    2,177
    Featured Threads:
    1
    He doesn't always sound so confident, kind of like guessing what each thing means
     
    • Agree Agree x 1
  3. Shaun Mason

    Shaun Mason Somebody you used to know.

    Joined:
    Feb 9, 2009
    Messages:
    24,887
    Featured Threads:
    5
    Some of it it slightly off as well.
     
    • Like Like x 1
  4. BobJr

    BobJr To each their own

    Joined:
    Jun 3, 2010
    Messages:
    7,123
    Featured Threads:
    2
    A few are. But more or less he's got it down.
     
    • Like Like x 1
  5. DC

    DC Shake n Bake

    Joined:
    Jul 22, 2009
    Messages:
    5,546
    Good Stuff to know
     
  6. BobJr

    BobJr To each their own

    Joined:
    Jun 3, 2010
    Messages:
    7,123
    Featured Threads:
    2
    The hardest thing are those traits
     
    • Like Like x 1
  7. broth262

    broth262 Dirty Terps

    Joined:
    Dec 30, 2010
    Messages:
    2,177
    Featured Threads:
    1
    I just remember Frisk saying clutch is important
     
  8. smace767

    smace767 Walk On

    Joined:
    Jun 23, 2009
    Messages:
    1,002
    Can we get a reply defining "Slightly off" and "A few are"
    Most off this is not new and people have opinions and perceptions. Mostly based on teams they use and their game play experience, how accurate the affect is from each off these. Some ratings have the intent to do what they do but impact is not noticeable in most situations while others are highly noticeable.

    I have my views as to what is "off". But dont know if its by design(not intended to do that) or impact(designed to do it) but affect is really minimal and not noticed.

    The 2 things that could make the EA football experience much better are:

    1) User defined packages and universal outside gameday, formation subs. put it in the roster menu, and or game prep and just call it substitutes. Can have formation, auto-sub and user editable packages. I can get my blocking oline and TE and WR in my custom package. get all my coverage lbs in an otherwise base set ect

    2) define sliders intent impact. What is 30 pass coverage and what changes when it moves to 40 to 50. Ian had a description post giving some info on sliders and animation trigger points. If we could get a more in the weeds description, like only this level of animation sets are available at this setting, animation delays are this at this setting, so and so on.

    Either one of those things would help slider makers and raise the game play standard ten fold.
     
    Last edited: Oct 21, 2014
    • Like Like x 1
    • Agree Agree x 1
  9. dakota7

    dakota7 Former Blue Chip Recruit

    Joined:
    Sep 23, 2009
    Messages:
    12,443
    Sorry for intruding, does THP have anything to do with the velocity of the pass? Or only distance?
     
  10. Shaun Mason

    Shaun Mason Somebody you used to know.

    Joined:
    Feb 9, 2009
    Messages:
    24,887
    Featured Threads:
    5
    Both, AFAIK
     
  11. BobJr

    BobJr To each their own

    Joined:
    Jun 3, 2010
    Messages:
    7,123
    Featured Threads:
    2
    Look at Str too
     
  12. G_T_G

    G_T_G BEAR DOWN

    Joined:
    Jul 21, 2010
    Messages:
    2,961
    So does TOR only affect when the QB is on the run, or just when they are out of the pocket?
     
  13. thirdalarm

    thirdalarm Walk On

    Joined:
    Jun 13, 2012
    Messages:
    800
    BPG also affects AWR
     
    • Agree Agree x 1
  14. BobJr

    BobJr To each their own

    Joined:
    Jun 3, 2010
    Messages:
    7,123
    Featured Threads:
    2
    From what I understand it is anytime he is "moving"
     
    • Informative Informative x 1
  15. G_T_G

    G_T_G BEAR DOWN

    Joined:
    Jul 21, 2010
    Messages:
    2,961
    That would make the most sense.
     

Share This Page