Draft Guide

Discussion in 'Chompions - PS4' started by Imperfect611, Nov 5, 2016.

  1. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Hello @Chompions. After this years draft I told everyone I would post some sort of guide to drafting. I don't really have a form in mind I am just going to write up what I can think of while looking at the draft screen. Maybe in the future I will run a mock draft or record one of our drafts with commentary. I will see about the interest in those later on. These are the guidelines I follow while drafting.


    1. These are guidelines. There is always an exception to the rule and the rules are not perfect.

    2. Scout every week. Learn to manage your point so you are using almost all of them every week. You lose half of your point you don't use each week so do not try and save up for later. It is a waste and you need all of them. As a note a good way to scout is to scout the first trait of everyone in a group then eliminate people from there.

    3. Scout for your scheme and positional needs. Points are at a premium this year and you don't have any to waste.

    4. Save combine reliant positions for last. HB, WR, and CB are the major ones. Every year you can eliminate half the skill position board by planning ahead on when to spend.

    5. Everything matters. Every bit of info on the screen matters and I will break it down further later on. Don't ignore little things that can give you an edge even if it is slight it may be a quick dev vs a normal dev.

    6. Use your watched board as you scout. It helps you keep track for later and on draft day. Use any other organization that can help you too I know a few guys keep an excel sheet.

    I think those are the major rules that I need to cover. Below I plan on breaking down everything you see on a player card for draftable players.

    Cwh0XJYXEAANDqQ.jpg-large.jpg

    This guy is not from any of our draft classes don't go looking for him.

    Projected Round:
    Generally you can tell where the computer is going to take a guy with this. It isn't perfect and the computer has gotten better this year. It will reach a round or possibly two when it gets later. Another nice bit of info here is when you compare his original projected round vs the talent. It doesn't apply to to early 1st rounders since those guys are usually good dev traits, but anyone predicted to go later after being scouted most likely has a normal or lower dev trait. There are guys with good stats who will have this too, but just understand what you are getting into. Also, do not take projected round as gospel as to wether or not you will pick someone. As an example the Saints had one of the best draft this year and the talent vs projected of each player for the first 4 rounds was as follows.

    Round 1: Talent Mid 1st, Projected Early 2nd, 81 Overall Quick
    Round 2: Talent 2nd, Projected Early 3rd, 76 Overall Quick
    Round 3: Talent 4th, Projected 7th, 76 Overall Superstar
    Round 4: Talent 6th, Projected 7th, 76 Overall Quick

    A good way to keep track of this stuff for dev traits is a simple +/- system. Follow this below, but only pick one of these. Do not add +4 for someone with early 1st round talent above their grade. This stat is probably the best indicator for dev traits.

    - Early 1st round grade: +3
    - Talent above projected: +1
    - Talent equals projected: 0
    - Talent less than projected: -1

    Wt/Ht:
    This has nothing to do with dev traits. What it can tell you is the style of player you are going to get. Some people like to have an athletic O-Line. You should consider that before you scout the 350 lbs Guard. Follow your scheme in most cases. Great players will find place on your team so don't feel like you can't take them, but maybe scout the guys who are out of your system and not first rounders later on. Use your points where they will be most beneficial to you.

    Age:
    This has a slight indicator on dev traits, but more importantly is the biggest intangible in the draft. In madden at age 25 upgrade cost skyrocket. I would take a 21 normal dev over a 24 superstar any day. Getting lesser players for an extra 2 years of good development is sometimes worth it. Players generally range form 21-24 as just a side note. The system is simple here, but remember this part isn't so much about dev traits as the years you get the most out of your points.

    - 21 or 22: +1
    - 23: 0
    - 24: -1

    College:
    This is one that confuses people because it isn't mentioned often, but I have simmed enough drafts to believe it is true. It has an impact on dev traits and overall. We are going to break down schools into 3 tiers for this.

    Tier 1: Major conference schools. All of the schools you see in bowl games and in drafts year after year. Your top 25 and your national champions. Think Alabama or Ohio State. That is tier 1. Don't count out teams like Iowa or UCLA they belong here too. It is pretty far reaching, but there are a lot of schools.

    Tier 2: The lower teams in the FBS. The teams that struggle to get a bowl game land here. You can look up generally who they are if you aren't familiar with lower teams, but this is where you think of Akron, North Texas, and other teams like that. The key is that they are in the FBS, but bad teams.

    Tier 3: This is where the FCS teams land. NDSU and Delaware is who you are looking at now. Do not doubt these guys this is where you find gems.

    So when it comes to the schools it can get overlooked. Now that we have defined the tiers here is what they mean to you.

    Tier 1: Higher overall players, but lower dev traits. You won't find slow here that isn't what I mean. Here is where you find players that are already developed fairly well, but you may get a quick dev instead of superstar for top pick. It isn't enough to add to the point system though.

    Tier 2: Generally you will find guys with some flaws here, but no real affect on dev traits. Here you can find physical beasts who need a year or two to develop or generally good players with lower than normal awareness. They aren't worse just unpolished in some way. Don't shy away. Just trust your data. The point here is in a split with someone in the other tiers it can be a tie breaker for you.

    Tier 3: Higher dev traits, but lower overalls. This is the tier where you can find that 4th round sleeper who fell down the computer's boards.

    For point values there is only one thing to add here. This is for dev traits anyway so only tier 3 gets a boost.

    Tier 1 and 2: 0
    Tier 3: +1

    Type:
    View this like height and weight. It won't tell you everything about a guy, but it gives you an idea which is helpful when you need a specific type of player. Learn what these are just so you have the guideline.

    Top 3 Skills:
    This will get more in depth when we do positional breakdowns, but for now here is something to remember. The 3rd stat is the most important. It tells you that no technical stat is higher than that grade. I am not going to write out grades they are pretty straight forward. The low stat will show you an indicator of a player's potential overall. This last point is always worth the points if you like what you have seen so far.

    Combine:
    When drafting a player keep in mind that physical traits are the hardest upgrade. It is almost always better to draft the faster player over the slightly better technical player. You need to do drafts to get a feel for where this breaking point is. Each test breaks down like this.

    40 yd Dash: Speed
    Vert Jump: Jumping
    Broad Jump: Ignore, some say it indicates strength and jumping, but we have better tests for that
    3 Cone: Agility
    20 Yard Shuttle: Agility
    Bench Press: Strength

    Here are some good number break downs for the combine, but it is not perfect anymore. Madden added in some variance this year so view these as a guidelines not absolutes. For dev traits the rule will be anyone in the top 10% of combine scores for their position is who we look for except QBs. Groups are below.

    QB
    HB
    FB
    WR
    TE
    LT + RT
    LG + RG
    C
    RE + LE
    DT
    LOLB + ROLB
    MLB
    CB
    FS
    SS

    For our point system the count is below. This is going by total score not just in specific traits.

    Top 10% Combine Score in Group (Except QBs): +1

    Final Note:
    For a final addition to the point system we can add in something I am going to call a "sure thing." Generally these guys are first rounders and everyone knows about them. They are talented and athletic and very rare. They go above and beyond what we look for in a player at their position. I will break down what makes this later.

    Sure Thing: +1

    So for our QB Davidson we can break down what the chances are of him have a good dev trait.

    +3 for Early 1st round grade
    0 for age because he is 23
    0 for college (Ole Miss)
    0 for combine since he is a QB
    +1 for "Sure Thing".

    +4 Total

    With a +4 score I would guess that he will probably have a quick or more likely superstar dev trait. I doubt he will be normal, but it could happen. We are playing a game of chance, but tilting the odds you don't win every time. This time though we did. Obviously it is easier with the first pick.

    CwiAs0uWEAAe-SI.jpg-large.jpg

    Next will be positional breakdowns which I will do in future posts. Watch the thread and keep and eye out for new posting.
     
    Last edited: Nov 6, 2016
    Blackhawk375, Sam and Dakota7 like this.
  2. Glen Cieske

    Glen Cieske Administrator Staff Member Media Committee Trade Committee Competition Committee Chompions

    Love it. I'll be reading this in full later
     
  3. Spayer419

    Spayer419 Administrator Staff Member Media Committee Trade Committee Competition Committee Chompions

    Alex, this is great
     
  4. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Quarterbacks

    So quarterbacks are actually one of the easiest guys to predict. The issue is when to pick them and not forcing yourself into a situation where you need one unless it is guaranteed. Do not bank on getting a quarterback in the draft if there is any situation where you won't get to pick them. Get a old man out of free agency (Fitzmagic is your friend) and hold him. Put him as a backup if you need to or develop the young guy if it is possible.

    Throwing Power: A-
    Short Acc: B
    3rd Score: B- or better

    Ignore: Throw on the Run, Awareness, Toughness

    There are situations where you will shy away from this. If you see Short throw is B+ or higher you can accept taking a B+ throw power, but don't go less than that. It is hard to upgrade throw power so you are taking whatever you get here most likely.

    The second situation is if you do not see Short Acc in the top 3. Because it is such an important stat for QBs it is rarely low relative to the other accuracy stats. If the 3rd stat is a B it is a good idea to watch him.

    Mobile QBs are interesting. You still ignore throw on the run, but I would put more emphasis on throw power for them since you will be moving more. Also consider their strength in combine stats for their ability to handle a hit. Make sure to upgrade these guys carrying.

    Sure Thing:

    Throw Power: A or better
    Short Acc: B+ or better
    3rd Stat: B or better
     
    Sam likes this.
  5. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Halfback

    This is a difficult one because it matters a lot on style. Overalls can be high, but the back may not be very useful. The opposite is also true. I am going to do my best to point you in the right direction. Basically there are 4 major back types. Power Backs, Speed Backs, One Cut, and Balanced. Power Backs are self explanatory. Speed backs are generally 3DRB specialists. One Cuts are more elusive and agile. Balanced can be a mix of all three.

    Top Stat: B+ or better
    Carrying: B or better
    Elusiveness, Trucking, or BCV: B or better
    3rd stat: B-
    Ignore: Stiff Arm

    40: <= 4.60 (86 Speed any lower it is useless)
    Shuttle + 3 Cone: <= 11 (90 agility, with how running game is this year you need to hit the hole. You can extend this if you are comfortable.)

    This is one of the harder ones to really guess. The sure things are obvious, but so much goes into a great RB that you can get caught up in minor details.

    Sure Thing:
    Elusiveness, Trucking, or BCV: A- or better
    Carrying: B+ or better
    3rd stat: B or better

    Combine: Same as above, but good scores all around

    You can always forgo a little carrying for better stats in the more useful traits and upgrade it. Keep and eye out for the major RB stats and don't get held up stiff arm or spin.
     
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  6. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Wide Receivers

    This is similar to halfbacks. There are a lot of stats that make a good WR. You need to find someone with solid combine stats and work from there. These guys need to be looked at after combine to save you some points. You must eliminate players based on combine scores here.

    Focus: Route Running and Catching, then CIT and Release.
    3rd Stat: B- or better
    Ignore: Spec Catch, it is flashy, but overall useless for overall. Easy to upgrade.

    40: <4.60 (86 speed)
    Shuttle + 3 cone: <11 (90 agility)

    Sure Thing:
    Other Stats: two B+ or one A- or better NOT SPEC CATCH
    3rd Stat: B or better

    Final note for these guys. Red zone threat guys will naturally have less agility and speed, but make up for it with jumping and height. Agility is what determines how well they get in and out of cuts so I suggest that you do not go below 85 agility on them anyway. Speed guys are small so anyone who is under 5' 10" should have great speed and agility. Compensate combine scores with size. You need to get a feel for this one, but knowing the information helps.
     
    Sam likes this.
  7. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Tight Ends

    Tight Ends are generally a more top heavy group so that is something to keep in mind. They and MLBs fall into a sort of area of guys you don't want to spend a top pick on, but may have to. Most guys are looking for a receiver here and if you want a blocking TE I suggest undrafted FAs. Your picks are worth more than a 3rd string TE.

    CIT, CTH, or RTE: B or better
    3rd stat: C+ or better
    Ignore: Release and Impact Blocking

    40: 4.70 (82 speed)
    3-cone + Shuttle: 11.5 (84 Agility)

    Sure Thing:

    Average: B or better
    3rd Stat: C+ or better

    Combine: Same, but the higher score the better as always

    Nothing really to say here as notes except I have trouble here. Generally I suggest finding a sure thing if you like TEs a lot and taking him when you can. If not FA usually has a decent one due to the contracts they want.
     
    Sam likes this.
  8. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Offensive Line

    You do look for certain things in specific linemen like you want good pass blocking on a LT or maybe you are a run heavy team and you want to make sure they have good run blocking, but these will work as general rules. You can also easily move linemen around they work well at different positions. I suggest though never moving a guard or center out to tackle if you can avoid it. Generally it is a different style of play and build. LT moves well to LG or RT too if you want a rookie to play for a few years before taking over for a vet LT. The run block and pass block stats are the most expensive so these are what you focus.

    Pass Blocking or Run Blocking: B or better
    3rd skill: C+ or better
    Ignore: 40 times, because o-line

    Shuttle + 3 Cone: Decent score, but not required
    Bench Press: 30 reps (84 strength) it is hard to upgrade strength this is a minimum cut anyone lower.

    Sure Thing:

    Pass Blocking or Run Blocking: B+ or better
    3rd skill: B- or better

    Shuttle + 3 Cone: Decent score, now required unless 95+ strength
    Bench Press: 36 reps (90 strength)
     
  9. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Defensive Line

    Defensive line in general is going to be interesting. It depends on you scheme heavily. Do not scout 330+ lbs. linemen if you run a 4-3 and do not scout 250 lbs. ends if you run a 3-4. Below I am going to show easy conversions for you since certain linemen can play different positions. Pay attention to player type here. Generally 3-4 DL need to handle multiple blockers and 4-3 DL need to be able to rush the passer. The weight ranges are a suggestion not a hard and fast rule. Check the league rules for that.

    3-4 DE = 4-3 DT (275-310 lbs.)
    Large 3-4 OLB = 4-3 DE (255-275 lbs.)

    These work both ways so do not be afraid to draft an end to play tackle.

    Defensive End 4-3

    Power Moves or Finesse Moves: B-
    Average: B
    Ignore: Hit Power (This is a common theme Hit Power is a trap/luxury)

    Pass Rushers
    Shuttle+3 Cone: 12.00
    Bench Press: 30 (84 Strength)

    Standard
    Bench Press: 32 (86 Strength)

    Sure Thing:
    Top Skill: B+ or better
    Power Moves or Finesse Moves: B or better
    Average: B or better

    Pass Rushers
    Bench Press: 32 (86 Strength)

    Standard
    Bench Press: 36 (90 Strength)

    Defensive Tackle 4-3 or Defensive End 3-4

    If you want a 3-4 DE you should also make sure they have decent Power Moves to take on multiple blockers.

    Block Shedding: B- or better
    3rd Skill: C+ or better

    Bench Press: 32 (86 strength)

    Sure Thing:

    Block Shedding: B or better
    3rd Skill: C+ or better
    Skills: Must not be Hit Power showing

    Bench Press: 36 (90 Strength)

    Nose Tackle 3-4

    This is the 3-4 DT. Make sure he is at least 315 lbs. or he will have trouble. They are hard to find and very specialized, but so it is so nice to have a good one.

    Block Shedding: B- or better
    Power Moves: C+ or better
    3rd Skill: C+ or better
    Ignore: Hit Power and Speed

    Bench Press: 34 (88 strength)

    Sure Thing:

    Block Shedding: B or better
    or
    Power Moves: B- or better
    3rd Skill: C+ or better

    Bench Press: 38 (92 Strength)
     
  10. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Outside Linebacker

    This is also dependent on what you do on defense because some will be looking for more pass rushers, others will be looking for a hybrid safety almost. So I am going to do two sections again. One for 4-3 and another for 3-4.

    3-4 OLB

    Block Shedding: B+ or better
    Finesse Moves: C+ or better
    3rd Skill: C+
    Ignore: Hit Power

    Shuttle + 3 cone: 12.00 (82 agility)

    Sure Thing:
    Block Shedding: B+ or better
    Finesse Moves: B or better
    3rd Skill: B- or better
    Ignore: Hit Power

    Shuttle + 3 cone: 11.5 (84 agility)

    4-3 OLB

    Block Shedding: B+ or better
    Play Rec or Pursuit: B- or better
    3rd Skill: B-
    Ignore: Hit Power

    Shuttle + 3 cone: 12.00 (82 agility)

    Sure Thing:

    Block Shedding: B+ or better
    Play Rec or Pursuit: B or better
    3rd Skill: B
    Ignore: Hit Power

    Shuttle + 3 cone: 12.00 (82 agility)
     
  11. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Middle Linebacker

    Tackle: B+
    Block Shedding: B-
    3rd Skill: C+
    Ignore: FMV, PMV, and Hit Power

    40 time: <4.75 (81 speed)

    Sure Thing:

    Tackle: A
    Block Shedding: B
    3rd Skill: B
    Ignore: FMV, PMV, and Hit Power

    40 time: <4.75 (81 speed)
     
  12. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Cornerback

    There are a lot of rules here, but it works.

    Man Coverage and Zone Coverage: B- Average
    3rd Skill: C+
    Ignore: Press (It will usually be the last skill, but it doesn't change overall much)

    40: <4.60 (86 Speed bare minimum)
    Shuttle + 3 Cone: 11.3 (86 agility)

    Sure Thing:

    Man Coverage and Zone Coverage: B Average
    3rd Skill: B-
    Ignore: Press (It will usually be the last skill, but it doesn't change overall much)

    40: <4.50 (90 Speed bare minimum)
    Shuttle + 3 Cone: 11 (90 agility)
     
  13. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Free Safety

    I will say this loud and clear one more time IGNORE HIT POWER. It is a luxury and it doesn't matter if your man does not know where he is on the field. Safeties are notorious for inflated value over hit power please just ignore it. Yes it is nice to have, but you don't need it.

    Zone Coverage: B or better
    3rd Skill: B- or better

    40: 4.60 (86 Speed)
    Vert: 30 (81 Jumping, not great, but he can compete here)

    Sure Thing:

    Zone Coverage: B or better
    Play Recognition: B- or better
    Average: B or better

    40: 4.60 (86 Speed)
    Vert: 34 (84 Jumping)
     
  14. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Strong Safety

    Tackle, Play Rec, or Zone: B or better
    Average: B-

    40: 4.60 (86 Speed)
    Vert: 30 (81 Jumping, not great, but he can compete here)

    Sure Thing:

    Tackle, Play Rec, or Zone: B or better
    Tackle, Play Rec, or Zone (2nd skill showing): B- or better
    3rd skill: B-

    40: 4.60 (86 Speed)
    Vert: 34 (84 Jumping)
     
  15. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    There y'all go post any questions here and I will answer them.

    Please do not post about our drafts here I am looking for more general questions.
     
  16. Sam

    Sam Pro Bowler

    This is gospel--You're the man Imperfect: this would get a lot of traction on reddit or other madden based forum. Good luck next draft haha.
     
    BlackPaw and Spayer419 like this.
  17. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    stryper and Sam like this.
  18. Glen Cieske

    Glen Cieske Administrator Staff Member Media Committee Trade Committee Competition Committee Chompions

    I thought the 3 cone and 20 yard shuttle were indicators for both accel and agility.

    I'll probably use your point system and add a bonus for scheme fit.

    Great write up
     
  19. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    I also thought acceleration was 40 times too so didn't include it.
     
    Juke likes this.
  20. Imperfect611

    Imperfect611 All-Decade Media Committee Competition Committee Chompions

    Point system is for dev traits btw it seemed like the best way to do it
     
    Juke likes this.

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