Welcome to the second part in my series on value based drafting.
In this set of articles I am detailing a new method of value based
drafting, which, because of a lack of anything inventive, I have
been calling VBD 2000. In this article I will talk about reaching
what I would call the "Modified Player Value". More on that later.
In the next article I will be going over how to adjust your VBD
ratings to different strategies for player utilization, and in the
final section we will do an analysis of how to adjust VBD for your
competitors draft tendencies.
As always I would like to give a little credit to Joe Bryant of
Cheatsheets.net. He is
the originator or value based drafting and he's also written extensively
on the subject for the past couple of years. If you would like to
see some of Joe's work, go to his website at cheatsheets.net. I
would also like to thank Doug Drinnen, also of cheatsheets.net for
letting me use his player database.
In this article we will go over a new method for reaching the classical
"VBD" numbers, using tiers and historical precedent. Involved in
that discussion will be a breakdown of different types of "baselines"
to use, and the characteristics of each. Lastly, we will learn to
adjust a player's value by the likelihood that your prediction will
be accurate.
Step 1: Player Projections
The first step in deriving value ratings is to project the player's
statistics for the season - this allows you to mathematically compare
player's to each other who do not play the same position. Traditionally
you would do this predicting individually a number for each relevant
category in your fantasy scoring system, something like "Curtis
Conway- 1000 Yards, 4 Touchdowns." After doing this for each player,
you would compute those totals into fantasy points for each of your
leagues.
I have no problem with this method. That is, I have no problem with
this method if you can do it well. But I think it is pretty difficult
to objectively predict yard after yard, touchdown after touchdown.
What I was really saying in my example above is that I think Curtis
Conway will get a decent number of yards but not very many touchdowns.
This is an important point: we don' t think in terms of the actual
numbers, so the more numbers we have to project off of our feelings,
the more likely we are going to make a mistake translating. Besides
the possibility for error, we aren't actually predicting numbers
at all; we are predicting a player's opportunities. I really have
no idea how many yards or touchdowns Conway will get. I do know
that relative to other wide receivers, he has a pretty good opportunity
to get good yards, but not really many scores. In that sense I would
compare his opportunity to the situations of Johnny Morton, Ike
Hillard, Rob Moore, Kevin Dyson and Derrick Alexander. Each of these
guys is in a unique "real" football situation, but in terms of fantasy
football production they all have similar possibilities- good, not
great, yards, below average touchdowns.
What I do to project statistics is to take a look at the final fantasy
football statistics from the last few seasons and ask myself - "where
do this year's players fit in with those years?" With top ranked
players I will get very precise, but with lower ranked I look for
groups, like the one I listed above. Grouping players together in
tiers also helps for draft strategy, but that's another issue we
will discuss later I look at the historical data in terms of fantasy
points, and then directly project fantasy points for each player.
The problem with this method is that it is more difficult to adjust
to different scoring methods, since I am not looking at the components
that made up those scores. My personal solution is to participate
in as many leagues as possible with the same scoring systems. If
I really want to participate in a league with a different scoring
system I might re-do my numbers, but I try and specialize in just
one type of scoring system. All of the data in this article (and
all of my other articles) assumes points are awarded for every ten
yards rushing or receiving, 25 yards throwing, and 6 points for
all touchdowns.
Below I listed the average "classical" VBD numbers for each position
over the last three seasons, averaged. Since the particular players
change every year, the player spots are denoted simply by position
and rank within their position. One note - I only could find a one
year history on defensive team stats, so their rating is based on
only one year and is therefore less reliable. The "baseline" for
these rankings was the 24th QB, 36th RB, 42nd WR, 18th TE, 18th
PK, and 24th D. We will go into baselines more latter, but this
particular baseline will rate quarterbacks, defenses, and - to a
lesser degree - wide receivers higher relative to the rest of the
positions than most baselines will. But there is a reason for me
weighting the system that way which I will go into later.
C L A S S I C A L V
B D N U M B E R S: L A S T 3 Y
E A R S
Rank
Position
VBD #
1
QB1
268.3
2
RB1
247.0667
3
QB2
222.6733
4
RB2
222.0333
5
QB3
187.7533
6
RB3
178.1333
7
QB4
170.3733
8
RB4
165.5
9
QB5
156.2667
10
RB5
152.2667
11
QB6
144.4067
12
RB6
139.2333
13
QB7
138.4867
14
WR1
125.8
15
RB7
125.7
16
QB8
125.26
17
QB9
121.2267
18
RB8
120.9
19
RB9
119.6333
20
QB10
111.9333
21
WR2
111.6
22
RB10
107.5667
23
RB11
104.7
24
RB12
99.63333
25
WR3
99.1
26
QB11
98.6
27
RB13
97.1
28
QB12
92.82667
29
TE1
92.63333
30
WR4
91.3
31
RB14
87.73333
32
QB13
87.43333
33
WR5
87.26667
34
DT1
87
35
RB15
84.7
36
QB14
84.18
37
WR6
83.8
38
TE2
78.4
39
QB15
77.93333
40
DT2
77
41
WR7
76.9
42
RB16
76.36667
43
WR8
73.53333
44
WR9
71.5
45
DT3
71
46
RB17
70.73333
47
WR10
68.56667
48
QB16
68.4
49
RB18
68.13333
50
RB19
64.06667
Predicted Payoffs
Let's say that you wanted to invest in the stock market. You go
to a broker and he tells you that he has two stocks that he would
recommend for you. One costs $100 a share and is about a 50/50
shot to make you $20 per share this year. The other stock costs
$10 a share and is also a 50/50 chance to make you $20 per share
this year. Which stock would you choose? Obviously you would choose
the second stock since it has a much greater payoff relative to
your initial investment.
So what about if I offered to sell you two different stocks- one
was another $100 dollar stock, this one with a %10 percent chance
of gaining a $50 dollar profit. The other stock also costs $100,
and has a 90% of gaining $40 dollars. Which stock would you choose.
Again, the answer is obviously the second option.
While these two examples are pretty extreme, I used them to introduce
the concept of what I will call the "Predicted Payoff" of a draft
pick. This is basically a technique borrowed from the investing
world. It is used for comparing the cost of an investment to its
predicted payoff and the probability that the payoff will actually
happen. In fantasy football, this can be used to help determine
which picks are worth a higher investment and which picks should
be gambled on at a lower cost later in the draft.
What I did for research was to break up all positions into tiers,
depending on their position and where they were drafted. Quarterbacks
were broken up into groups of six, as were kickers, tight ends,
and defenses. Running backs and receivers were broken up into
groups of twelve since twice as many are usually played and drafted.
For each position I did three groups. Because quarterbacks are
usually drafted a little deeper than other positions with one
starter, I added an additional group to equal four total groups.
I also added an extra group of defensive teams and a half group
of wide receivers so that they would fit in with my baseline (You
will see why later).
What I did was divide the total amount that the players in each
group scored, by the amount they were projected to score. This
ratio is what I would call the predicted payoff, or the percent
of their expected output that the players actually reached. Back
to our stock market example, this could be considered the likelihood
at certain dollar amounts, that a stock would payoff. Like in
the stock market example you want the stock that has the highest
product between the probability of reaching the payoff and the
amount of the payoff.
The equation used to figure the predicted payoff is a pretty simple
one: the amount of the payoff multiplied by the probability that
it will happen. So Stock A with a 50% chance of $70 dollar pay
off is equal to Stock B with a 25% possibility of a $140 dollar
pay off which is equal to Stock C with a 100% predicted payoff
of $ 35 dollars. Or in football terms, quarterback #1 might have
a 65% chance of him "predicted payoff" (which is however many
points you projected for the season), while running back #15 might
have a %75 chance of reaching his projected numbers.
Once you have all of your projections you should modify each player
relative to his position and draft order. To modify the numbers
simply multiply the payoff (their projected points) by the percent
likelihood that those points will be reached. The modifiers are
listed below in percentages. Again, the data for defenses is only
for one year, so it will be slightly less accurate.
P E R C E N T A G E M
O D I F I E R S
QB 1-6: 63.3%
QB 7-12: 69.7%
QB 13-18: 66.9%
QB 19-24: 72.1%
RB 1-12: 73.8%
RB 13-24: 76.4%
RB 25-36: 77%
WR 1-12: 76.7%
WR 13-24: 88.6%
WR 25-36: 73.7%
WR 37-42: 72.5%
TE 1-6: 84.9%
TE 7-12: 91%
TE 13-18: 76%
PK 1-6: 74.1%
PK 7-12: 79%
PK 13-18: 82.4%
DT 1-6: 65.3%
DT 7-12: 76.4%
DT 13-18: 79.9%
DT 19-24: 78.9%
After examining the numbers I think we can make a couple of assumptions
about fantasy football performance. First off you will notice that
not a single group actually achieves or outperforms their expectations.
This is a testament to how volatile positions are, because the number
amount left over is produced by guys who didn't even start off ranked.
Every year a fair number of surprise players will account for a
lot of production.
Also, those positions less dependent on other positions, at least
for producing numbers, are less likely to reach your desired payoff.
For example, a quarterback's production seems to be more dependent
on other positions (like a decent offensive line, solid running
game, etc . . .) than a tight ends is. A running back seems to be
more dependent on his offensive line than a receiver is on his quarterback.
I think this might be relevant when looking at how free agent or
injury changes will affect the production of a particular player.
You can modify your projections either before or after you do the
baseline (see below), but you must make sure that, if you do the
modification first, your baseline player's numbers (again, see below)
are also modified. Or you can just modify the difference between
your projections and the baseline afterwards, whichever is easier.
The rest of the article is written as if you were modifying the
projections before you take your baseline.
The Baseline
Once you have generated your modified projections, you need to decide
what your baseline will be. A baseline is a number to which you
compare all other players from a position. For example, a common
baseline is the worst ranked starter from each position. So in a
twelve team league you would use the 12th ranked quarterback, the
24th ranked running back and receiver, and the 12th ranked tight
end, kicker, and defense. Another approach is to use the "last player
drafted" baseline, which usually is about twice as deep as the "starter"
baseline.
What you do with the baseline is subtract the modified projected
totals for the baseline player from all player's modified projections.
This is essentially measuring how important it is for a particular
position to get a top player. If, for example, one position varies
a lot from 1-12, but another only a small amount, it places a greater
importance on getting the player who the alternative will produce
much fewer points. Another way of saying this is that the baseline
is the yardstick for a player's comparative advantage.
Which baseline you choose can significantly change your results:
For example, the smaller your baseline, the higher you will end
up rating the top tight end, kicker or defense, and the less emphasis
on the running back position. This is because every position has
a sharp decline among its top few players before realizing a steady
descent. A position that descends very slowly is less valuable the
farther you get from the initial drop, where as a position like
running back descent quickly all the way through. Below are some
common methods for picking a baseline.
W O R S T S T A
R T E R
»
This approach assumes that since
every team will have a starter at a particular position,
that alternative that you should compare other players
to is the worst of all of the starters. While it is
true that all positions have starters, it doesn't account
for how deep a position may go. For example, you might
elect not to pursue a top 12 tight end- than your tight
end will be off the charts or in negative territory.
However, it is still a very solid method.
A V E R A G E S
T A R T E R
»
This approach seems to have make
sense, and you can do it either by averaging the production
for all starters or by picking the "average" starter,
meaning the starter ranked halfway down your rankings.
However it will have you picking a kicker in the third
round if you don't pay close attention. The average
starter technique inflates the value of normally insignificant
positions, but is a good approach to build a team with
a good breadth of scoring positions.
L A S T P L A Y
E R D R A F T E D
»
This is an approach that works
better if you emphasize quality throughout your roster
before getting all of your starting positions filled.
With this baseline, you might end up picking several
backups before filling in your starting positions. When
I used this method my first three picks were invariably
all running backs. While that isn't necessarily a bad
thing, sometimes getting your top kicker is more important
than your third quarterback or fifth running back, simply
because the player you select instead of your kicker
might never play while your kicker might play 16 weeks.
S T A R T E R A
N D A B A C K U P
»
I really like this approach because
it involves more common sense - you will probably play
your top backup at a position so you treat them like
a starter, but after that you don't put a higher emphasis
on getting your starting spots filled.
L A S T P L A Y E
R Y O U W I L L U S E
»
This is another personal favorite
that is basically like the last one, but a little more
flexible. I decide how many players I am going to use
at a particular position for a team, and I use the last
possibility as my baseline. Usually that means I consider
two quarterbacks, four running backs, four receivers,
one tight end, one kicker, and two defenses. However,
it can change from league to league, and is really just
a specific subset of the "Starter and a Backup" approach.
L A S T P L A Y E
R Y O U W O U L D S T A R T
»
This approach is a little different
than all the others, but is probably the most accurate.
What you do for this is draw your baseline from the
last player you feel comfortable starting. However,
if you just did that, the numbers who actually increase
if there were lots of players you wanted to start and
decrease if you were only comfortable with a few. You
want the opposite affect, so in this case you would
divide the first number by the number of players that
are start-able. So if you were comfortable starting
9 tight ends, you would use the ninth tight end as a
baseline and then divide each of the values by 9. It
seems weird but if you spend some time thinking about
it- it really works. If this method makes sense to you
I definitely think it is the best. However it is also
much more time consuming.
Above I listed the average "Last Player You Would Use" baseline
average over three years, keeping the cutoff the same for each year-
24 quarterbacks, 36 running backs, 42 wide receivers, 18 tight ends,
18 kickers, and 24 defenses. I mentioned earlier that this baseline
favors quarterbacks, defenses and a little bit for wide receivers.
This is an example of how you can most effectively utilize baselines-
by tailoring them to your draft strategy. The above example is how
many players I will draft to fill my "semi-active" roster spots.
By semi-active I mean that I will rotate more players than my starters
on a regular basis. So I plan my roster to have a semi active roster
of 2 Qb's, 3 Rb's, 3.5 WR's, 1.5 Te's, 1.5 K's, and two D's. The
halves mean I might draft a player if their skill is right, not
that between two halves there will definitely be a player. The rest
of the roster spots I reserve for guys that I think might breakout
but haven't yet. You may decide to try a different combination of
players, and all you need to do is simply adjust your baseline to
put a heavier emphasis on those players you want more of.
Conclusion
The number you have now, is the player's "Modified Value." And is
essentially what, given your own projections, that player is worth.
Hopefully now you can use the modifiers listed above and come up
with your own value rankings. However, that isn't to say that I
am done.
A couple of paragraphs ago I listed my own roster specifications
that I use for a baseline. I pointed out that I use this to have
a large "semi-active" roster, meaning a number of players that I
will rotate at a given position. The purpose of this, however, isn't
to draft players higher- it is to draft them lower. But that doesn't
make sense since I gave all of those positions higher ratings, didn't
I? Yes, and the reason that it doesn't make sense is because if
you want to utilize a combination of players at a particle position,
there is more to come. Specifically, in the next article I will
show you how to adjust values for a decision to rotate players at
a particular position.
Anyway, thanks for reading, I know draft time is getting close so
I will try to have the next section out in just a few days. Good
luck.