The performance gains are arguably the funnest thing about this league. It's a straighforward scheme for the most part.
Gains Ladder In each Grade, the total amount of Performance Gain opportunities are based on total number of eligible players. For offensive positions the amount of Performance Gains is:
EX: If 10 QBs are ELIGIBLE for a perf gain... 10/2 = 5 Gains Available (if there are 11, we round down to 5. if there are 9 we round down to 4) The percentages for performance gains are based on total number of eligible players:
For defensive positions the top 5 qualifiers from each tier get an opportunity based on the percentages above (70%, 50%, 35%, 20% 15%). *Appendix on gains allowed and info on OL/K/P gains: Position: QB Number of touchdowns will be used to break Passer Rating ties (highly unlikely). What gains are allowed: 2 out of 4 of Maximum Speed**, Pass Control, Passing Speed, and Avoid Pass Block. You must choose two different categories to increase. A QB cannot receive an attribute increase that will promote him to a higher tier unless he finishes ranked as the #1 or #2 QB (based on NFL passer rating) in his current tier. **QBs must attain a minimum number of rushing yards to be eligible for a MS gain based on their current MS:
Position: RB A maximum of 300 receiving yards will count for running backs. For example, a player who rushes for 1000 yards and receives for 500 yards will get credit for 1300 total yards. What gains are allowed: 2 out of 5 of Rushing Speed, Maximum Speed, Hitting Power, Ball Control, and Receptions. If Maximum Speed is not chosen, gains in 3 categories will be allowed. No category may be increased more than once for any one gain. A RB cannot receive an attribute increase that will promote him to a higher tier unless he finishes ranked as the #1 or #2 RB (based on combined rushing + receiving yards) in his current tier. A RB that leads the league in rushing with 63MS and hits his perf gain is eligible to boost to 69MS for 1 season. If he fails to lead the league in rushing during the 69MS season, he will automatically drop to 63MS the following season. If he leads the league in rushing for the 69MS season and does not age he can retain the 69MS attribute regardless of hitting or missing the perf gain. Position: WR and TE What gains are allowed: 2 out of 4 of Rushing Speed, Maximum Speed, Ball Control, and Receptions. No category may be increased more than once per gain earned. *TEs may play at RB, WR, and TE, but note that if a TE accumulates any reception yards from a position other than TE, the performance gain opportunity is forfeited that season Position: DL What gains are allowed: 3 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned. Position: LB What gains are allowed: 3 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned. Position: DB What gains are allowed: 3 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned. ***Inevitably there will be ties for defensive positions. In the case of ties the following rules apply:
For example, if 2 players are tied for 2nd in their tier that has 10 qulifying players, they are both given the 50% opportunity. They account for the 2nd and 3rd rank in that tier. Thus the 4th player gets the 20% opp and not the 35% opp. If 2 players are tied for 5th rank, then neither get an opp since that would push the total number of opps beyond 5. Position: OL Qualifying requirement: None Statistic used to determine gains: Total team rushing yards, total team passing yards, fewest sacks allowed #1 rushing offense has 60% chance of gain #2 rushing offense has 40% chance of gain #3 rushing offense has 30% chance of gain #4 rushing offense has 20% chance of gain #5 rushing offense has 10% chance of gain #1 passing offense has 60% chance of gain #2 passing offense has 40% chance of gain #3 passing offense has 30% chance of gain #4 passing offense has 20% chance of gain #5 passing offense has 10% chance of gain #1 team at avoiding sacks has 60% chance of gain #2 team at avoiding sacks has 40% chance of gain #3 team at avoiding sacks has 30% chance of gain #4 team at avoiding sacks has 20% chance of gain #5 team at avoiding sacks has 10% chance of gain What gains are allowed: If you earn a gain, you may increase the maximum speed and hitting power of ONE offensive lineman. If you choose, you may increase the maximum speed of one lineman and the hitting power of another. If you earn more than one gain (by finishing in the top three in multiple categories), you are allowed two attribute increases per gain earned (one each of MS and HP). You may not increase the same attribute of any one lineman more than once in the same season. Position: K Qualifying requirement: Player must have at least 10 field goal attempts to qualify. Statistics used to determine gains: Field Goal Percentage (Field Goals Made divided by Field Goals Attempted) #1 K has 60% chance of gain #2 K has 40% chance of gain #3 K has 20% chance of gain What gains are allowed: Kicker will be awarded an increase in both Kicking Ability and Avoid Kick Block categories. Position: P Qualifying requirement: Player must have punted at least 10 times to qualify. Statistics used to determine gains: Yards per punt (Punting average) #1 P has 60% chance of gain #2 P has 40% chance of gain #3 P has 20% chance of gain What gains are allowed: Punter will be awarded an increase in Punting Ability |