TheAdmiral wrote:
@CJFred
If injuries are set low (as in Big Data, Death and Destruction and the early years of my own Beast Mode league) there is little/no jeopardy to playing WR at RB. From existing leagues with the 100 setting for injuries, WR at RB generally start the season well with a high average yards per carry. As the season goes on they generally either get injured (often serious injury) or their efficiency tales off. Probably best to ask Smirt about this as it's long been one of his strategies.
Theoretically, the way to stop people doing this is to turn the injury setting up. This would mean the cumulative effect of lightweight v heavier players would kick in faster (across the board) and possibly force owners to dredge the free agent pool and use IR.
I don't think any league has ever turned the injury setting above 100. I think it would be an interesting experiment to try to find the sweetspot between the two. I think it's close to the ideal right now. At present I would say if you use WR at RB five to seven times per game on outside runs with lead blockers you can really boost your production.
That's not how injuries work! JDB proved that when he added the injury slider. It's a simply RNG for every player, every play. The injury slider changes the chances of injury.
A players weight isn't a factor....period. You may hope it matters, believe it matters and want it to matter but it's not part of the equation.
Just because I created the Death & Destruction League with a 0 injury rate doesn't mean I know nothing about injuries...trust me....I did a deep dive Into injuries because I had a bunch of owners crying about them all the time.
I know exactly how many injuries with happen every week based on the injury slider setting. It's a range but it's always within 10 injuries of the average for each setting.
I have 2 leagues playing in season 21 & 22 and I've already been down this road. Don't believe me...that's fine...ask JDB if a players weight factors into injury. Maybe he will even tell you the truth.
Injury is calculated by fatigue/current health/injury slider and determined by a RNG. I'm fairly certain JDB has an injury cap set in every game week because you can set your clock by how many injuries occur every week.
Do the work...I've already done it multiple times and nothing has changed in 4.6 If you have a 100 injury setting then I can tell you how many players get injured every week on average.
I have leagues with normal injury rates because without injuries then depth and roster construction mean nothing. It really wouldn't matter if Death & Destruction had a 100 injury rate because I have 24 defensive players with at least 83 speed. In reality it probably improves my defense since I would lower my fatigue settings and everyone would play closer to their true speed. The same on offense since I have 15 playmakers with at least 84 speed.
I know you and Raymattison really want weight to factor into injuries and it certainly should but hopes and wishes don't make it so.
You can set the injury slider anywhere you want and I will just keep adding layer after layer to my offense and defense, use the proper fatigue settings and continue to win. Actually, the higher the injury rate gives me a bigger edge. I don't like streaming my offense thru 1 playmaker and subsequently rarely have league leaders in offensive stats.
Do the work yourself, sort transactions by injury and count how many injuries happen every game. If you don't average around 105 per week, assuming the slider is 100 then I will apologize and say I'm wrong.