The new user interface is in preview!

Want to check it out? Click here! (If you don't like it, you can still switch back)

NOTE: As of the last sim, this league was under the minimum 20% capacity. Invite your friends to join MyFootballNow to keep this league alive! Then send them to this league to become the owner of a team! The league will expire at 1/09/2025 8:00 pm.

League Forums

Main - Bug Box

Re: Injury at an all time high

By Smirt211
2/16/2018 1:44 pm
With injuries I'm pretty aggressive. Probables I'm playing 95% of the time and the only ones I'm not are those players whom have a chipped away combo injuries in an area. (example: RB with 65 leg and 72 foot levels of health) Questionable status I'm only playing after a careful review of their contract and age status. (is he old and do I care if he blows up due to injury and never plays another down) But playoffs, of course, any important player is being put in there from lets say the Divisional Week onward.
Last edited at 2/16/2018 1:44 pm

Re: Injury at an all time high

By beltmann
2/16/2018 2:48 pm
Smirt211 wrote:
(example: RB with 65 leg and 72 foot levels of health)


And he's still capable of walking !

Obviously, I understand injuries are part of the game. Every game. But sometimes just tough to understand those ones here. Anyway, be trying to adjust.

But the second question is whether playing "probable players" has an influence on their game or not ? Because logical assumption is when your player is ready for 70% his efficiency should at that level

Re: Injury at an all time high

By Smirt211
2/16/2018 3:55 pm
Not sure. If a WR is nicked up to a probable status I put him out there expecting the same production; especially if the injury is non-related to his legs or feet.

Questionable I expect a dip but hope for the best when I go for it.

I know there may be a person or two on here whom have it broken down to a science. I don't. :(

Re: Injury at an all time high

By raymattison21
2/17/2018 7:19 am
The specific injuries hamper ratings related to the body part . The actual formula has one body part at zero effecting 15% of the rating. Leg at zero speed at 100 equals 85 speed. Leg, ankle and foot at zero one can expect speed to dip all the way 55.

It's really not that bad for elite players or circumstances where that rating is not needed at all . A 6 speed DT with all those injuries would drop to a 3 or 4 . And really I sub almost no one.....it not a good strategy but I perhaps deal with two injuries that last multiple games each season with each team.

Re: Injury at an all time high

By Smirt211
2/17/2018 8:18 am
I knew you'd have the breakdown on this. I've noticed a change with this position but in the past didn't you find your RBs getting toasted left and right with this strategy? Serious injuries into lets call it 3.5 YPC aftermath once they return.

Re: Injury at an all time high

By AlexanDragon
2/17/2018 9:37 am
raymattison21 wrote:
The specific injuries hamper ratings related to the body part . The actual formula has one body part at zero effecting 15% of the rating. Leg at zero speed at 100 equals 85 speed. Leg, ankle and foot at zero one can expect speed to dip all the way 55.

It's really not that bad for elite players or circumstances where that rating is not needed at all . A 6 speed DT with all those injuries would drop to a 3 or 4 . And really I sub almost no one.....it not a good strategy but I perhaps deal with two injuries that last multiple games each season with each team.



Thanks for the info. I read somewhere that it wasnt that big of a deal but its even more than what i thoutgh i read.
Also, any sigths on wether or not an injured player is more prone to be injured more/somewhere else if he plays?

Re: Injury at an all time high

By raymattison21
2/17/2018 10:12 am
Smirt211 wrote:
I knew you'd have the breakdown on this. I've noticed a change with this position but in the past didn't you find your RBs getting toasted left and right with this strategy? Serious injuries into lets call it 3.5 YPC aftermath once they return.


Playing with no rules, as i do , puts my teams at a dis advantage. With users running base sets vs 113 combined with a blitz 1 or 2 will destroy most runs there....as well as some passes . So in my mind only a hand full of runs are not broke right now. So I don't run....plan and simple.

Run pitches out of heavy formations or up the up middle/ weak side with in spread formations. That's seem to work but it's boring due to the variety compared to the nfl in what actually works.

Pounding and grinding out yards with bigmguys just isn't as efficient as running with speed and rotating backs that lack other running traits. Switching a guy to wr works better.

Alot of 4.5 fourties guys are very effective in the nfl. Same goes for bruisers , but I just don't see it here.

Your right a 4.3 or 90 plus speed mplayer rules the run game. So, in theory a small injury could derail a back here......one body part below 50 would most likely push a back in to high 80 s for speed.....just not enough to turn the corner. Kinda real...I guess

Being agressive on defense vs. The pass can hurt you......we still don't have that happening vs the run . (Only with the play abuse penalty ) Because of that and some defensive alignments exploits . ...I just don't run . Your gaming the game and not football . To tedious imo. Going for 200 vs. A newb and 10 vs. An experienced owner....gets real boring.

But your right. My backs with 88 speed a 240 pounds only get run longs of 15 to 20 yards. Compare that to my 210 or 220 pound backs at 88 speed will break long gains. It got to be a combo of weight to speed effecting fatigue .

An injured body part throws a wrench in to that small window of 90 and up being really effective . Where 83 is too slow.

Recieving is different for some reason these 240 pound guys bust 60 to 80 yards plays. And I am talking vs. Fast elite defenses running alot of man 1/2 deep with blitzes .

Re: Injury at an all time high

By raymattison21
2/17/2018 10:33 am
AlexanDragon wrote:
raymattison21 wrote:
The specific injuries hamper ratings related to the body part . The actual formula has one body part at zero effecting 15% of the rating. Leg at zero speed at 100 equals 85 speed. Leg, ankle and foot at zero one can expect speed to dip all the way 55.

It's really not that bad for elite players or circumstances where that rating is not needed at all . A 6 speed DT with all those injuries would drop to a 3 or 4 . And really I sub almost no one.....it not a good strategy but I perhaps deal with two injuries that last multiple games each season with each team.



Thanks for the info. I read somewhere that it wasnt that big of a deal but its even more than what i thoutgh i read.
Also, any sigths on wether or not an injured player is more prone to be injured more/somewhere else if he plays?


If they are injured they are more likely to be injuries again.


Injuries are moderated by conditioning and fatigue. Also, more serious injuries means earlier retirement

Inactivitin a player causes conditioning to fall some what raising injuries

This is opinion here The injury time is really about half as what it says.......most of the time...sometimes I feel guys heal twice as slow as others and that's random or maybe age/injury related