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AFC NORTH

Owner Record
Lazereyes 4-2
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Dasa 1-6
charlie 1-6

AFC SOUTH

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Warren 6-0
Mauve 3-3
Obama 2-4
Justiceleague 2-5

AFC EAST

Owner Record
Hellcat 6-0
Elite 4-2
BigRed 3-4
mota 2-4

AFC WEST

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Rain 6-1
tdwheat 3-4
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Parker 1-5
Super Bowl History

M10 - SEASON 1

ddhamaka 21
Yaozer 13

M10 - SEASON 2

Mauve 31
BigRed 3

M11 - SEASON 3

Wiggler 36
Elite 33

M11 - SEASON 4

Yaozer 35
phil 14

M11 - SEASON 5

Yaozer 38
Hellcat 28

M11 - SEASON 6

Justice 20
Langston 17

M11 - SEASON 7

Yaozer 30
COBB 24

M12 - SEASON 8

PTC 31
Lethal 30

M12 - SEASON 9

Yaozer 34
BigRed 31

M12 - SEASON 10

PTC 17
Prince 16

M12 - SEASON 11

Prince 45
Philly 28

M12 - SEASON 12

Hellcat 35
NorrinRadd 33

M12 - SEASON 13

NorrinRadd 28
Philly 17

Madden 25 Player ratings

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Madden 25 Player ratings Empty Madden 25 Player ratings

Post by Firebomb Fri Sep 13, 2013 11:15 am

Ok, So I been thinking, of all the people that ask, "what does this do and that do" I think we should set up a place for us to get it all in writing sort of speak, So here I go with a start feel free to add or correct me.

First off QB
AWARENESS (AWR)

Let’s start with the biggest unknown in all of Madden ratings: the awareness rating (AWR). AWR will have a big impact on the ability of CPU-controlled QB’s and their ability to make plays against your defense.

Here’s a list of a few things that AWR impacts:

- Used in combination with physical ratings to determine pass trajectory.
- Determines the decision made on option routes.
- Determines QB’s reaction time when scrambling.
- Determines QB’s recognition of threats in the pocket
- Determines if a QB can throw a ball away.

so we see that AWR does nothing in fact for human controlled players.


Throw Power

Throw Power rating (THP) affects the speed at which the ball is thrown for each of the passing trajectories. A strong-armed QB can get deeper throws to receivers faster, helping avoid interceptions and incompletions.


Throw Accuracy

The ratings have broken down Throw Accuracy (THA) into 3 categories: short, medium and deep. While Aaron Rodgers is very accurate throwing to all parts of the field, some quarterbacks are much more accurate on short throws than deep throws. Here’s the breakdown:

- Short Accuracy – rating is the accuracy percentage of the QB on throws under 20 yards.
- Medium Accuracy – rating is the accuracy percentage of the QB on throws of 20-40 yards.
- Deep Accuracy – rating is the accuracy percentage of the QB on throws greater than 40 yards.



Now on to Wide Receivers

ROUTE RUNNING (RTE)

In order to give the quarterback a big enough window to throw to, receivers must run precise routes with the correct depths and cuts so the quarterback knows exactly where he’ll be when he breaks. But more important is the separation a receiver can get on his defender. Here’s the breakdown of what the run-route rating does on the field:

- Determines fake out chance when cutting against man coverage.
- Determines the amount of time it takes the receiver to adjust to the ball in the air.
- Determines the sharpness of cut moves in the routes.




SPECTACULAR CATCH (SPC)

It’s a common belief in football that great players make 100% of the plays they are supposed to make… and make 50% of the plays they aren’t supposed to make. That’s what the Spectacular Catch rating reflects. This rating separates the elite from the rest of the pack. So when you see Brandon Marshall make a one-handed catch, it’s because of his 90-rated SPC. This rating produces some of the ”get-off-your-couch-and-yell-moments” in Madden NFL 25. Here’s what the rating does in terms of gameplay:




Catching "Cth"

Is all about the ability of catching the ball in space, if no one is around you this is where this stat comes into play, if you have a great CIT and a low Catch and still drop balls then this is likely the problem you are coming into play with.




Catch in Traffic (CIT) rating:

- Used against hit power to determine the chance of a hit stick on a receiver.
- Used against zone coverage and man coverage to determine the knock out chance when tackled during a catch.
- When trying to jam a ball into a tight window or complete a pass through traffic, CIT helps complete the pass.
- CIT is used in combination with the Carry rating to determine the fumble chance when a defender hits a receiver after a valid catch.




On to Defense

Block Shed
Here’s a look at a few of the places this critical rating is used in gameplay:

· Determines the suddenness of engaged moves and combines with player strength.
· Determines win/loss-chance of cut blocks in combination with physical ratings.
· Determines the success of run-block double teams.
· Determines a defender’s skill when rushing the passer without engaging a blocker.

Did you Know: BKS is also used in the open-field. The rating is matched-up with the blocker’s impact-block rating to determine win or loss in any
situation where both the defender and blocker are running.




POWER MOVES – (PWM)

· Determines win/loss/super-loss on power-move attempts, used vs. Pass Block rating
· Determines defender’s skill in executing power moves.
· Determines frequency and success of each move type (AI), used against finesse move rating
· Determines how long it takes a defender to use a power move and disengage from a blocker
· Determines chance of success of impact block vs. pass rusher (impact block = both players are running). Used with the Finesse Move Rating vs. Pass Block Rating




FINESSE MOVES (FMV)

- Finesse move-groups are: Spin, Swim, Hand Knock-Down, Speed Rush
- Determines the chance a defender gets flattened by the blocker
- Determines defenders skill vs. blocker’s skill for success of finesse moves
- AI uses FMV vs. Power Move rating to determine which move-set is used
- Determines the max time taken to perform successful finesse move




PURSUIT (PUR)

- Determines amount of time it takes to change direction while chasing the ball carrier
- Determines the chance for a hit stick when chasing the ball
- Determines how quickly a player update his pursuit path relative to the ball carrier
- Determines how quickly a player can break out of chasing the ball carrier




MAN COVERAGE (MCV)

- Determines chance of fakeout, used vs. Route Run.
- Determines the time it takes to cover a cut, used vs. Route Run.
- Determines the reaction time when in man-coverage assignment.
- Determines tackle skill chance when in man-coverage assignment, used with AWR.
- Determines when a defender can break out of ‘play ball’ (when the ball is in the air).
- Determines the knockout chance of a tackle during the catch, used vs. Catch in Traffic.




ZONE COVERAGE (ZCV)

- Determines tackle skill chance when in zone, used AWR.
- Determines accuracy of leverage on receivers when in zone.
- Determines the time it takes for the DB to track the ball when in zone.
- Determines knockout chance on a tackle during a catch, used vs. Catch in Traffic.




Press (PRS)

Press (PRS) is used against WR’s release ratings to determine length and direction of the chuck.




Most of the things I listed here I found from hours of google and looking up stuff hope this helps people. and make we can get it all on here for fast reference thanks for looking.
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Post by War Fri Sep 13, 2013 11:39 am

Note when you say awareness is only used by computer controlled players that as a player you only control one player at a time so even at that definition it does have an effect.
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Post by Firebomb Fri Sep 13, 2013 11:50 am

This is True... but it gives people an idea.
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Post by Firebomb Sat Sep 14, 2013 8:03 am

little bit more info for everyone.. here goes

SPEED - the maximum straight line speed of the player
AGILITY - how speed is sustained through changing direction (low agility, speed reduces more when changing direction)
ACCELERATION - the rate at which a player reaches maximum speed
PHYSICAL GRADE - average of speed, agility and acceleration for the position group

INTANGIBLE - Just a round up of basic stats

AWARENESS - effects the outcome of all user acted abilities (e.g. strip ball ability increased, leading the passer in a direction, increased vibration due to pass rush pressure) also increases the reaction time of the player to the play
PLAY RECOGNITION - the ability to recognise if its a pass or a run and direction of the run and the reaction to screen plays

PASS BLOCKING - reduces chance of a successful power/finesse move
RUN BLOCKING - slightly increases the reactiveness of the blocking AI to changes in direction of the runner
STRENGTH - increases chance of pancake (Oline), increases chance of power move (Dline) increases chance of truck, stiff arm, and increases rate of fall forward (ball carrier)

CATCHING - the ability of a player to catch the ball (affected by multipliers)
CATCH IN TRAFFIC- multiplier effect on default catch rating when caught in contact (e.g. catch 85, catch in traffic 60 - player will catch in open at ease, but will have negative effect when catching in traffic 60 will decrease the original 85; catch 85, catch in traffic 99 - player will catch in open at ease, and when in traffic will sustain this 85 catching almost 100% of the time)
SPECTACULAR CATCH - multiplier effect on default catch rating when caught near sidelines. Also increases chance of one handed or diving catch animation. (e.g. catching 85 with spectacular catch 60 - player will catch the ball at ease, but won't have a high chance at getting feet down; catch 85 with spectacular 99 - player will get feet down consistently and sustain catching 85 ability.
It is important to remember catching is still the main stat, as with catching 1 and spectacular 99, player will drop the ball consistently, even if his feet are down in bounds.
ROUTE RUNNING - increases the rate of cuts and creates more separation from defender.
RELEASE - increases the chance of beating the press coverage for a receiver

INJURY - effects the rate of inury
TOUGHNESS - effects the return rate of injury
STAMINA - reduces fatigue

BLOCK SHEDDING - increases the ability for the player to disengage a block and move sideways or backwards away from the block, but won't effect ability to push past a block downwards
POWER MOVES - increases chance of player shedding the block downwards, also increases success rate of power moves when activated with right stick
FINESSE MOVES - increases chance of player shedding the block downwards, also increases success rate of finesse moves when activated with right stick
PURSUIT - increases reaction to change of direction of offensive player, and increases speed in vicinity of tackle

TACKLE - increases success rate of tackle
HIT POWER - increases chance of injury during tackle, also increases chance of fumble when hit stick activated

BALL CARRIER VISION - decreases rate of engaging in own team blocks, and increases "slipperyness" when moving in between tight hole without hitting your own blocker and falling over, also early results of an increase in the run blocking AI of offensive linemen.
TRUCKING - increases chance of falling forward and breaking tackles using truck stick activation
STIFF ARM - increases chance of falling foward and breaking tackle using stiff arm activation
JUKE MOVE - increases distance of duke, and chance of defender being "shaken" and stuttering their feet
SPIN MOVE - increases spin activation and chance of defender being "shaken"
ELUSIVENESS - decreases chance of tackle being successful

hope this helps everyone.
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Post by Firebomb Sat Sep 14, 2013 8:04 am

need to get a laid out of what all the Traits do as well, that would be nice, maybe someone can post that.
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Post by KilledMyGPA Mon Sep 16, 2013 5:14 am

Nice post Firebomb, thanks. I always wondered what Ballcarrier vision did.
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