Custom Overall Rating

I apologize in advance, but I gotta drag this one out again and further flog the dead horse!
What I've struggled with in understanding this still bothers me from time to time, and that is I do not know how the game handles all ratings for all positions.
That brings up a further related suggestion Id like to make -
In the manual at some point, it would be awesome if we had a matrix/chart, with the rows being = POSITION, and the columns being each ATTRIBUTE.
So for instance>
STR AG ARM ....
QB Affects how far can throw Affects ability to dodge QB key Attribute for getting a ball to a receiver. Higher Arm means more completions. Factors more on long throws.
RB Affects ability to break tackles Affects ability to dodge, catch
FB Affects blocking....
...
This would make referencing for us users very simple, and makes sure we know exactly how the attributes are used.
I made up some of the values above, bc I still don't know how they are all used, and this is why I feel I can't always make an acccurate Custom Overall Rating. It's important to me to make an acurate one, for the simple fact of my own proper understanding of the way the game engine works, if nothing else. Of course, I would also like it to be an accurate reflection of just how good players are in comparison to one another.
For instance -
I thought "ARM" for QB meant how far he could throw the ball, whereas Accuracy means just that, how accurate. So, I wanted to have a strong arum QB who was not very accurate, kind of like a Josh Allen-type(2018 Josh Allen, anyway). So, I gave him an ARM of 91, with Accuracy of 78.
Then, I created a QB who I wanted to be very accurate, but not necessarily a really strong arm. Perhaps someone like Chad Pennington, but a little bit stronger arm -
ARM: 78, ACC: 91
I misunderstood, you see, how important ARM actually is as ar as the way the game engine uses that rating. Once I located a forum post where Ratings were more speciically discussed, I came across QB and ARM, and read this stmt in particular - "Higher Arm means more completions." I DID NOT understand that beforehand, but it makes sense now.
I thought my 2nd QB in the example above would be a better QB, as Accuraccy is typically more important in the NFL than having a really strong arm.
However, after having played most of a season, the QB1 in the example, the strong-arm QB, is obviously the better player. Having come across that more speciic description of how ARM is used, and how Accuracy "factors more on short throws."(another specific way the game engine handles this rating that is not intuitive, at least not to me)
So tying this all toghether, I would now place a greater weight on ARM vs ACC in the Custom Overall Rating forumulas than I had previously. This way, QB's will be more acccurately represented with their Overall Rating, so I can create the players I want. Previously, for instance, in the Custom OVerall Rating formula screen, I had assigned a weight o ACC = 50, ARM a 40. Now I might swap them and have ARM at 50, or perhaps lower ACC to 40 so they are at least equal.
Ultimately, I guess my requests are these-
1) Create, for manual or at least here on forum, a Matrix comprised of POSITION x RATING
2) Review the default Custom Overall Rating formula, make sure it accurately reflects how important each rating truly is for each position to ensure the overall custom rating is as accurate a relection of the player's overall ability as possible
Brooks, I know your usual response is that advanced users don't rely on the overall rating, they know which Rating's are important for them, etc.
I dispute this, though, as it's not really a matter of personal preference in many cases - I WANTED Accuracy to apply to a QB's ability to place the ball for both short and long passes, and ARM to only cover ability to fire the ball in but more importantly, how far he can throw the ball. What I wanted did not matter, bc Arm apparently covers much more than what I at first thought, and is more important to the game's code/engine that what I assumed. I would not have known this, as I did not code the thing! I only knew after re-examining the specific notes located in this post - viewtopic.php?f=256&t=27634
It makes me wonder - are there still other POSITION x RATING relationships I don't understand? For instance, could QB x STR affect how far a QB can throw the ball? Seems intuitive to me, but again, I didn't create the game! So I have no way of knowing. Perhaps all STR affects for a QB is breaking tackles. But I wouldn't be 100% sure until we have something like that matrix idea I listed above.
We can't know which Ratng's we should be looking at if we don't understand all the relationships. Say I don't care about overall rating - with Guards, I lookat their STR and RUN BLOCKING, as I'm a run heavy team. Little do I know, though, that I should also be considering AGI, as that "Affects ability to adjust in blocking." This is not necessarily intuitive. A solid Custom Overall Rating default ensures that, even if I as a User don't understand the importance AGI plays in a blocking player, they player's overall rating will factor AGI in appropriately and spit out an Overall Rating I can then be sure to rely on when determing my depth chart.
okay I really feel like I made a good argument this time! Brooks?
What I've struggled with in understanding this still bothers me from time to time, and that is I do not know how the game handles all ratings for all positions.
That brings up a further related suggestion Id like to make -
In the manual at some point, it would be awesome if we had a matrix/chart, with the rows being = POSITION, and the columns being each ATTRIBUTE.
So for instance>
STR AG ARM ....
QB Affects how far can throw Affects ability to dodge QB key Attribute for getting a ball to a receiver. Higher Arm means more completions. Factors more on long throws.
RB Affects ability to break tackles Affects ability to dodge, catch
FB Affects blocking....
...
This would make referencing for us users very simple, and makes sure we know exactly how the attributes are used.
I made up some of the values above, bc I still don't know how they are all used, and this is why I feel I can't always make an acccurate Custom Overall Rating. It's important to me to make an acurate one, for the simple fact of my own proper understanding of the way the game engine works, if nothing else. Of course, I would also like it to be an accurate reflection of just how good players are in comparison to one another.
For instance -
I thought "ARM" for QB meant how far he could throw the ball, whereas Accuracy means just that, how accurate. So, I wanted to have a strong arum QB who was not very accurate, kind of like a Josh Allen-type(2018 Josh Allen, anyway). So, I gave him an ARM of 91, with Accuracy of 78.
Then, I created a QB who I wanted to be very accurate, but not necessarily a really strong arm. Perhaps someone like Chad Pennington, but a little bit stronger arm -
ARM: 78, ACC: 91
I misunderstood, you see, how important ARM actually is as ar as the way the game engine uses that rating. Once I located a forum post where Ratings were more speciically discussed, I came across QB and ARM, and read this stmt in particular - "Higher Arm means more completions." I DID NOT understand that beforehand, but it makes sense now.
I thought my 2nd QB in the example above would be a better QB, as Accuraccy is typically more important in the NFL than having a really strong arm.
However, after having played most of a season, the QB1 in the example, the strong-arm QB, is obviously the better player. Having come across that more speciic description of how ARM is used, and how Accuracy "factors more on short throws."(another specific way the game engine handles this rating that is not intuitive, at least not to me)
So tying this all toghether, I would now place a greater weight on ARM vs ACC in the Custom Overall Rating forumulas than I had previously. This way, QB's will be more acccurately represented with their Overall Rating, so I can create the players I want. Previously, for instance, in the Custom OVerall Rating formula screen, I had assigned a weight o ACC = 50, ARM a 40. Now I might swap them and have ARM at 50, or perhaps lower ACC to 40 so they are at least equal.
Ultimately, I guess my requests are these-
1) Create, for manual or at least here on forum, a Matrix comprised of POSITION x RATING
2) Review the default Custom Overall Rating formula, make sure it accurately reflects how important each rating truly is for each position to ensure the overall custom rating is as accurate a relection of the player's overall ability as possible
Brooks, I know your usual response is that advanced users don't rely on the overall rating, they know which Rating's are important for them, etc.
I dispute this, though, as it's not really a matter of personal preference in many cases - I WANTED Accuracy to apply to a QB's ability to place the ball for both short and long passes, and ARM to only cover ability to fire the ball in but more importantly, how far he can throw the ball. What I wanted did not matter, bc Arm apparently covers much more than what I at first thought, and is more important to the game's code/engine that what I assumed. I would not have known this, as I did not code the thing! I only knew after re-examining the specific notes located in this post - viewtopic.php?f=256&t=27634
It makes me wonder - are there still other POSITION x RATING relationships I don't understand? For instance, could QB x STR affect how far a QB can throw the ball? Seems intuitive to me, but again, I didn't create the game! So I have no way of knowing. Perhaps all STR affects for a QB is breaking tackles. But I wouldn't be 100% sure until we have something like that matrix idea I listed above.
We can't know which Ratng's we should be looking at if we don't understand all the relationships. Say I don't care about overall rating - with Guards, I lookat their STR and RUN BLOCKING, as I'm a run heavy team. Little do I know, though, that I should also be considering AGI, as that "Affects ability to adjust in blocking." This is not necessarily intuitive. A solid Custom Overall Rating default ensures that, even if I as a User don't understand the importance AGI plays in a blocking player, they player's overall rating will factor AGI in appropriately and spit out an Overall Rating I can then be sure to rely on when determing my depth chart.
okay I really feel like I made a good argument this time! Brooks?