Crafted Plus Minus | ((standardizedRPM x 5) + (standardizeDLEBRON x 5) + (standardizedRaptor x 7) + standardizedBPM + standardizedMYRPM + standardizedMYLEBRON + standardizedPredator + standardizedPredator + standardizedPLEBRON + standardizedLARAPM + standardizedLA3RAPM) / 25 An aggregate of many different plus minus metrics. First, we convert all variables to the same scale, then we combine them and divide by the number of variables. We then take this number and convert it to the MYRPM scale.
An aggregate of many different plus minus metrics. First, we convert all variables to the same scale, then we combine them and divide by the number of variables. We then take this number and convert it to the MYRPM scale.
A measure of shooting quality that takes into account both attempts as well as accuracy.
Effective Field Goal Percent | (FG + 0.5 * 3P) / FGA | A measure of shooting efficiency that takes the added value of three pointers into account.
True Shooting Percent | PTS / (2 * TSA) | A measure of shooting efficiency that takes threes and free throws into account.
Three Point Attempt Rate - Percent of a players shot attempts that are three pointers.
Free Throw Rate - Number of free throw attemplts per field goal attempt.
Total Rebound Percent - The percentage of available rebounds a player corrals while he is on the floor.
Assist Percent - The percentage of teammate's field goals that a player assists while on the floor.
Steal Percent - The number of opponent posessions that end with a steal by the player while on the floor.
Block Percent - The percentage of opponent two pointers that the player blocks while on the floor.
Turnover Percent - The number of turnovers a player commits per 100 plays.
USage Percent | 100 * ((FGA + 0.44 * FTA + TOV) * (Tm MP / 5)) / (MP * (Tm FGA + 0.44 * Tm FTA + Tm TOV)) - | The percentage of plays a player uses while on the floor.
Win Shares - The number of wins contributed by the player for the season.
Win Shares per 48 Minutes - The number of wins contributed by the player per 48 minutes.
Box Plus Minus - An estimate of the number of points a player contributes above the league average player per 100 posessions.
Value over Replacement Player - A box score estimate of the points per 100 TEAM possessions that a player contributed above a replacement-level player, translated to an average team and prorated to an 82-game season.
Rim Attempts Defended per Game - The number of shots within 3 feet of the basket that a player defends per game.
Defended Field Goal Percent - The percent that opposing players shoot within three feet against defending player.
Non Defended Field Goal Percent - The percent that opposing players shoot within three feet against all other players.
Field Goal Percentage Difference - The difference between what opposing players shoot at the rim vs all other players as opposed to the player in question.
Deflections - The number of deflections a player gets per 36 minutes.
Touches - The number of times a player touches the ball per game.
Luck-adjusted player Estimate using a Box prior Regularized ON-off
Real Plus Minus - An estimate of a player's on-court impact on team performance, measured in net point differential per 100 offensive and defensive possessions.
Regularized Adjusted Plus Minus
Luck Adjusted Regularized Adjusted Plus Minus
Luck Adjusted Three Year Regularized Adjusted Plus Minus
- from the article linked above - "...The first step is to match the offensive player with their corresponding position. To do so, I used Krishna Narsu’s ( @Knarsu3) positional estimates, based on Basketball-Reference‘s play-by-play data. Krishna Narsu’s table is available here.
I then calculated the percentage of time a player spent guarding each position, and squared the percentage for each position. The sum of the squares for each player is their raw versatility rating. Following the summation, I took the square-root of the raw rating in order to reduce the distance between the most and least-versatile defender (taking the natural-log would work as well), and normalized the data so the maximum number is 1. The smaller the rating, the more versatile defender."
I have then taken this number and converted it to a scale from 1-100 with 100 being the most veratile defenders, and 0 being the least versatile.
Robust Algorithm (using) Player Tracking (and) On/Off Ratings
Assist to Usage Percent | AST% / USG% | How often a player assists compared to their usage percent.