OOH Offseason Guide

Written by Brent

This is the OOH Madden guide to scouting, drafting and player progression. With this, I hope to impart some of the knowledge I have been gathering this year in an attempt to be somewhat relevant in the league. I know, I know, it aint working……yet.
Firstly we will look at scouting the draft class and what those letters and combine figures really mean for establishing whether the prospect is someone you want or just another draftee that doesnt impact your team like he should.
Next we will look at progressing that player within the XP rules to maximise your teams growth. There are windows of opportunity that really cant be missed and should be exploited to really extract all value out of your draft picks and players.

PART 1. Scouting the Prospects

We will use the following WR prospect as we go along.

When you go into a prospects detailed view you will see some key things.

Height and weight are important to some positions – height to WR’s and weight to linemen being some examples – it plays a part in the algorithm that ultimately decides on key interactions during gameplay. These are not huge deciding factors on whether to draft a player, more like things to bear in mind if deciding between 2 prospects.

Age is a crucial stat. Prospects can be anywhere between 20 and 24 with the majority being 21-23. This is important as the XP required to upgrade is less the younger the player is. We will discuss this further later but the underlying rule is: Younger is better. Just dont ask Ben if you need further clarification.

Archetype is an indicator of the abilities that will be higher for a player based on their play style. A Speed rusher will have better finesse moves than power moves generally and a deep threat WR will have better deep route than short route. This is important as sometimes these things wont show in their top 3 stats when you scout the player. This is a clue that although they arent shown they may still be decent. Some archetypes are much rarer than others and this should be a factor in your scheme and pick selection. There a million deep threat WR’s every season but only a few route runners so if you need one of these it will be much harder to get.

Top 3 Stats are what you spend 15, 10 and 5 points on to unlock. These are the 3 best stats that prospect has in order. A prospect may have a A Throw Power, A Short Accuracy and B+ Medium Accuracy. Whilst he has 2 A’s we know that the throw power will be higher than the short accuracy, even if its just a little, as this throw power is higher in order of reveal.

The top rated stats are revealed as a letter which converts to the following;

A+ = 90+
A = 86-89
A- = 82-85
B+ = 78-81
B = 75-77
B- = 72-74
C+ = 69-71
C = 66-68
C- = 63-65
D = 60-62
F = Below 60

You can see its not exact but you get a rough idea of how good the prospect will be at a specific ability.

Once you unlock the top 3 rated stats this will show the players Talent Grade. This may be the most important bit of information you get on a prospect as it reveals his overall rating. The initial rating you are given before you scout a prospect is called the projected round and means nothing. The colour of diamond also means nothing in the revealed talent grade so ignore that too.

Early 1st Round = 75+ Overall
Mid 1st Round = 74-75 Overall
Late 1st Round = 73-74 Overall
Early 2nd Round = 72-73 Overall
Mid 2nd Round = 70-71 Overall
Late 2nd Round = 69-70 Overall
Early 3rd Round = 69 Overall
Mid 3rd Round = 68-69 Overall
Late 3rd Round = 68 Overall
Early 4th Round = 68 Overall
Mid 4th Round = 67-68 Overall
Late 4th Round = 67 Overall
Early 5th Round = 67 Overall
Mid 5th Round = 66 Overall
Late 5th Round = 66 Overall
Early 6th Round = 65-66 Overall
Mid 6th Round = 65 Overall
Late 6th Round = 64-65 Overall
Early 7th Round = 64 Overall
Mid 7th Round = 64 Overall
Late 7th Round = 63-64 Overall
Undrafted = 63 Overall and below

As you can see once you hit round 3 in talent grade, the overall rating of player is less important as an 7th rounder will have an overall of around 64 whilst a 3rd rounder will be a 68 ish overall. This only 4 points and this is where age is a huge factor in who to draft as well as what key ratings you are looking. If you find a 7th round talent that has a key attribute you look for, it may not be a bad idea to draft him earlier to secure that ability that your scheme runs rather than a higher overall player that may have a lower rating in that ability. Combine grades also are more important at this point when looking at prospects. Think of the limited difference between a 64 overall WR and a 67 overall WR. Not much but when the 64 has 94 speed and the 67 has 87 speed this is huge. We will discuss how to establish this through the combine figures later. Please continually ask the commissioners when combine grades are available so you know. πŸ™

Lets look at the studs who you find in the top 2 rounds of the draft as these are the guys who are really going to impact to your starting roster. All players in each round are grouped into early, mid and late round picks. This is important as the top 10 overall players from each round are given the early designation, mid being 10-19 and late being 20-32. Their are anomalies like kickers and fullbacks who pop up in here but generally look for the highest you can as an early first rounder talent will mean the prospect is a 75 rated or above player and there are only 10 of them available in the draft. If you get one you have struck gold! The highest rated rookie you will likely see is an 81 but these are as rare as happy Jets players in real life.

Sometimes you may be willing to take a mid round player with an early pick if you have somehow mastered the guessing game that is development traits but I can find no clear data on certainties here. A positive story about a player will mean there is a higher chance of getting one of those elusive hidden dev players, but even the Heisman winner isn’t guaranteed one. A negative story will likely mean star development at best though but more likely normal which is a curse particularly when you spend an early round pick on a prospect.

Combine stats are the be all and end of all of the rookie scouting year. Many a vaunted prospect has been salivated over with their early first round grade, great top 3 stats only to see a poor combine performance making them nigh but useless to play with.

Speed, strength, agility and other athletic abilities are revealed here and are the key to ranking the prospects and assessing whether that deep threat WR with A catching will a stud or a dud based on his 40 time. Some rarities happen where a prospect will skip the combine. Some people believe that if this is seen on an early 1st round pick they are the magical unicorn with x factor dev. Just ask Ben about taking a punt on one of these and see how happy he was with the result of drafting a 84 speed WR at 4th overall.

Combine results can be converted to ratings as per below.

Speed is simple but can vary quite a lot. As per below lets say a prospect ran a 4.40. his speed could be anywhere between 91 and 95 with the average result being 93 speed.

80 Speed – Average 40 Time 4.76 (Range 4.71-4.83)
81 Speed – Average 40 time 4.74 (Range 4.67-4.80)
82 Speed – Average 40 time 4.72 (Range 4.65-4.77)
83 Speed – Average 40 time 4.67 (Range 4.62-4.72)
84 Speed – Average 40 time 4.65 (Range 4.59-4.70)
85 Speed – Average 40 time 4.62 (Range 4.56-4.68)
86 Speed – Average 40 time 4.58 (Range 4.53-4.66)
87 Speed – Average 40 time 4.56 (Range 4.51-4.61)
88 Speed – Average 40 time 4.54 (Range 4.49-4.59)
89 Speed – Average 40 time 4.52 (Range 4.45-4.58)
90 Speed – Average 40 time 4.48 (Range 4.44-4.53)
91 Speed – Average 40 time 4.45 (Range 4.40-4.51)
92 Speed – Average 40 time 4.42 (Range 4.37-4.44)
93 Speed – Average 40 time 4.40 (Range 4.34-4.46)
94 Speed – Average 40 time 4.37 (Range 4.33-4.42)
95 Speed – Average 40 time 4.36 (Range 4.30-4.42)
96 Speed – Average 40 time 4.30 (Range 4.26-4.39)
97 Speed – Average 40 time 4.30 (Range 4.28-4.34)
98 Speed – Average 40 time 4.28 (Range 4.24-4.32)
99 Speed – Average 40 time 4.25 (Range 4.24-4.30)

Jumping is similar and straight forward, much more than speed is a very reliable conversion. One note is I’m not sure how much this stat really does affect play but I know regen rookie prospects rarely have as good jumping as current players.

43 inches or more = 99 jump
42-42.9 inches = 97-98 jump
40-41.9 inches = 93-96 jump
38-40 inches = 90-93 jump
37-37.9 inches = 88-89 jump
35-36.9 inches = 85-87 jump
32.5-34.9 inches = 80-84 jump

Acceleration and Agility and Change of Direction. These are sort of put in together with acceleration and agility being influenced by the 3 cone drill results and agility and change of direction shown in the 20 yard shuttle results. Thanks EA! super simple – not!. The 3 cone drill relates to a prospects acceleration and agility combined more heavily weighted towards acceleration and the 20 yard is the agility and Cod combined weighted towards agility. See simple. This really is a bit more of a guessing game in what you will get but good times will yield good results but you will see prospects with big variations between speed and acceleration which I used to think was horrible but the more I look at it, speed is what matters so much more. I personally value agility very highly particularly in DBs and WR’s.

3 Cone Drill results

80 Acc/Agi – 7.34-7.36 Second 3 Cone Drill
81 Acc/Agi – 7.29-7.31 Second 3 Cone Drill
82 Acc/Agi – 7.25-7.27 Second 3 Cone Drill
83 Acc/Agi – 7.20-7.22 Second 3 Cone Drill
84 Acc/Agi – 7.15-7.17 Second 3 Cone Drill
85 Acc/Agi – 7.11-7.13 Second 3 Cone Drill
86 Acc/Agi – 7.06-7.08 Second 3 Cone Drill
87 Acc/Agi – 7.01-7.03 Second 3 Cone Drill
88 Acc/Agi – 6.97-6.99 Second 3 Cone Drill
89 Acc/Agi – 6.92-6.94 Second 3 Cone Drill
90 Acc/Agi – 6.88-6.90 Second 3 Cone Drill
91 Acc/Agi – 6.83-6.85 Second 3 Cone Drill
92 Acc/Agi – 6.78-6.80 Second 3 Cone Drill
93 Acc/Agi – 6.74-6.76 Second 3 Cone Drill
94 Acc/Agi – 6.69-6.71 Second 3 Cone Drill
95 Acc/Agi – 6.64-6.66 Second 3 Cone Drill
96 Acc/Agi – 6.60-6.62 Second 3 Cone Drill
97 Acc/Agi – 6.55-6.57 Second 3 Cone Drill
98 Acc/Agi – 6.50-7.52 Second 3 Cone Drill
99 Acc/Agi – 6.47 Second 3 Cone Drill

20 yard shuffle results

81 AGI/COD – 4.43-4.45 Second 20 Yard Shuttle
82 AGI/COD – 4.39-4.41 Second 20 Yard Shuttle
83 AGI/COD – 4.36-4.38 Second 20 Yard Shuttle
84 AGI/COD – 4.32-4.34 Second 20 Yard Shuttle
85 AGI/COD – 4.29-4.31 Second 20 Yard Shuttle
86 AGI/COD – 4.25-4.27 Second 20 Yard Shuttle
87 AGI/COD – 4.22-4.24 Second 20 Yard Shuttle
88 AGI/COD – 4.18-4.20 Second 20 Yard Shuttle
89 AGI/COD – 4.15-4.17 Second 20 Yard Shuttle
90 AGI/COD – 4.11-4.13 Second 20 Yard Shuttle
91 AGI/COD – 4.08-4.10 Second 20 Yard Shuttle
92 AGI/COD – 4.04-4.06 Second 20 Yard Shuttle
93 AGI/COD – 4.01-4.03 Second 20 Yard Shuttle
94 AGI/COD – 3.97-3.99 Second 20 Yard Shuttle
95 AGI/COD – 3.94-3.96 Second 20 Yard Shuttle
96 AGI/COD – 3.90-3.92 Second 20 Yard Shuttle
97 AGI/COD – 3.87-3.89 Second 20 Yard Shuttle
98 AGI/COD – 3.83-3.85 Second 20 Yard Shuttle
99 AGI/COD – 3.81-3.82 Second 20 Yard Shuttle

From what I’ve seen agility and COD will be pretty close on regen rookies. One thing to look for is a prospect with a low 20 yard shuttle time but a high 3 cone drill time. This will probably mean the player will have higher acceleration and lower agility and vice versa for the opposite.

Strength is measured by the bench press test. If you believe some of the algorithm formulas that have been leaked strength actually means less than most people give it credit for but each to their own. Its pretty simple to determine if you look at it like speed. For example a 35 on the test will mean anything between 87 and 91 strength but likely 89/90.

80 Strength – Average Bench Press 26.5 (Range 25-29)
81 Strength – Average Bench Press 27.5 (Range 25-29)
82 Strength – Average Bench Press 28.5 (Range 26-30)
83 Strength – Average Bench Press 29.1 (Range 27-31)
84 Strength – Average Bench Press 30.5 (Range 28-32)
85 Strength – Average Bench Press 31 (Range 29-33)
86 Strength – Average Bench Press 32.1 (Range 30-34)
87 Strength – Average Bench Press 32.2 (Range 31-35)
88 Strength – Average Bench Press 33.5 (Range 32-36)
89 Strength – Average Bench Press 34.5 (Range 33-37)
90 Strength – Average Bench Press 35.8 (Range 34-38)
91 Strength – Average Bench Press 36.5 (Range 35-39)
92 Strength – Average Bench Press 36.8 (Range 36-40)
93 Strength – Average Bench Press 38.3 (Range 37-41)
94 Strength – Average Bench Press 39.8 (Range 38-42)
95 Strength – Average Bench Press 41.7 (Range 39-43)
96 Strength – Average Bench Press 41.8 (Range 40-44)
97 Strength – Average Bench Press 43.8 (Range 42-46)
98 Strength – Average Bench Press 45.1 (Range 43-46)
99 Strength – Average Bench Press 45.7 (Range 45-46)

Broad jump results mean as much as EA saying they are committed to franchise mode.

Now that we have scouted the player we make estimations on his skills and athletic abilities.

Speed 4.34 = 93-97
Jump 36.1 = 85-87
3 Cone 6.74 = 93 Acc / Agility
Shuttle 4.08 = 91 Agility / COD
Catch A- = 82-85
Spec Catch A- = 82-85 ( we know this will be lower than Catch)
Short Route B+ = 78-81
Talent Grade 1st Early = 75+ overall
Lets see how close we were after drafting him.

75 overall which is the minimum we expected. Dev trait normal which sucks especially as a 23 year old. He was also a early 1st rounder which meant he was a top 10 talent in the draft which he was at 8th overall.

Speed was as expected, acceleration was higher but as I explained this is too hard to accurately judge. Agility was close and jumping was spot on. Catch was at the top of the A- scale and Spec catch was at the low end of A- ratings, confirming first stat is higher. Short route was spot on too. Now lets look at the unknowns we had an idea of based on archetype. He was a deep threat but his deep route wasn’t revealed as a top stat. This is a good situation as we knew this would also be high based on that was his archetype and it was at 76. Release also high with the archetype playing into that. This is a case to look for where the top 3 stats are high on unusual stats leading to a more rounded player for you in the long term.

Thats it! I could show a bunch more examples but the data has been proven many times so apply it yourself to take the guess work out of drafting….if you want to!

PART 2. XP progression

Once you draft your rookies then the hard work begins. There are particular windows that can be used to maximise your weekly training depending on age, overall rating and development trait. The lower the players age and overall and the higher the dev trait, the less XP it costs to upgrade. One thing to remember is if you get one of those coverted hidden dev rookies. They are assessed as being superstar dev trait even if they are stars or x factors – please dont go into the edit player after the draft or Glyn may appear in your DM’s, not just your girls!

XP progression is not just for rookies. A 23 year old rookie is the same XP to develop as a 23 year old third year player so this goes to what I was saying above. Draft young always! I will explain later but a 24 year old rookie is particulary bad not matter their ability as the timing window for pregression is practically nil.

XP progression by Development trait

Normal
Star 25% less than normal
Superstar 50% less than normal
X Factor 50% less than normal

As you can see you will not be upgrading those normal development players very much – half as much as those superstar/xfactors.

XP progression by age

This is single biggest factor in determining who to concentrate on training, drafting or trading for. The variables are many and varied but lets use a 77 overall normal dev player as an example as they are the average quality of player in the league.

20 Year Old – 8505 XP
21 Year Old – 8977 XP (5.55% increase)
22 Year Old – 9072 XP (1.05% increase)
23 Year Old – 9261 XP (2.08% increase)
24 Year Old – 9450 XP (2.04% increase)
25 Year Old – 10962 XP (16% increase)
26 Year Old – 12568 XP (14.65% increase)
27 Year Old – 14175 XP (12.78% increase)
28 Year Old – 19656 XP (38.66% increase)
29 Year Old – 25137 XP (27.88% increase)
30 Year Old – 30172 XP (22.18% increase)
31 Year Old – 39312 XP (28% increase)
32 Year Old – 48006 XP (22.11% increase)
33 Year Old – 56700 XP (18.11% increase)

As you can see a young player will develop so much faster than an old guy like Toffee Monkey. Charlie is the exception to this rule. One thing you may have noticed is the huge jump in 24 to 25 and 27 to 28. Regression also starts at 28 so that’s why no wants to give you a 2nd rounder for your 27 year old 83 overall player. The above also highlights the point of drafting and trading for young. You only have a few years to maximise the training window so to select a 23 year old rookie prospect over a lesser rated 21 year old is actually gonna cost you in the long term. Remember if you get a hidden dev rookie the above is halved further exaggerating the increased potential.

Xp progression by overall

The players overall affects the XP required to upgrade significantly. A lower rated overall young guy can be significantly better in the long term than a veteran. Below is the example of a 20 year normal development player and the cost to upgrade. (Remember dev traits can half the XP required)

48 Overall – 2700 XP
49 Overall – 2700 XP
50 Overall – 2700 XP
51 Overall – 2745 XP (1.66% increase)
52 Overall – 2835 XP (3.27% increase)
53 Overall – 2925 XP (3.17% increase)
54 Overall – 3015 XP (3.07% increase)
55 Overall – 3105 XP (2.98% increase)
56 Overall – 3105 XP (0% increase)
57 Overall – 3150 XP (1.44% increase)
58 Overall – 3195 XP (1.42% increase)
59 Overall – 3240 XP (1.40% increase)
60 Overall – 3285 XP (1.38% increase)
61 Overall – 3375 XP (2.73% increase)
62 Overall – 3510 XP (4% increase)
63 Overall – 3600 XP (2.56% increase)
64 Overall – 3735 XP (3.75% increase)
65 Overall – 3870 XP (3.61% increase)
66 Overall – 4230 XP (9.3% increase)
67 Overall – 4590 XP (8.51% increase)
68 Overall – 4950 XP (7.84% increase)
69 Overall – 5310 XP (7.27% increase)
70 Overall – 5715 XP (7.62% increase)
71 Overall – 6120 XP (7.08% increase)
72 Overall – 6570 XP (7.35% increase)
73 Overall – 7020 XP (6.84% increase)
74 Overall – 7470 XP (6.41% increase)
75 Overall – 7920 XP (6.02% increase)
76 Overall – 8190 XP (3.4% increase)
77 Overall – 8505 XP (3.84% increase)
78 Overall – 8820 XP (3.7% increase)
79 Overall – 9135 XP (3.57% increase)
80 Overall – 9450 XP (3.44% increase)
81 Overall – 10080 XP (6.66% increase)
82 Overall – 10710 XP (6.25% increase)
83 Overall – 11340 XP (5.88% increase)
84 Overall – 11970 XP (5.55% increase)
85 Overall – 12645 XP (5.63% increase)
86 Overall – 13185 XP (4.27% increase)
87 Overall – 13770 XP (4.43% increase)
88 Overall – 14355 XP (4.24% increase)
89 Overall – 14940 XP (4.07% increase)
90 Overall – 15525 XP (3.91% increase)
91 Overall – 16650 XP (3.61% increase)
92 Overall – 17775 XP (7.24% increase)
93 Overall – 18945 XP (6.75% increase)
94 Overall – 20070 XP (6.58% increase)
95 Overall – 21240 XP (5.82% increase)
96 Overall – 21555 XP (1.48% increase)
97 Overall – 21870 XP (1.46% increase)
98 Overall – 22185 XP (1.44% increase)
99 Overall – 22500 XP (1.41% increase)

As you can see there are a couple of things to take particular notice of. 65 and under players upgrade very quickly and cheaply. Players 66 to 75, where the bulk of your rookies will fall, upgrade slower. However there is a bargain range of between 76 and 80 overall and again 86 to 91. Take note of these ranges to maximise your roster development although its a rabbit hole thats a little too deep for my simple peanut brain.

One other thing to note is that each position has a number of archetypes within it. XP needed to upgrade a point is based on the highest one of these and so therefore you should probably upgrade that archetype. Let me explain.

If a player is 20 year normal development WR with overall ratings at the archetypes of 80 deep threat, 75 route runner, 73 slot and 70 physicall. According to the above chart it costs 9450 XP to upgrade that player as he is 80 overall at his highest archetype. To spend this on the physical upgrade would only cost 5175 XP with his 70 physical archetype rating but you have to pay the 9450 XP as his deep threat archetype is 80 which is the highest. Its close to double what it should cost to upgrade so bear this in mind but sometimes the situation will neccessitate the cost. The window to do this is before 65 overall and between 76 to 80 and 86 to 91 as above.

Conclusion

This was part of a larger OOH Noobs guide I had planned to write but Covid and the overall quality of the game together with so many patches changing the way the game played every time they dropped, meant information really got outdated too quickly to be relevant. I hope this helps, particularly for the guys like me on the bottom of the talent pool. By paying a little attention, if you want, you can get some key guys. Alternatively you may find your 10th overall pick would be better traded away as the value you get in return far outweighs the player you would get. I myself love to evaluate the draft picks prior to the draft as team building is just as fun to me as the actual game.

Tips

  1. Draft young
  2. Draft speed as it cant really be increased in training (IT CAN – Chris)
  3. 7th rounders aren’t much worse than 3rds especially if they have a stat you value.
  4. Maximise your development of youth and remember growth windows.

As usual thanks to the commissioners for running the league we all love.

Good luck, have fun, don’t be a dick and never forget the Falcons blew a 28-3 lead in a superbowl!

Written, edited and researched by Brent Murray with the help of UNICEF Worldwide and the North Korean Government agency for Human Rights.
Everyones favourite league member signing off