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What is the formula for calculating the true hit rate and efficiency of nba?

The calculation of player efficiency value (PER) in NBA can tell you the PER (Player Efficiency Grade) proposed by hollinger. Now use PER to record the performance of all players (add all the positive coincidence of a player and subtract the negative coincidence), and then weigh the integral, so that players in different positions and different eras can be compared. Right away: The first step is the calculation of uPER. Let's look at the formula of uPER: UPER = (1/MP) × {3p+(2/3 )× ast+(2-factor× tmfg) × fg+ft× 0.5 × [65438]. TMFG)]+(2/3) × TMMAST/TMFG-VOPTO-VOP × DRBP × (FGA-FG)-VOP × 0.44 × [0.44+(0.56× DRBP)] × (FTA-FT)+VOP × (/kloc-0. The higher the data, the better, but the higher the efficiency. The first item: 3P·3P, the player's three-point shooting percentage. The first item measures the player's long-range shooting ability. Item 2: (2/3)*AST Item 2 measures the contribution of players in assists. Item 3: (2-factor * (tmmast/tmfg)) * fg factor = (2/3)-(0.5 * (lgast/lgfg))/(2 * (lgfg/lgft)) lgast/lgfg, number of league assists/number of league hits; LgFG/lgFT, league hits/league shots From this perspective, the factor should be a league data, which has nothing to do with the individual performance of the players. As can be seen from the formula, the higher the hit rate, the greater the factor value; The more shots, the smaller the factor value. It should also be noted that the more assists, the smaller the factor value. Obviously, the Factor measures the league's scoring ability in sports, especially the singles ability. Look at the whole item, tmAST/tmFG, the total number of team assists/the total number of team hits; FG, player clicks; The easier it is to score in the league, the better the overall game of the team (the more assists) and the smaller the value; The more times a team hits, the more times a player hits, and the greater the value. So I feel that the third item is to measure the scoring ability of athletes in sports warfare. According to the defensive situation of the league, the situation of the whole team and the ability of players to play singles, the stronger the defensive quality of the league, the more valuable the team as a whole, and the stronger the players' singles. The fourth item: ft * 0.5 * (2-(1/3) * (tmast/tmfg)) ft, the player will be punished for scoring; TmAST/tmFG, the number of assists/team hits, means that the more penalty a player makes, the greater the value, and the stronger the team's overall game (scoring mainly depends on assists and fewer free throws), and the smaller the value. The fourth item is to measure the contribution of players to free throws. Item 5: -VOP * vs VOP = lgpts/(lgfga-lgorb+lgto+0.44 * lgfta) lgpts, the average score of the league; LgFGA, the average number of shots in the league; LgORB, the front board of the alliance; LgTO, average league error; LgFTA, the average number of free throws in the league; This shows that VOP measures the average efficiency of each attack of the league. To the player's error. The fifth item is used to calculate the player's mistakes, and the negative sign in front indicates that the team loses points because of mistakes. Item 6: -VOP*DRBP*(FGA-FG) DRBP, DRBP = (lgTRB-lgORB)/lgTRB LgTRB, the league average board; Average front board of lgORB alliance; Therefore, DRBP measures the league's overall defensive rebounding ability. (including rebounds and team rebounds) VOP, the average offensive efficiency of the league; FGA, the number of shots of the player; FG, call the number. The sixth item should be to measure the player's ability to waste shooting opportunities. Adding a minus sign in front of it means that the team lost points because the player missed the shot. Item 7:-VOP * 0.44 * (0.44+(0.56 * DRBP)) * (FTA-FT) VOP, the average offensive efficiency of the alliance; DRBP, the average defensive rebounds in the league; FTA, the number of free throws by players; Feet, median penalty. The seventh item measures the player's ability to waste free throws. Adding a minus sign in front of it means that the team lost points because the player missed the shot. Item 8: VOP * (1-drbp) * (TRB-orb) VOP, the average offensive efficiency of the league; DRBP, the average defensive rebounds in the league; TRB, General Committee of Players; ORB, the player's front board; The eighth item is to measure the rebounding ability of players. Item 9: VOP * DRBP * Obi VOP, the average efficiency of alliance attack; DRBP, the average defensive rebounds in the league; ORB, the player's front board; The ninth item should be to measure the player's front board ability. Item 10: VOP*STL VOP, the average efficiency of alliance attack; STL, the player steals. The tenth item measures the player's ability to steal. Eleventh item: VOP*DRBP*BLK VOP, the average efficiency of alliance attack; DRBP, the average defensive rebounds in the league; BLK, the player blocks. The eleventh item measures the player's ability to block shots. Item 12:-(pf * (lgft/lgpf)-0.44 * (lgfta/lgpf) * VOP) pf, player fouls; LgFT/lgPF, league average penalty/league average foul; LgFTA/lgPF, average number of free throws in the league/average number of fouls in the league; VOP, the average efficiency of each attack in the league, the more accurate the league free throw, the greater the foul loss; The higher the offensive efficiency of the league, the smaller the foul loss; The more fouls in the league, the less the foul loss. The twelfth item measures the loss caused by a player's foul. In the second step, you need to modify the calculation of aPER's uPER (Adjusted PER) to obtain aPER. Calculation formula: Aper = (Pace) * Uper Pace = LGpace/TMpace = 48 * (TMPOSS+OPPPPOSS)/(2 * (TMMP/5)) POSS = FT+0.44 FM-TMORB+TMTO. Step-by-step analysis from bottom to top: let's look at the calculation of Poss first. Poss = ft+0.44 FM-tmorb+tmtoft, the number of shots of the team; FM, number of free throws; TmORB, the number of front boards of the team; The number of TmTO team mistakes Therefore, the meaning of Poss here is the number of team attacks. Let's take a look at Pace again. Pace = 48 * (tmposs+opp poss)/(2 * (tmmp/5)) tmposs, the number of our attacks; Opp Poss, the number of attacks by the other party; Tm Mp Our game time (usually 48 minutes, sometimes including overtime), therefore, rhythm refers to the number of attacks by teams and opponents within 48 minutes, and then we will see the rhythm adjustment. Pacemadjustment = lgpace/tmpace lgpace, the average number of rounds in the league; TmPace, the average number of rounds per game. Rhythm adjustment is the correction factor of the team's speed. Finally, look at Aper Aper = (pace adjustment) * Uper Aper to eliminate the influence of the team's speed on the data. The third step is the true PER value. PER = aPER*( 15/aPERlg). The intention is to eliminate the influence of the alliance again. If the league defense is lax during the player period and the player data skyrockets, then this calculation will depreciate the data accordingly. Not as high as Jordan. . . . There are five Jordanians in the top ten of the efficiency list, two List McGradys and none.