How the Rating Intelligence Engine works
Every card carries OOTP's full rating set on a ~1–250 scale. The engine normalizes each rating to 0–100, weights it by how much it actually drives run scoring, then re-weights everything for the run environment (RE) you're playing in. The same card is worth different amounts in a pitcher's duel versus a slugfest — that's the core insight tools like cwhitstats and beanecounter under-exploit, and where this engine aims to win.
Run environments
Low RE
~3.5 R/GPitcher-friendly. Contact, on-base skills, speed and defense win games. Power is muted.
Medium RE
~4.5 R/GBalanced, modern-MLB-like environment. On-base and slugging both matter.
High RE
~6 R/GHitter-friendly. Power and HR-suppression dominate; defense and speed fade.
Extreme RE
~8 R/GSlugfest / coors-on-steroids. Home runs decide everything; play your biggest bats and HR-limiting arms.
What each rating does
Hitting
Contact RE-neutral | How often the batter makes solid contact and avoids weak outs. Drives: Batting average / hits |
Gap Power RE-neutral | Ability to drive balls into the gaps for extra bases short of HRs. Drives: Doubles & triples (ISO ex-HR) |
Power ↑ in high RE | Raw home-run power. The single biggest swing factor in high-RE play. Drives: Home runs / SLG |
Eye RE-neutral | Plate discipline — drawing walks and working counts. Drives: Walks / OBP |
Avoid K ↑ in low RE | Ability to avoid strikeouts and put the ball in play. Drives: Strikeout rate (fewer Ks) |
BABIP RE-neutral | Quality/luck of balls in play turning into hits. Drives: Batting average on balls in play |
Pitching
Stuff RE-neutral | Swing-and-miss quality. Higher Stuff = more strikeouts. Drives: Strikeouts (K/9) |
Movement ↑ in high RE | How much pitches move — suppresses hard contact and home runs. Drives: HR & hard-hit suppression |
Control RE-neutral | Command — limiting walks and staying in the zone. Drives: Walks (BB/9) |
HR Allowed (pHR) ↑ in high RE | Tendency to surrender home runs (higher rating = fewer HR). Drives: Home runs allowed |
Hits on Balls In Play (pBABIP) RE-neutral | Ability to limit hits on balls in play. Drives: BABIP against |
Stamina RE-neutral | How deep a pitcher can go — separates starters from relievers. Drives: Innings per appearance |
Baserunning
Speed ↑ in low RE | Raw foot speed — infield hits, extra bases, range overlap. Drives: Baserunning & infield hits |
Stealing ↑ in low RE | Stolen-base technique and success rate. Drives: Stolen bases |
Baserunning ↑ in low RE | Instincts taking extra bases and avoiding outs on the bases. Drives: Baserunning runs |
Fielding
IF Range ↑ in low RE | Infield range — getting to more balls. Drives: Infield defense |
OF Range ↑ in low RE | Outfield range — covering more ground. Drives: Outfield defense |
Scoring formula
- Normalize each rating:
value / 250 × 100. - Multiply base weights by an RE factor (Power & HR-suppression scale up as runs/game rise; Avoid-K, Speed & Defense scale up as they fall), then renormalize so weights sum to 1.
- Hitters:
offense × off-share + baserunning × br-share + defense × def-share, where defense and baserunning shares grow in low RE, and defense is multiplied by position scarcity (C/SS/CF premium). - Pitchers: weighted run-prevention score blended with stamina (starters weighted for stamina, relievers largely not).
- Value efficiency =
score / price × 1000— the best points-per-PP buys.
Weights are fully exposed in the Card Explorer so you can calibrate against real PT results. Defaults reflect modern run-value research (on-base skills weighted slightly above raw average; power the single biggest hitting lever).