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/G

Pitcher-friendly. Contact, on-base skills, speed and defense win games. Power is muted.

Medium RE

~4.5 R/G

Balanced, modern-MLB-like environment. On-base and slugging both matter.

High RE

~6 R/G

Hitter-friendly. Power and HR-suppression dominate; defense and speed fade.

Extreme RE

~8 R/G

Slugfest / 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

  1. Normalize each rating: value / 250 × 100.
  2. 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.
  3. 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).
  4. Pitchers: weighted run-prevention score blended with stamina (starters weighted for stamina, relievers largely not).
  5. 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).