# CURRENT LEADERS

# PLAYER STATISTICS

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How do I use the Player Dashboard?

The player dashboard has 2 main sections, the “Current Leaders” section and the “Player Statistics” section.

**CURRENT LEADERS**

This section contains the most recent metrics for all players in the database. You can utilize this section to see who is the top performer in each skill area, as well as how your skills compare to your peers.

**PLAYER STATISTICS**

This section can be filtered by player name. Use this section to take a deep dive into your personal metrics and pinpoint where your deficiencies lie.

Using the Tabs

Using the Scorecards

Scorecards are used to visualize a single metric. They have 4 components:

- Title: Indicates what metric is being shown.
- Primary Metric: Average results during the primary measurement period (last 60 days)
- Comparison Metric: How much the Primary Metric has changed compared to the previous measurement period.
- Background Color: Some scorecards use a background color that will change to help you identify if you are proficient or need improvement in a specific metric.
- Green: Proficient
- Orange: Needs Improvement
- Red: Performing below acceptable range

Using the Graphs

Graphs are used to show results over time. They are a great tool to see how much you are improving in certain aspects of your game.

- Metric currently being displayed
- Click on a data point to see all information for that date.
- After clicking on the graph, controls will appear at the top right. Use the arrows to change the date to show by year, month, or day. By default the graph displays by month.
- After clicking on the graph, controls will appear at the top right. Click the ‘Optional Metrics’ icon to select other metrics to display on the graph (see image below).

Using the Tables

Filter by Name

The “Filter By Name” function is used to select what player data you wish to view in the Player Statistics section. Click on the “Name” dropdown box and click the desired player you wish to see results for. A checkmark will appear next to the selected name. To close the dropdown menu, simply click outside of the white box.

What do the different metrics mean?

**Overall Defense Metrics**

Expected Runs Saved per Game

Expected Runs Saved per Game represents a catcher’s anticipated impact to the outcome of a single game. If you have an Expected Runs Saved per Game value of 3.00, it is anticipated that your defensive skills through the course of a single game will prevent the opponent from scoring 3.00 additional runs.

It is calculated as follows:

[Expected Runs Saved per Game] = [Framing Runs]+[Blocking Runs Saved]+[Throwing Runs Saved]

It is calculated as follows:

[Expected Runs Saved per Game] = [Framing Runs]+[Blocking Runs Saved]+[Throwing Runs Saved]

**Receiving Metrics**

Avg Distance

Drop Rate

Drop Rate is a percentage of how many pitches are dropped or failed to be caught.

Expected Framing Runs per Game

Expected Framing Runs per Game represents a catcher’s anticipated impact to the outcome of a single game through receiving ability. If you have an Expected Framing Runs per Game value of 2.00, it is anticipated that your receiving skills through the course of a single game will prevent the opponent from scoring 2.00 additional runs.

It is calculated as follows:

Framing Runs = [Total Borderline Pitches per Game]*[1-[Drop Rate]]*[Glove Path Efficiency]*[GPE to Strike Rate Constant]*[Runs per Pitch]

Total Borderline Pitches per Game = 32

GPE to Strike Rate Constant = 70%

Runs per Pitch = 0.14

It is calculated as follows:

Framing Runs = [Total Borderline Pitches per Game]*[1-[Drop Rate]]*[Glove Path Efficiency]*[GPE to Strike Rate Constant]*[Runs per Pitch]

Total Borderline Pitches per Game = 32

GPE to Strike Rate Constant = 70%

Runs per Pitch = 0.14

Glove Path Efficiency

Glove Path Efficiency (GPE) is a measurement of how “clean” a catch is. Unintended glove movement after contact with the baseball will lower the GPE score. The highest possible score is 100%.

GPE is calculated as follows:

GPE = [Straight Line Distance] / [Glove Travel Distance]

*Distances are measured between when the baseball first contacts the glove and final presentation of the pitch.

GPE is calculated as follows:

GPE = [Straight Line Distance] / [Glove Travel Distance]

*Distances are measured between when the baseball first contacts the glove and final presentation of the pitch.

**Blocking Metrics**

Avg Recovery Time

Recovery Time is the time in seconds between when the baseball first contacts the catcher during a block and when the baseball is released from the hand on the resulting throw.

Expected Blocking Runs Saved per Game

Expected Blocking Runs Saved per Game represents a catcher’s anticipated impact to the outcome of a single game through blocking ability. If you have an Expected Blocking Runs Saved per Game value of 2.00, it is anticipated that your blocking skills through the course of a single game will prevent the opponent from scoring 2.00 additional runs.

It is calculated as follows:

Expected Blocking Runs Saved per Game = [Successful Block Rate]*[Expected Blocks per Game]*[Run Value per Occurrence]

Expected Blocks per Game = 7.7

Run Value per Occurrence = 0.4

It is calculated as follows:

Expected Blocking Runs Saved per Game = [Successful Block Rate]*[Expected Blocks per Game]*[Run Value per Occurrence]

Expected Blocks per Game = 7.7

Run Value per Occurrence = 0.4

Successful Block Rate

Successful Block Rate represents a percentage of how many blocks qualify as “successful”. A block is considered successful when the Block Recover Time is less than 1.89s. This is the time required to prevent a base runner from advancing from 1B to 2B on the block attempt.

The success time of 1.89 seconds is determined using the following criteria:

Average runner 1B-2B steal time: 3.3s

Average Lead: 10.2 ft

Average Secondary Lead: 13.48 ft

Average runner speed: 16.48 mph

Runner time to 2B from Secondary: 3.16s

Catcher Arm Strength: 81 mph

Ball flight time to 2B: 1.275s

The success time of 1.89 seconds is determined using the following criteria:

Average runner 1B-2B steal time: 3.3s

Average Lead: 10.2 ft

Average Secondary Lead: 13.48 ft

Average runner speed: 16.48 mph

Runner time to 2B from Secondary: 3.16s

Catcher Arm Strength: 81 mph

Ball flight time to 2B: 1.275s

**Throwing Metrics**

Calculated Pop-Time

The calculated pop-time uses a player’s transfer time and throw velocity to determine the resulting pop-time to 2B. This is a preferred method of tracking pop-time as it can not be influenced by inherent stop-watch errors or an infielder receiving the baseball prior to it reaching the base. This is a similar method to how catcher pop-times are calculated during MLB games.

It is calculated as follows:

Calculated Pop-Time = 127’ / [Vd*Velocity] + [Transfer Time]

Vd = Velocity decrease during flight = 80%

It is calculated as follows:

Calculated Pop-Time = 127’ / [Vd*Velocity] + [Transfer Time]

Vd = Velocity decrease during flight = 80%

Expected Throwing Runs Saved per Game

Expected Throwing Runs Saved per Game represents a catcher’s anticipated impact to the outcome of a single game through throwing ability. If you have an Expected Throwing Runs Saved per Game value of 1.00, it is anticipated that your throwing skills through the course of a single game will prevent the opponent from scoring 1.00 additional runs. Likewise, if you have an Expected Throwing Runs Saved per Game value of -1.00, it is anticipated that your throwing skills will through the course of a single game will give the opponent 1 run.

This measurement attempts to take into account the increased attempted steal rate present for weaker pop-times. It is calculated as follows:

[[Avg Deterrent Pop-Time]-[Calculated Pop-Time]*[Steal Rate]*[Run Value per Occurence]] / [Cf]

Avg. Deterrent Pop-Time = 2.2s the maximimum pop-time to deter runners from attempting an above average steal rate.

Steal Rate = 1.9 attempts per game

Run Value per Occurrence = 0.43

Cf = Correction Factor = 0.3

This measurement attempts to take into account the increased attempted steal rate present for weaker pop-times. It is calculated as follows:

[[Avg Deterrent Pop-Time]-[Calculated Pop-Time]*[Steal Rate]*[Run Value per Occurence]] / [Cf]

Avg. Deterrent Pop-Time = 2.2s the maximimum pop-time to deter runners from attempting an above average steal rate.

Steal Rate = 1.9 attempts per game

Run Value per Occurrence = 0.43

Cf = Correction Factor = 0.3

Velocity

Velocity is the baseball velocity recorded during throws to 2B.

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How do I view my videos?

Player Videos can be viewed using the "Video Library" button at the top of this page. Navigate to your name and click to see all of your available videos.

When will my stats and videos be available?

It typically takes 1-2 weeks for videos and stats to be uploaded to the website.