Online Draft Simulator Help
Positional Priority Codes


Introduction

Revised November, 2013

The Positional Priority Codes are at the heart of how Drafttek.com's simulation models work. Seven codes are used to describe the level of need at each position. The 7 codes are not to be thought of in terms of a 1-to-10 scale: this is the greatest source of confusion we see from emails received.

Rather, each code triggers a specific body of logic within the computer model. Each code is meant to represent different train of thought regarding how a GM might view each position on his team with regards to draft need. The intent is that for each position the football field, the draft need can be described using one of the 7 codes provided . . .





Team Needs - Priority Code Descriptions

1) Priority 1 (or P1) This is absolutely the highest priority that can be assigned to a player position. If a player position (PP) is assigned a P1 code, the program will reach significantly to fill the need. For example if a team is selecting 15th, the program will search to the 25th player (for example) on the Big Board to fill the P1 need.

a. Only 1 position can be assigned a P1 need per team

b. The "reach limit" adjusts for each selection. If a team is selecting at #4 overall, the reach will be limited as the GM may choose to go for a more impactful player at a slightly lesser position of need, rather than reach too far to fill the P1. If a team is selecting at #30 on the other hand, not too many eyebrows will be raised if the #45 ranked player is chosen to fill a P1 need.

c. After a player is selected - the Priority code is reset to P9. Example: Assume QB is a P1 priority, and further assume the ODS model finds a QB in the first round. After the QB selection has been made, the QB priority will then be set to P9, so that no further QB's will be selected. The exception is if a Multiple, or "M" code is used.


2) Priority 2 (or P2) PP's designated with P2 indicate that the team is in great need of Starting Caliber talent at the position, and will reach to fill the the position. The reach isn't quite as great as P1

a. A team can identify more than one PP as a P2 need.

b. Alternately, the top teams may not have any P2 needs.

c. If a player is selected at a P2 position, the priority for the position will be set to P9. Same as with P1 and all the other priorities. The exception is when a Multiple, or "M" code, is employed.


3) Priority 3 (or P3) PP's designated with P3 indicate that the team is in need of "Starting Caliber" talent at the position, but will not reach for it. Some teams use a "best player available" draft discipline, or perhaps more accurately "best player available at positions of need" - this approach can make good use of P3

a. even though we say that P3 "will not reach", in fact there is a little bit of reach. A team selecting at #25 could reach to the #30 player to fill a P3 need. Why is this? There is some variability in the rating of players - the difference between #25 and #30 may be very small. Undoubtably some scouting service will rate our #30 guy higher than our #25.

b. The program has some override logic built in where a P3 player can be selected over a P2 player if the difference in Big Board rank is wide enough


4) Priority 4 (or P4) PP's designated with a P4 code are depth needs. P4 codes are purely value oriented selections, so there is no reach involved. If the computer simulator is unable to find players rated P1, P2 or P3, it will look for players coded as P4.

a. Without getting into specifics, the ODS program will expand the reach on P1-P3 and try to fill those again, prior to looking to fill a P4 rated position.


5) Priority 5 (or P5) The P5 code causes a little bit of confusion with our users. P5 is NOT a lower priority code than P4. Here's the "GM logic" behind the P5 code: You've got a certain position, let's say Offensive Guard (OG). You definitely want to get one in the draft, but do not want to invest a high draft pick. In rounds 1-3, the program logic will go after a P5 player only if it cannot find a P1, P2, P3 or P4 player. But in Round 4, all P5 positions will be promoted to P3. Thus dramatically improving the odds that a player so designated will be chosen.

a. P5 is a dual-purpose, or transitional code, with a different meaning in Rounds 1-3 than in Rounds 4-7.


6) Priority 6 (or P6) The P6 code is similar in function to P5, but identifies positions that a GM would like to fill in the late rounds - such as a Kicker, Punter, or backup QB. P6's have very low priorities in rounds 1-4 and will fill a player under only under the most unlucky of circumstances - no players in positions of need are anywhere within reach range, and no P4's or P5's are available either. In the 5th round, a conversion takes place and all P6 PP's convert up to P4. So P6's do not promote to a "starter need" priority.


6) Priority 9 (or P9) The P9 code means that the GM has absolutely no need to draft a player at the position. PP's designated as P9 will be drafted only in extreme situations.

a. When a position has been filled, the ODS program will toggle the Priority code to P9

b. Assume a situation where a team does not have many needs, and the ODS user supplies 17 of the 22 Player Positions with a P9 need. In this case, the ODS program may be faced with the situation where, in the late rounds, all the needs positions have been filled and converted up to P9's. The ODS program will then revert to a Best Player Available mode to select the highest rated P9.


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