Performance Gains




Quarterback Scheme: *PS of 69+ or MS of 31+ bumps 56 or 44 PC QB up a Grade.
Tecmo rating is determining factor
63 PC+ Grade A (2300 yards for eligibility + 150 pass attempts)
50/56 PC Grade B (2000 yards for eligibility + 150 pass attempts)
44 PC - Grade C(1700 yards for eligibility + 135 pass attempts)
Running Back Scheme: 1,000 Rushing Yards for ELIGIBILITY
Rushing Yards determinging Factor
63+ MS Grade A

56 MS Grade B

50 MS Grade C

44- MS Grade D
*HP of 88+ will bump a RB up a Grade.

D grade RBs are eligible with 800 rushing yards
Wide Receiver Scheme: 1,000 Total Yards for ELIGIBILITY (rec + rush yards)
Total yards determining factor
MS + REC
114+ Grade A

107-113 Grade B

94-106 Grade C

93- Grade D
Ex: Jerry Rice 69 (MS) + 81 (REC) = 150

C and D grade WRs are eligible with 800 total yards
Tight End Scheme:500 Rec Yards Minimum for ELIGIBILITY
MS + REC
107+ Grade A

94-106 Grade B

93- Grade C
Ex: Eric Green 31 (MS) + 44 (REC) =75
Line Backer Scheme:12 points for ELIGIBILITY
Total Points determining factor (total tackles tie breaker)
RS+RP+MS
145+ Grade A

133-144 Grade B

120-132 Grade C

120- Grade D
2 points per sack and 3 points per interception
*INT of 44+ will bump a LB up a Grade
Defensive Back Scheme:9 points for ELIGIBILTY
Total Points determining factor (total tackles tie breaker)
RS+RP+MS+INT
214+ Grade A

194-213 Grade B

170-193 Grade C

169- Grade D
3 points per interception and 2 points per sack
Defensive Line Scheme:6 points for ELIGIBILITY
Total Points determining factor (total tackles tie breaker)
RS+RP+MS
139+ Grade A

132-138 Grade B

125-131 Grade C

124- Grade D
*HP of 69+ will bump a DL up a Grade
3 points per interception and 2 points per sack


Gains Ladder
In each Grade, the total amount of Performance Gain opportunities are based on total number of eligible players with a maximum of 4 opportunities per Grade.

For offensive positions the amount of Performance Gains is:
Total Eligible Players
2


EX: If 8 QBs are ELIGIBLE for a perf gain... 8/2 = 4 Gains Available
(if there are 9, we round down to 4. if there are 7 we round down to 3)

The percentages for performance gains are based on total number of eligible players:

4 players 3 players 2 players 1 player
1. 70% 1. 70% 1. 70% 1. 70%
2. 50% 2. 50% 2. 50%
3. 25% 3. 25%
4. 15%


For defensive positions the top 4 qualifiers from each tier get an opportunity based on the percentages above (70%, 50%, 25%, 15%).

*Appendix on gains allowed and info on KR/PR/OL/K/P gains:

Position: QB
Number of touchdowns will be used to break Passer Rating ties (highly unlikely).

What gains are allowed: 1 out of 4 of Maximum Speed**, Pass Control, Passing Speed, and Avoid Pass Block.

A QB cannot receive an attribute increase that will promote him to a higher tier unless he finishes ranked as the #1 or #2 QB (based on NFL passer rating) in his current tier.

**QBs must attain a minimum number of rushing yards to be eligible for a MS gain based on their current MS and may only improve MS once during their career:
  • Current MS: yardage minimum
  • 6 MS: 150 yards
  • 13 MS: 250 yards
  • 19 MS: 350 yards
  • 25 MS: 500 yards
  • 31 MS cap


Position: RB
What gains are allowed: Either Maximum Speed alone or 2 of the following 4 - Rushing Speed, Hitting Power, Ball Control, and Receptions. No category may be increased more than once for any one gain.

A RB cannot receive an attribute increase that will promote him to a higher tier unless he finishes ranked as the #1 or #2 RB in his current tier.

A RB that leads the league in rushing with 63MS and hits his perf gain is eligible to boost to 69MS for 1 season. If he fails to lead the league in rushing during the 69MS season, he will automatically drop to 63MS the following season. If he leads the league in rushing for the 69MS season and does not age he can retain the 69MS attribute regardless of hitting or missing the perf gain.

Position: WR and TE
What gains are allowed: Either Maximum Speed alone or 2 of the following - Rushing Speed, Ball Control, Receptions, and Hitting Power (for TEs). No category may be increased more than once per gain earned.

Position: DL
What gains are allowed: 2 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned.

Position: LB
What gains are allowed: 2 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned.

Position: DB
What gains are allowed: 2 out of 5 of Rushing Speed, Rushing Power, Maximum Speed, Hitting Power, and Interceptions. No category may be increased more than once per gain earned.

***Inevitably there will be ties for defensive positions. In the case of ties the following rules apply:
  1. The number of PG opportunities will never exceed 4 for a given tier.
  2. The same percentage is given to tied players.

For example, if 2 players are tied for 2nd in their tier that has 8 qulifying players, they are both given the 50% opportunity. They account for the 2nd and 3rd rank in that tier. Thus the 4th player gets the 15% opp and not the 25% opp. If 2 players are tied for 4th rank, then neither get an opp since that would push the total number of opps beyond 4.

Position: OL
Qualifying requirement: None
Statistic used to determine gains: Total yards & least sacks allowed

#1 offense has 60% chance of gain
#2 offense has 40% chance of gain
#3 offense has 30% chance of gain
#4 offense has 20% chance of gain
#5 offense has 10% chance of gain

#1 team at avoiding sacks has 60% chance of gain
#2 team at avoiding sacks has 40% chance of gain
#3 team at avoiding sacks has 30% chance of gain
#4 team at avoiding sacks has 20% chance of gain
#5 team at avoiding sacks has 10% chance of gain

What gains are allowed: If you earn a gain, you may increase the maximum speed and hitting power of ONE offensive lineman, or if you choose, you may increase the maximum speed of one lineman and the hitting power of another. If you earn more than one gain (by finishing in the top five in both categories), you are allowed two attribute increases per gain earned (one each of MS and HP). You may not increase the same attribute of any one lineman more than once in the same season.

Position: K
Qualifying requirement: Player must have at least 10 field goal attempts to qualify.
Statistics used to determine gains: Field Goal Percentage (Field Goals Made divided by Field Goals Attempted)

#1 K has 60% chance of gain
#2 K has 40% chance of gain
#3 K has 20% chance of gain

What gains are allowed: Kicker will be awarded an increase in both Kicking Ability and Avoid Kick Block categories.

Position: P
Qualifying requirement: Player must have punted at least 10 times to qualify.
Statistics used to determine gains: Yards per punt (Punting average)

#1 P has 60% chance of gain
#2 P has 40% chance of gain
#3 P has 20% chance of gain

What gains are allowed: Punter will be awarded an increase in Punting Ability

Position: KR/PR
Qualifying requirement: None
Statistics used to determine gains: Total KR + PR yards

#1 KR/PR has 60% chance of gain
#2 KR/PR has 40% chance of gain
#3 KR/PR has 20% chance of gain

What gains are allowed: KR/PR will be awarded an increase in HP and BC
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