2022 BuzzerBeater Knowledge Base
All of these statements are made by BB's. None are guesses, estimations, or made by the general public. They have all been pulled from conversations with BB's in public forums and DM's and accumulated into one space for your benefit.
With the introduction of new and active BB's, we have been slowly receiving more information about the game. I took the liberty of scouring all public forums (BB Forum, Discords, offsites...) and accumulated all released knowledge about the game of BuzzerBeater in the past year. Instead of making it a treasure hunt to go out and find these tips, I wanted them to exist in one space where we can continue to add to it and reference from it.
This post will be updated as new information is posted and as more is found. Please comment below with more links to forum posts or images of conversations with BB's so we can collectively grow this database of niche facts about the game.
Game Engine
- How fast stamina is consumed is only determined by your tactics. Your opponent cannot impact your rate of stamina consumption. Fast tactics consume stamina faster. Slow tactics consume stamina slower.
- Focus GDP has more weight than pace GDP in terms of impact to ratings.
- FDC: Only takes into account the starters stamina and how their positions are set in the lineup. It does not look at backups stamina or the skills of starters or backups when deciding substitution patterns.
- DMI is not at all used by the game engine
- If you blank 3 or more starters, the coach will reset the entire lineup.
- 3-2 zone defense: SG and SF defend the same categories. PG defends slightly more outside shots and slightly less inside shots.
- 2-3 zone defense: PG/SG defend 3's the most, SF/PF slightly. PG/SG/SF/PF defend jumpers at the same rate. C defends most IS, PF/SF some, SG/PG very little
- In a vacuum a player with better FT skill would have a higher FT%, but during a game there are other factors like stamina, game shape, and experience.
- A players skills will be increased or decreased by a certain percentage based on their GS
Players
- ATG is the top 5% of HOF. Hall of fame is 10.00-10.94 while ATG is 10.95 and above.
- All players over 34 have an 8% chance of dropping 10% amount in a skill twice each week (8% + 8%). The drops are percentage based and can both be in the same skill. Career extension specialists decrease this % chance of encountering a drop. Each age over 34 increases this % chance of encountering a drop.
- Aggressiveness: Is a hidden stat; players foul more, draw more fouls, increased chance to steal or cause a turnover.
- Shooting Fouls: Increasing a players ID or OD does not change their foul rate. SB will slightly decrease their foul rate.
- Non-Shooting Fouls: Increasing a players ID or OD will decrease their foul rate. These are assigned by comparing a players aggressiveness, OD, and ID with the teammates currently on court.
Last edited by Alonso at 11/25/2022 1:46:40 PM