Randomizer Sheet (for admins)
All you need to randomize, is a base number generator that can set anywhere between 0 and 1,000.
Making a shot uses your shooting ability. To make things simple, there are 6 possible shots you can take in this Rp. All of these percentages are if you’re wide open. Light contest -5%. Medium contest -10%. Heavy contest -20%. Smothered -40%. Decent form -10%. Barely any form -15%. Formless shot -20%
0: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 0%
5: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 10%
10: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 20%
15: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 30%
20: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 40%
25: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 50%
30: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 60%
35: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 10%, lay up- 70%
40: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 20%, lay up- 72%
45: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 30%, lay up- 74%
50: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 40%, lay up- 76%
55: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 50%, lay up- 78%
60: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 60%, lay up- 80%
65: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 10%, 2 pt- 70%, lay up- 82%
70: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 20%, 2 pt- 72%, lay up- 84%
75: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 30%, 2 pt- 74%, lay up- 86%
80: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 40%, 2 pt- 76%, lay up- 88%
85: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 50%, 2 pt- 78%, lay up- 90%
90: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 60%, 2 pt- 80%, lay up- 91%
95: full court- 0%, more than half court- 0%, half court- 10%, 3 pt- 70%, 2 pt- 82%, lay up- 92%
100: full court- 0%, more than half court- 0%, half court- 20%, 3 pt- 72%, 2 pt- 84%, lay up- 93%
110: full court- 0%, more than half court- 0%, half court- 30%, 3 pt- 74%, 2 pt- 86%, lay up- 94%
120: full court- 0%, more than half court- 0%, half court- 40%, 3 pt- 76%, 2 pt- 88%, lay up- 95%
130: full court- 0%, more than half court- 0%, half court- 50%, 3 pt- 78%, 2 pt- 90%, lay up- 96%
140: full court- 0%, more than half court- 0%, half court- 60%, 3 pt- 80%, 2 pt- 92%, lay up- 97%
150: full court- 0%, more than half court- 10%, half court- 70%, 3 pt- 82%, 2 pt- 93%, lay up- 98%
160: full court- 0%, more than half court- 20%, half court- 72%, 3 pt- 84%, 2 pt- 94%, lay up- 99%
170: full court- 0%, more than half court- 30%, half court- 74%, 3 pt- 86%, 2 pt- 95%, lay up- 100%
180: full court- 0%, more than half court- 40%, half court- 76%, 3 pt- 88%, 2 pt- 96%, lay up- 100%
190: full court- 0%, more than half court- 50%, half court- 78%, 3 pt- 90%, 2 pt- 97%, lay up- 100%
200: full court- 0%, more than half court- 60%, half court- 80%, 3 pt- 91%, 2 pt- 98%, lay up- 100%
210: full court- 10%, more than half court- 70%, half court- 82%, 3 pt- 92%, 2 pt- 99%, lay up- 100%
220: full court- 20%, more than half court- 72%, half court- 84%, 3 pt- 93%, 2 pt- 100%, lay up- 100%
230: full court- 30%, more than half court- 74%, half court- 86%, 3 pt- 94%, 2 pt- 100%, lay up- 100%
240: full court- 40%, more than half court- 76%, half court- 88%, 3 pt- 95%, 2 pt- 100%, lay up- 100%
250: full court- 50%, more than half court- 78%, half court- 90%, 3 pt- 96%, 2 pt- 100%, lay up- 100%
260: full court- 60%, more than half court- 80%, half court- 91%, 3 pt- 97%, 2 pt- 100%, lay up- 100%
270: full court- 70%, more than half court- 82%, half court- 92%, 3 pt- 98%, 2 pt- 100%, lay up- 100%
280: full court- 72%, more than half court- 84%, half court- 93%, 3 pt- 99%, 2 pt- 100%, lay up- 100%
290: full court- 74%, more than half court- 86%, half court- 94%, 3 pt- 100%, 2 pt- 100%, lay up- 100%
300: full court- 76%, more than half court- 88%, half court- 95%, 3 pt- 100%, 2 pt- 100%, lay up- 100%
To be even capable of dunking, you need your jumping at a certain stat. This type of dunk will be a rim grazing dunk. Rim grazers have a base of 70% of success and will go off of a different scale than the normal shooting scale. To increase, you need to increase your jumping. Every 2 increase for jumping will add onto the base percentage by 1%. To do other dunks, you have a 40% of making the dunk. In order for you to have a base of 40%, you need to have a +25 in the base jumping for rim grazing dunks. Until you reach that, it will remain at 0%. For instance a windmill dunk or tomahawk dunk. Those will have a base of 40%. Dunking from the free throw line has a 20% chance of making it. However until you have a +50 to the base jumping required for rim grazing dunks, it will remain at 0%. This percentage increases with your increase in jumping.
4’5: 300
4’6: 290
4’7: 280
4’8: 270
4’9: 260
4’10: 250
4’11: 240
5’0: 230
5’1: 220
5’2: 210
5’3: 200
5’4: 190
5’5: 180
5’6: 170
5’7: 160
5’8: 150
5’9: 140
5’10: 130
5’11: 120
6’0: 110 jumping to dunk
6’1: 100 jumping to dunk
6’2: 90 jumping to dunk
6’3: 80 jumping to dunk
6’4: 70 jumping to dunk
6’5: 60 jumping to dunk
6’6: 50 jumping to dunk
6’7: 40 jumping to dunk
6’8: 30 jumping to dunk
6’9: 20 jumping to dunk
6’10: 10 jumping to dunk
6’11: 5 jumping to dunk
7’0: 0 jumping to dunk
Blocking a dunk, requires strength on both parts to reject or succeed when being contested. Whatever the base chance is for an open dunk, when you try and block it, it’s -30% to that dunking just for being there. Every stat that is +2 over your opponent’s strength, will have a + or - 1% to the block. If you’re blocking someone and you have 2 over your opponent, and their rim grazer is a 70%, their chance of dunking is 39%. Meaning if they miss that dunk, it’s a block for you. If they successfully get in that 39%, then they jammed on you. If the opponent has a 70% for rim grazing after all the percentages are taken out, you will have a 10% chance of getting injured.
To break the rim, your jumping must be +25 and strength at least 100 to have a 5% chance of breaking the rim. +2 strength increases it by 1%.
Passing the ball, will always make it. However, if someone attempts to steal the ball, then the chance of the pass going through is 70%. If their defense is higher by 1, then you minus 1 off of the percentage this goes on. This means you have a 30% chance to steal the ball. If the steal happens, then your strength stat will play a part. If you pushed the ball with all your might, the ball has a 30% chance of pushing through the hand if your stats are even. If you’re +2 then it increases by 1%.
Stealing, blocking, crossing someone, they all have a base success rate of 30% if both stats required are even. If you’re 2 ahead then the percentage increases by 1%
Stealing a ball, your defense has to be higher than the ball handling so if you’re 2 ahead in defense than your opponents ball handling, then your chance of stealing it is a 31%. If you’re 2 behind ball handling then your chance of success is 29%. It will continue both ways. To determine what type of steal it is, you take all the possible outcomes and number them.
Even stats
30% to tip ball. Opponent can recover if posted right
10% to poke ball lose. This will send the ball behind the opponent
5% to rip the ball out of the opponents hand causing you to gain possession automatically
1% to stun the opponent. This is done after the determination of where the ball is.
All increase with the base 30%
You start a 50% chance of fouling if all stats are even. It will decrease by 1% every time the base stat of 30% increases.
Blocking a ball, requires your jumping stat. Even though defense IS required, someone with weak defense who gets blown by all the time can still come up with a block in the paint. If your jumping is lower than the opponents shooting, then it will be the same outcome with the stealing. So if you’re ahead by 2 with jumping then it’s a +1% to the base of 30%. If you’re behind by 2 then you’re -1% to the base of 30%.
The trajectory of the ball is all depending on where you’re facing. Blocking a ball requires a lot of force regardless of what’s going on. However, there is a base chance of 50% to foul. To decrease this, then whenever the base of 30% increases the 50% for the foul will decrease the same amount as the increase.
To palm the ball in air, the base chance will go up by 30% the moment your base of blocking goes up to 70%. Meaning if you’re at 69%, you’ll have a 0% chance of palming the ball. If you have a 71% chance of blocking then you’ll have a 31% chance of palming.
Crossing someone is just like with stealing except the opposite. If your dribbling is higher by 2 than the opponents defense then it’s a +1% to the base of 30%. If you’re behind by 2 then it’s a -1% to the base of 30%. Other stats don’t increase until percentage for stumble is 70%. Once stumble is 70%, the fall as well as the stumble will increase. Once the fall hits 30%, then the injury as well as the fall will increase
Even stats
30% to stumble
2% to fall
0% to injure
Each stat will increase with each increase
There are 2 quarters in the game. Each quarter is 2 minutes long with every single post being 3 seconds a piece.
To enter zone, your clutch stat needs to be 100/100. Once you max out your clutch stat, you will be able to go zone once in a game where it’s a close game with the chance of you actually losing. Once you go zone, your stat will reset to 100/200 where you can go zone but only when it’s a close game. Upon reaching 200/200, you can active zone whenever you feel like with your oc’s trigger. Once you master your animal Instinct, your clutch stat will then be 200/300. Where once you get 300/300, you essentially have mastered the second zone aka zone beast. To get 300/400, you must beat the zone keeper. To increase your clutch meter, you have to play in actual games. Every game played, increases it by 5. However, if you choose to increase your stats instead, you WILL NOT gain the 5.
Going from junior high to high school, you divide your stats by 1.6. In order for you to even get accepted to any high school, your JUNIOR HIGH STATS need to be above 70. Otherwise your oc won’t make it.
Every time you post, you minus 1 stamina. Jogging or running down the quart subtracts 1 stamina as well. Any action like stealing the ball, blocking, shooting, jumping, etc will subtract 2 stamina. So if you run during your post, you posted so that’s 1 stamina and you jogged during that post so that’s another stamina so a total of 2 stamina lost.
Strength stat translated to the amount your oc can bench and squat. This is so you know how strong you are and etc.
0: 45 Ibs bench 135 Ibs squat
10: 55 Ibs 145 Ibs squat
20: 65 Ibs 155 lbs squat
30: 75 Ibs 165 lbs squat
40: 85 Ibs 175 lbs squat
50: 95 Ibs 185 lbs squat
60: 105 Ibs 195 lbs squat
70: 115 Ibs 205 lbs squat
80: 125 Ibs 215 lbs squat
90: 135 Ibs 225 lbs squat
100: 145 Ibs 235 lbs squat
110: 155 Ibs 245 lbs squat
120: 165 Ibs 255 lbs squat
130: 175 Ibs 265 lbs squat
140: 185 Ibs 275 lbs squat
150: 195 Ibs 285 lbs squat
160: 205 Ibs 295 lbs squat
170: 215 Ibs 305 lbs squat
180: 225 Ibs 315 lbs squat
190: 235 Ibs 325 lbs squat
200: 245 Ibs 335 lbs squat
210: 255 Ibs 345 lbs squat
220: 265 Ibs 355 lbs squat
230: 275 Ibs 365 lbs squat
240: 285 Ibs 375 lbs squat
250: 295 Ibs 385 lbs squat
260: 305 Ibs 395 lbs squat
270: 315 Ibs 405 lbs squat
280: 325 Ibs 415 lbs squat
290: 335 Ibs 425 lbs squat
300: 345 Ibs 435 lbs squat
Speed stat translated to the time your oc would have in a 40 yard dash. This is so you know how fast you are and etc.
0: 5.9
10: 5.8
20: 5.7
30: 5.6
40: 5.5
50: 5.4
60: 5.3
70: 5.2
80: 5.1
90: 5.0
100: 4.9
110: 4.8
120: 4.7
130: 4.6
150: 4.5
170: 4.4
190: 4.3
200: 4.2
220: 4.17
240: 4.16
260: 4.15
280: 4.14 (and so on)
Set number randomizer 1-130 to determine the rank a person is.
1-50 F rank 300 stat spread
51-70 D rank
400 stat spread
71-90 C rank
500 stat spread
91-115 B rank
600 stat spread
116- 124 A rank
700 stat spread
125-130 S rank
800 stat spread
Height
AVERAGE JAPANESE JUNIOR HIGH HEIGHT: 5’2
Junior high stat additions for height (GOM’s aren’t effected by the negatives)
4’5-: -18 to strength -18 jumping, +18 to speed
4’6 : -16 to strength -16 jumping, +16 to speed
4’7 : -14 to strength -14 jumping, +14 to speed
4’8 : -12 to strength -12 jumping, +12 to speed
4’9 : -10 to strength -10 jumping, +10 to shooting
4’10 : -8 to strength -8 jumping, +8 to speed
4’11 : -6 to strength -6 jumping, +6 to speed
5’0: -4 to strength -4 jumping, +4 to speed
5’1: -2 to strength -2 jumping, +2 to speed
5’2: +0 to strength +0 Jumping, -0 to speed
5’3: +2 to strength +2 jumping, -2 to speed
5’4 : +4 to strength +4 jumping, -4 to speed
5’5 : +6 to strength +6 jumping, -6 to speed
5’6 : +8 to strength +8 jumping, -8 to speed
5’7 : +10 to strength +10 jumping, -10 to speed
5’8 : +12 to strength +12 jumping, -12 to speed
5’9 : +14 to strength +14 jumping, -14 to speed
5’10 : +16 to strength +16 jumping, -16 to speed
5’11 : +18 to strength +18 jumping, -18 to speed
6’0 : +20 to strength +20 jumping, -20 to speed
6’1 : +22 to strength +22 jumping, -22 to speed
6’2 : +24 to strength +24 jumping, -24 to speed
6’3 : +26 to strength +26 jumping, -26 to speed
6’4+ : +28 to strength +28 jumping, -28 to speed
6’10: +40 to strength +40 jumping, -40 to speed
6’11: +42 to strength +42 jumping, -42 to speed
Wingspan
AVERAGE JAPANESE JUNIOR HIGH WINGSPAN: 5’2
Junior high stat addition for wingspan (GOM’s aren’t effected by the negatives)
4’5-: -18 to defense -18 jumping, +18 to shooting
4’6 : -16 to defense -16 jumping, +16 to shooting
4’7 : -14 to defense -14 jumping, +14 to shooting
4’8 : -12 to defense -12 jumping, +12 to shooting
4’9 : -10 to defense -10 jumping, +10 to shooting
4’10 : -8 to defense -8 jumping, +8 to shooting
4’11 : -6 to defense -6 jumping, +6 to shooting
5’0: -4 to defense -4 jumping, +4 to shooting
5’1: -2 to defense -2 jumping, +2 to shooting
5’2: +0 to defense +0 Jumping, -0 to shooting
5’3: +2 to defense +2 jumping, -2 to shooting
5’4 : +4 to defense +4 jumping, -4 to shooting
5’5 : +6 to defense +6 jumping, -6 to shooting
5’6 : +8 to defense +8 jumping, -8 to shooting
5’7 : +10 to defense +10 jumping, -10 to shooting
5’8 : +12 to defense +12 jumping, -12 to shooting
5’9 : +14 to defense +14 jumping, -14 to shooting
5’10 : +16 to defense +16 jumping, -16 to shooting
5’11 : +18 to defense +18 jumping, -18 to shooting
6’0 : +20 to defense +20 jumping, -20 to shooting
6’1 : +22 to defense +22 jumping, -22 to shooting
6’2 : +24 to defense +24 jumping, -24 to shooting
6’3 : +26 to defense +26 jumping, -26 to shooting
6’4+ : +28 to defense +28 jumping, -28 to shooting
7’0: +44 to defense +44 jumping, -44 to shooting
Weight
AVERAGE JAPANESE JUNIOR HIGH WEIGHT: 120 Ibs
Junior high stat addition to weight (GOM’s aren’t effected by the negatives)
90-: -25 to strength, +25 to speed
91-100: -20 to strength, +20 to speed
101-110: -5 to strength, +5 to speed
111-120: +0 to Strength, -0 to speed
121-130: +5 to strength, -5 to speed
131-140: +10 to strength, -10 to speed
141-150: +15 to strength, -15 to speed
151-160: +20 to strength, -20 to speed
161-170: +25 to strength, -25 to speed
171-180: +30 to strength, -30 to speed
181-190: +35 to strength, -35 to speed
191-200: +40 to strength, -40 to speed
200+: +45 to strength, -45 to speed
271-280: +85 to strength, -85 to speed
Making a shot uses your shooting ability. To make things simple, there are 6 possible shots you can take in this Rp. All of these percentages are if you’re wide open. Light contest -5%. Medium contest -10%. Heavy contest -20%. Smothered -40%. Decent form -10%. Barely any form -15%. Formless shot -20%
0: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 0%
5: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 10%
10: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 20%
15: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 30%
20: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 40%
25: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 50%
30: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 0%, lay up- 60%
35: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 10%, lay up- 70%
40: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 20%, lay up- 72%
45: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 30%, lay up- 74%
50: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 40%, lay up- 76%
55: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 50%, lay up- 78%
60: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 0%, 2 pt- 60%, lay up- 80%
65: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 10%, 2 pt- 70%, lay up- 82%
70: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 20%, 2 pt- 72%, lay up- 84%
75: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 30%, 2 pt- 74%, lay up- 86%
80: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 40%, 2 pt- 76%, lay up- 88%
85: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 50%, 2 pt- 78%, lay up- 90%
90: full court- 0%, more than half court- 0%, half court- 0%, 3 pt- 60%, 2 pt- 80%, lay up- 91%
95: full court- 0%, more than half court- 0%, half court- 10%, 3 pt- 70%, 2 pt- 82%, lay up- 92%
100: full court- 0%, more than half court- 0%, half court- 20%, 3 pt- 72%, 2 pt- 84%, lay up- 93%
110: full court- 0%, more than half court- 0%, half court- 30%, 3 pt- 74%, 2 pt- 86%, lay up- 94%
120: full court- 0%, more than half court- 0%, half court- 40%, 3 pt- 76%, 2 pt- 88%, lay up- 95%
130: full court- 0%, more than half court- 0%, half court- 50%, 3 pt- 78%, 2 pt- 90%, lay up- 96%
140: full court- 0%, more than half court- 0%, half court- 60%, 3 pt- 80%, 2 pt- 92%, lay up- 97%
150: full court- 0%, more than half court- 10%, half court- 70%, 3 pt- 82%, 2 pt- 93%, lay up- 98%
160: full court- 0%, more than half court- 20%, half court- 72%, 3 pt- 84%, 2 pt- 94%, lay up- 99%
170: full court- 0%, more than half court- 30%, half court- 74%, 3 pt- 86%, 2 pt- 95%, lay up- 100%
180: full court- 0%, more than half court- 40%, half court- 76%, 3 pt- 88%, 2 pt- 96%, lay up- 100%
190: full court- 0%, more than half court- 50%, half court- 78%, 3 pt- 90%, 2 pt- 97%, lay up- 100%
200: full court- 0%, more than half court- 60%, half court- 80%, 3 pt- 91%, 2 pt- 98%, lay up- 100%
210: full court- 10%, more than half court- 70%, half court- 82%, 3 pt- 92%, 2 pt- 99%, lay up- 100%
220: full court- 20%, more than half court- 72%, half court- 84%, 3 pt- 93%, 2 pt- 100%, lay up- 100%
230: full court- 30%, more than half court- 74%, half court- 86%, 3 pt- 94%, 2 pt- 100%, lay up- 100%
240: full court- 40%, more than half court- 76%, half court- 88%, 3 pt- 95%, 2 pt- 100%, lay up- 100%
250: full court- 50%, more than half court- 78%, half court- 90%, 3 pt- 96%, 2 pt- 100%, lay up- 100%
260: full court- 60%, more than half court- 80%, half court- 91%, 3 pt- 97%, 2 pt- 100%, lay up- 100%
270: full court- 70%, more than half court- 82%, half court- 92%, 3 pt- 98%, 2 pt- 100%, lay up- 100%
280: full court- 72%, more than half court- 84%, half court- 93%, 3 pt- 99%, 2 pt- 100%, lay up- 100%
290: full court- 74%, more than half court- 86%, half court- 94%, 3 pt- 100%, 2 pt- 100%, lay up- 100%
300: full court- 76%, more than half court- 88%, half court- 95%, 3 pt- 100%, 2 pt- 100%, lay up- 100%
To be even capable of dunking, you need your jumping at a certain stat. This type of dunk will be a rim grazing dunk. Rim grazers have a base of 70% of success and will go off of a different scale than the normal shooting scale. To increase, you need to increase your jumping. Every 2 increase for jumping will add onto the base percentage by 1%. To do other dunks, you have a 40% of making the dunk. In order for you to have a base of 40%, you need to have a +25 in the base jumping for rim grazing dunks. Until you reach that, it will remain at 0%. For instance a windmill dunk or tomahawk dunk. Those will have a base of 40%. Dunking from the free throw line has a 20% chance of making it. However until you have a +50 to the base jumping required for rim grazing dunks, it will remain at 0%. This percentage increases with your increase in jumping.
4’5: 300
4’6: 290
4’7: 280
4’8: 270
4’9: 260
4’10: 250
4’11: 240
5’0: 230
5’1: 220
5’2: 210
5’3: 200
5’4: 190
5’5: 180
5’6: 170
5’7: 160
5’8: 150
5’9: 140
5’10: 130
5’11: 120
6’0: 110 jumping to dunk
6’1: 100 jumping to dunk
6’2: 90 jumping to dunk
6’3: 80 jumping to dunk
6’4: 70 jumping to dunk
6’5: 60 jumping to dunk
6’6: 50 jumping to dunk
6’7: 40 jumping to dunk
6’8: 30 jumping to dunk
6’9: 20 jumping to dunk
6’10: 10 jumping to dunk
6’11: 5 jumping to dunk
7’0: 0 jumping to dunk
Blocking a dunk, requires strength on both parts to reject or succeed when being contested. Whatever the base chance is for an open dunk, when you try and block it, it’s -30% to that dunking just for being there. Every stat that is +2 over your opponent’s strength, will have a + or - 1% to the block. If you’re blocking someone and you have 2 over your opponent, and their rim grazer is a 70%, their chance of dunking is 39%. Meaning if they miss that dunk, it’s a block for you. If they successfully get in that 39%, then they jammed on you. If the opponent has a 70% for rim grazing after all the percentages are taken out, you will have a 10% chance of getting injured.
To break the rim, your jumping must be +25 and strength at least 100 to have a 5% chance of breaking the rim. +2 strength increases it by 1%.
Passing the ball, will always make it. However, if someone attempts to steal the ball, then the chance of the pass going through is 70%. If their defense is higher by 1, then you minus 1 off of the percentage this goes on. This means you have a 30% chance to steal the ball. If the steal happens, then your strength stat will play a part. If you pushed the ball with all your might, the ball has a 30% chance of pushing through the hand if your stats are even. If you’re +2 then it increases by 1%.
Stealing, blocking, crossing someone, they all have a base success rate of 30% if both stats required are even. If you’re 2 ahead then the percentage increases by 1%
Stealing a ball, your defense has to be higher than the ball handling so if you’re 2 ahead in defense than your opponents ball handling, then your chance of stealing it is a 31%. If you’re 2 behind ball handling then your chance of success is 29%. It will continue both ways. To determine what type of steal it is, you take all the possible outcomes and number them.
Even stats
30% to tip ball. Opponent can recover if posted right
10% to poke ball lose. This will send the ball behind the opponent
5% to rip the ball out of the opponents hand causing you to gain possession automatically
1% to stun the opponent. This is done after the determination of where the ball is.
All increase with the base 30%
You start a 50% chance of fouling if all stats are even. It will decrease by 1% every time the base stat of 30% increases.
Blocking a ball, requires your jumping stat. Even though defense IS required, someone with weak defense who gets blown by all the time can still come up with a block in the paint. If your jumping is lower than the opponents shooting, then it will be the same outcome with the stealing. So if you’re ahead by 2 with jumping then it’s a +1% to the base of 30%. If you’re behind by 2 then you’re -1% to the base of 30%.
The trajectory of the ball is all depending on where you’re facing. Blocking a ball requires a lot of force regardless of what’s going on. However, there is a base chance of 50% to foul. To decrease this, then whenever the base of 30% increases the 50% for the foul will decrease the same amount as the increase.
To palm the ball in air, the base chance will go up by 30% the moment your base of blocking goes up to 70%. Meaning if you’re at 69%, you’ll have a 0% chance of palming the ball. If you have a 71% chance of blocking then you’ll have a 31% chance of palming.
Crossing someone is just like with stealing except the opposite. If your dribbling is higher by 2 than the opponents defense then it’s a +1% to the base of 30%. If you’re behind by 2 then it’s a -1% to the base of 30%. Other stats don’t increase until percentage for stumble is 70%. Once stumble is 70%, the fall as well as the stumble will increase. Once the fall hits 30%, then the injury as well as the fall will increase
Even stats
30% to stumble
2% to fall
0% to injure
Each stat will increase with each increase
There are 2 quarters in the game. Each quarter is 2 minutes long with every single post being 3 seconds a piece.
To enter zone, your clutch stat needs to be 100/100. Once you max out your clutch stat, you will be able to go zone once in a game where it’s a close game with the chance of you actually losing. Once you go zone, your stat will reset to 100/200 where you can go zone but only when it’s a close game. Upon reaching 200/200, you can active zone whenever you feel like with your oc’s trigger. Once you master your animal Instinct, your clutch stat will then be 200/300. Where once you get 300/300, you essentially have mastered the second zone aka zone beast. To get 300/400, you must beat the zone keeper. To increase your clutch meter, you have to play in actual games. Every game played, increases it by 5. However, if you choose to increase your stats instead, you WILL NOT gain the 5.
Going from junior high to high school, you divide your stats by 1.6. In order for you to even get accepted to any high school, your JUNIOR HIGH STATS need to be above 70. Otherwise your oc won’t make it.
Every time you post, you minus 1 stamina. Jogging or running down the quart subtracts 1 stamina as well. Any action like stealing the ball, blocking, shooting, jumping, etc will subtract 2 stamina. So if you run during your post, you posted so that’s 1 stamina and you jogged during that post so that’s another stamina so a total of 2 stamina lost.
Strength stat translated to the amount your oc can bench and squat. This is so you know how strong you are and etc.
0: 45 Ibs bench 135 Ibs squat
10: 55 Ibs 145 Ibs squat
20: 65 Ibs 155 lbs squat
30: 75 Ibs 165 lbs squat
40: 85 Ibs 175 lbs squat
50: 95 Ibs 185 lbs squat
60: 105 Ibs 195 lbs squat
70: 115 Ibs 205 lbs squat
80: 125 Ibs 215 lbs squat
90: 135 Ibs 225 lbs squat
100: 145 Ibs 235 lbs squat
110: 155 Ibs 245 lbs squat
120: 165 Ibs 255 lbs squat
130: 175 Ibs 265 lbs squat
140: 185 Ibs 275 lbs squat
150: 195 Ibs 285 lbs squat
160: 205 Ibs 295 lbs squat
170: 215 Ibs 305 lbs squat
180: 225 Ibs 315 lbs squat
190: 235 Ibs 325 lbs squat
200: 245 Ibs 335 lbs squat
210: 255 Ibs 345 lbs squat
220: 265 Ibs 355 lbs squat
230: 275 Ibs 365 lbs squat
240: 285 Ibs 375 lbs squat
250: 295 Ibs 385 lbs squat
260: 305 Ibs 395 lbs squat
270: 315 Ibs 405 lbs squat
280: 325 Ibs 415 lbs squat
290: 335 Ibs 425 lbs squat
300: 345 Ibs 435 lbs squat
Speed stat translated to the time your oc would have in a 40 yard dash. This is so you know how fast you are and etc.
0: 5.9
10: 5.8
20: 5.7
30: 5.6
40: 5.5
50: 5.4
60: 5.3
70: 5.2
80: 5.1
90: 5.0
100: 4.9
110: 4.8
120: 4.7
130: 4.6
150: 4.5
170: 4.4
190: 4.3
200: 4.2
220: 4.17
240: 4.16
260: 4.15
280: 4.14 (and so on)
Set number randomizer 1-130 to determine the rank a person is.
1-50 F rank 300 stat spread
51-70 D rank
400 stat spread
71-90 C rank
500 stat spread
91-115 B rank
600 stat spread
116- 124 A rank
700 stat spread
125-130 S rank
800 stat spread
Height
AVERAGE JAPANESE JUNIOR HIGH HEIGHT: 5’2
Junior high stat additions for height (GOM’s aren’t effected by the negatives)
4’5-: -18 to strength -18 jumping, +18 to speed
4’6 : -16 to strength -16 jumping, +16 to speed
4’7 : -14 to strength -14 jumping, +14 to speed
4’8 : -12 to strength -12 jumping, +12 to speed
4’9 : -10 to strength -10 jumping, +10 to shooting
4’10 : -8 to strength -8 jumping, +8 to speed
4’11 : -6 to strength -6 jumping, +6 to speed
5’0: -4 to strength -4 jumping, +4 to speed
5’1: -2 to strength -2 jumping, +2 to speed
5’2: +0 to strength +0 Jumping, -0 to speed
5’3: +2 to strength +2 jumping, -2 to speed
5’4 : +4 to strength +4 jumping, -4 to speed
5’5 : +6 to strength +6 jumping, -6 to speed
5’6 : +8 to strength +8 jumping, -8 to speed
5’7 : +10 to strength +10 jumping, -10 to speed
5’8 : +12 to strength +12 jumping, -12 to speed
5’9 : +14 to strength +14 jumping, -14 to speed
5’10 : +16 to strength +16 jumping, -16 to speed
5’11 : +18 to strength +18 jumping, -18 to speed
6’0 : +20 to strength +20 jumping, -20 to speed
6’1 : +22 to strength +22 jumping, -22 to speed
6’2 : +24 to strength +24 jumping, -24 to speed
6’3 : +26 to strength +26 jumping, -26 to speed
6’4+ : +28 to strength +28 jumping, -28 to speed
6’10: +40 to strength +40 jumping, -40 to speed
6’11: +42 to strength +42 jumping, -42 to speed
Wingspan
AVERAGE JAPANESE JUNIOR HIGH WINGSPAN: 5’2
Junior high stat addition for wingspan (GOM’s aren’t effected by the negatives)
4’5-: -18 to defense -18 jumping, +18 to shooting
4’6 : -16 to defense -16 jumping, +16 to shooting
4’7 : -14 to defense -14 jumping, +14 to shooting
4’8 : -12 to defense -12 jumping, +12 to shooting
4’9 : -10 to defense -10 jumping, +10 to shooting
4’10 : -8 to defense -8 jumping, +8 to shooting
4’11 : -6 to defense -6 jumping, +6 to shooting
5’0: -4 to defense -4 jumping, +4 to shooting
5’1: -2 to defense -2 jumping, +2 to shooting
5’2: +0 to defense +0 Jumping, -0 to shooting
5’3: +2 to defense +2 jumping, -2 to shooting
5’4 : +4 to defense +4 jumping, -4 to shooting
5’5 : +6 to defense +6 jumping, -6 to shooting
5’6 : +8 to defense +8 jumping, -8 to shooting
5’7 : +10 to defense +10 jumping, -10 to shooting
5’8 : +12 to defense +12 jumping, -12 to shooting
5’9 : +14 to defense +14 jumping, -14 to shooting
5’10 : +16 to defense +16 jumping, -16 to shooting
5’11 : +18 to defense +18 jumping, -18 to shooting
6’0 : +20 to defense +20 jumping, -20 to shooting
6’1 : +22 to defense +22 jumping, -22 to shooting
6’2 : +24 to defense +24 jumping, -24 to shooting
6’3 : +26 to defense +26 jumping, -26 to shooting
6’4+ : +28 to defense +28 jumping, -28 to shooting
7’0: +44 to defense +44 jumping, -44 to shooting
Weight
AVERAGE JAPANESE JUNIOR HIGH WEIGHT: 120 Ibs
Junior high stat addition to weight (GOM’s aren’t effected by the negatives)
90-: -25 to strength, +25 to speed
91-100: -20 to strength, +20 to speed
101-110: -5 to strength, +5 to speed
111-120: +0 to Strength, -0 to speed
121-130: +5 to strength, -5 to speed
131-140: +10 to strength, -10 to speed
141-150: +15 to strength, -15 to speed
151-160: +20 to strength, -20 to speed
161-170: +25 to strength, -25 to speed
171-180: +30 to strength, -30 to speed
181-190: +35 to strength, -35 to speed
191-200: +40 to strength, -40 to speed
200+: +45 to strength, -45 to speed
271-280: +85 to strength, -85 to speed