Worth some consideration – the original write-up for this was basically copied and pasted into a forum from another source. In that regard, I will not give them the benefit of a link back to their forum. I will search for the original post and give them full credit when I find it. As promised – here is the link
A lot of Madden gamers out there always wonder exactly what some of the ratings mean or ‘do’. In this case there are some bits of information that I hope you find useful.
Here’s a list of a few things that AWARENESS (AWR) impacts:
– Used in combination with physical ratings to determine pass trajectory.
– Determines the decision made on option routes.
– Determines QB’s reaction time when scrambling.
– Determines QB’s recognition of threats in the pocket
– Determines if a QB can throw a ball away.
QB Accuracies impacts:
– Short Accuracy (SAC) – rating is the accuracy percentage of the QB on throws under 20 yards.
– Medium Accuracy (MAC) – rating is the accuracy percentage of the QB on throws of 20-40 yards.
– Deep Accuracy (DAC) – rating is the accuracy percentage of the QB on throws greater than 40 yards.
ROUTE RUNNING (RTE) rating:
In order to give the quarterback a big enough window to throw to, receivers must run precise routes with the correct depths and cuts so the quarterback knows exactly where he’ll be when he breaks. But more important is the separation a receiver can get on his defender. Here’s the breakdown of what the run-route rating does on the field:
– Determines fake out chance when cutting against man coverage.
– Determines the amount of time it takes the receiver to adjust to the ball in the air.
– Determines the sharpness of cut moves in the routes.
Catch in Traffic (CIT) rating:.
– Used against hit power to determine the chance of a hit stick on a receiver.
– Used against zone coverage and man coverage to determine the knock out chance when tackled during a catch.
BLOCK SHEDDING (BKS) rating:
· Determines the suddenness of engaged moves and combines with player strength.
· Determines win/loss-chance of cut blocks in combination with physical ratings.
· Determines the success of run-block double teams.
· Determines a defender’s skill when rushing the passer without engaging a blocker.
BKS is also used in the open-field. The rating is matched-up with the blocker’s impact-block rating to determine win or loss in any situation where both the defender and blocker are running.
POWER MOVES – (PWM) ratings:
· Determines win/loss/super-loss on power-move attempts, used vs. Pass Block rating
· Determines defender’s skill in executing power moves.
· Determines frequency and success of each move type (AI), used against finesse move rating
· Determines how long it takes a defender to use a power move and disengage from a blocker
· Determines chance of success of impact blockvs. pass rusher (impact block= both players are running). Used with the Finesse Move Rating vs. Pass Block Rating
FINESSE MOVES (FMV) ratings:
– Finesse move-groups are: Spin, Swim, Hand Knock-Down, Speed Rush
– Determines the chance a defender gets flattened by the blocker
– Determines defenders skill vs. blocker’s skill for success of finesse moves
– AI uses FMV vs. Power Move rating to determine which move-set is used
– Determines the max time taken to perform successful finesse move
FMV is also used in combination with power moves vs. pass block ratings to determine whether the defender or blocker has the advantage when matching animpact block.
PURSUIT (PUR) ratings:
– Determines amount of time it takes to change direction while chasing the ball carrier
– Determines the chance for a hit stick when chasing the ball
– Determines how quickly a player update his pursuit path relative to the ball carrier
– Determines how quickly a player can break out of chasing the ball carrier
Pursuit is used in combination with tackle and awareness ratings to determine the chance of committing a facemask penalty.
MAN COVERAGE (MCV) ratings:
– Determines chance of fakeout, used vs. Route Run.
– Determines the time it takes to cover a cut, used vs. Route Run.
– Determines the reaction time when in man-coverage assignment.
– Determines tackle skill chance when in man-coverage assignment, used with AWR.
– Determines when a defender can break out of ‘play ball’ (when the ball is in the air).
– Determines the knockout chance of a tackle during the catch, used vs. Catch in Traffic.
MCV is also used to determine if a defender will bite and rush when his assigned player does a ‘block & release’ route.
ZONE COVERAGE (ZCV) ratings:
– Determines tackle skill chance when in zone, used AWR.
– Determines accuracy of leverage on receivers when in zone.
– Determines the time it takes for the DB to track the ball when in zone.
– Determines knockout chance on a tackle during a catch, used vs. Catch in Traffic.
PRS is used against WR’s release ratings to determine length and direction of the chuck.