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Beginner·12 min read·

Understanding Player Ratings: What CON, POW, and the Rest Actually Do

A plain-language tour of every hitter and pitcher attribute in Diamond Legend, what each one changes in the simulation, and which ones are quietly overrated.

Every player in Diamond Legend carries a set of numeric attributes on a 20-80 scale, the same scale professional scouts use. 50 is league average. 80 is the best in the world at that skill. 20 is a genuine weakness. This guide explains what each attribute does inside the simulation, because a number you cannot connect to an outcome is just decoration.

Why 20-80 instead of 0-100

The 20-80 scale exists because it maps cleanly onto standard deviations. A 60 is one standard deviation above average, a 70 is two. That matters when you are comparing two players: the gap between a 50 and a 60 is the same size as the gap between a 60 and a 70, and both gaps are large. A 4-point difference is noise. A 15-point difference is a different class of player.

When you open a player card, the bars are drawn on that scale. A bar that is barely past halfway is an average major leaguer, not a bad one.

Hitter attributes

Contact (CON) governs how often the batter puts the ball in play instead of swinging through it. High contact reduces strikeouts and raises batting average on balls in play. It is the single most visible attribute in a box score, which is why new owners overvalue it. A 70-contact hitter with 30 power is a singles machine who scores runs only when someone behind him drives them in.

Power (POW) governs exit velocity and how often a well-struck ball clears the fence. Power interacts heavily with your park factors: a 65-power left-handed hitter in a park with a short right field is worth meaningfully more than the same player in a pitcher's park. Check your stadium dimensions before you pay for power.

Eye / Discipline governs how often the hitter swings at pitches outside the zone. This is the most underrated hitter attribute in the game. A patient hitter draws walks, sees more pitches, and drives opposing starters out of games earlier — which means you face middle relief in the sixth instead of an ace. Two high-discipline hitters at the top of the order will visibly shorten opposing outings across a season.

Speed (SPD) governs stolen base attempts and success, extra bases on hits, and how often the runner scores from first on a double. Speed is a compounding attribute: it shows up in a dozen small events per week rather than one large one.

Fielding is currently a composite defensive rating covering range and reliability at the player's listed position. A player out of position is penalized. This is the attribute that most often decides close games, because a converted ground ball is worth the same as a strikeout and happens far more often.

Pitcher attributes

Velocity raises swing-and-miss on fastballs and makes hitters late. On its own it is not enough — high velocity with poor control produces walks and hard contact when hitters sit on the fastball.

Control governs walks and the ability to work ahead in the count. A pitcher who works ahead throws fewer pitches, lasts deeper, and protects your bullpen for the next three days. Control is the attribute that determines whether a starter is a rotation piece or a five-inning problem.

Movement / Break governs ground ball rate and weak contact. Ground-ball pitchers pair beautifully with strong infield defense and suffer badly behind a bad one. Match your rotation to your defense; this pairing is one of the largest hidden edges in the game.

Stamina governs how long a starter holds his stuff before fatigue penalties begin. Low stamina is not just a per-game problem — it is a bullpen problem that accumulates across a week of games.

What is not modeled

Being honest about this saves you from chasing ghosts. Some attributes displayed on the player card are descriptive personality and identity traits rather than direct simulation inputs. If you cannot find a described effect in a game recap, treat the attribute as flavor for now, not as a lever.

How to actually use this

  • Build the lineup around discipline and contact at the top, power in the middle, defense wherever it is cheapest to get.
  • Build the rotation around control first, velocity second. Control ages better and travels to any ballpark.
  • Never pay a premium for speed on a player who cannot get on base. Speed only matters after he reaches first.
  • Compare players by the size of the gap, not the raw number. Two points is nothing. Fifteen is everything.

A worked example

Say you are choosing between two outfielders at similar salary. One is 70 contact, 40 power, 45 discipline, 50 fielding. The other is 50 contact, 60 power, 62 discipline, 60 fielding. The first will post a better batting average and look better in the box score. The second will produce more runs, take more walks, cost you fewer runs on defense, and grind down opposing starters. Take the second one, every time, unless your park actively suppresses power and your infield defense is already elite.

Ratings do not win games. Knowing which ratings the simulation actually spends its time on does.

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