The performance gains are arguably the funnest thing about this league. It's a straighforward scheme for the most part.


Quarterback Scheme: 120 Attempted Passes for ELIGIBILITY
QB Rating is determining factor (total TDs tie breaker)
63 PC+ Grade A

50/56 PC Grade B

44 PC - Grade C
*PS of 63+ or an MS of 31+ will bump a 56 or 44 PC QB up a Grade.
Running Back Scheme: 800 Total Yards for ELIGIBILITY (rushing + receiving yards)
Total Yards determinging Factor
63 MS+ Grade A

50/56 MS Grade B

44 MS- Grade C
*HP of 88+ will bump a 56 or 44 MS RB up a Grade.
*Rec yards DO NOT COUNT for Grade C
Wide Receiver Scheme: 500 Total Yards for ELIGIBILITY (receiving + rushing yards)
Total yards determining factor
MS + REC
125+ Grade A

101-124 Grade B

0-100 Grade C
Ex: Jerry Rice 69 (MS) + 81 (REC) = 150
Tight End Scheme:400 Rec Yards Minimum for ELIGIBILITY
MS + REC
88+ Grade A

<87 Grade B
Ex: Eric Green 31 (MS) + 44 (REC) =75
Line Backer Scheme:6 sacks for ELIGIBILITY
Total Points determining factor (total sacks or INTs tie breaker)
56 MS+ Grade A

44/50 MS Grade B

38 MS- Grade C
2 points per sack and 3 points per interception
Defensive Back Scheme:3 INTs for ELIGIBILTY
Total Points determining factor (total INTs or Sacks tie breaker)
MS + INT
125+ Grade A

101-124 Grade B

0-100 Grade C
Ex: Mark Carrier 56 (MS) + 81 (INT) = 137
3 points per interception and 2 points per sack
Defensive Line Scheme:3 Sacks for ELIGIBILITY
Total Sacks determining factor (total INTs tie breaker)
MS + HP
112+ Grade A

1-111 Grade B
Ex: Howie Long 56 (MS) + 69 (HP) = 125


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

The amount of Performance Gains is:
Total Eligible Players
2


EX: If 10 QBs are ELIGIBLE for a perf gain... 10/2 = 5 Gains Available
(if there are 11, we round down to 5. if there are 9 we round down to 4)

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

5 players 4 players 3 players 2 players
1. 70% 1. 70% 1. 70% 1. 70%
2. 50% 2. 50% 2. 50% 2. 50%
3. 35% 3. 35% 3. 35%
4. 20% 4. 20%
5. 15%


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

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

What gains are allowed: 2 out of 4 of Maximum Speed**, Pass Control, Passing Speed, and Avoid Pass Block. You must choose two different categories to increase.

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:
  • Current MS: yardage minimum
  • 6 MS: 150 yards
  • 13 MS: 250 yards
  • 19 MS: 350 yards
  • 25 MS: 500 yards


Position: RB
A maximum of 300 receiving yards will count for running backs. For example, a player who rushes for 1000 yards and receives for 500 yards will get credit for 1300 total yards.

What gains are allowed: 2 out of 5 of Rushing Speed, Maximum Speed, Hitting Power, Ball Control, and Receptions. If Maximum Speed is not chosen, gains in 3 categories will be allowed. 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 (based on combined rushing + receiving yards) in his current tier.

Position: WR and TE
What gains are allowed: 2 out of 4 of Rushing Speed, Maximum Speed, Ball Control, and Receptions. No category may be increased more than once per gain earned.

Position: DL
What gains are allowed: 3 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: 3 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: 3 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: OL
Qualifying requirement: None
Statistic used to determine gains: Total team rushing yards, total team passing yards, fewest sacks allowed

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

#1 passing offense has 60% chance of gain
#2 passing offense has 40% chance of gain
#3 passing offense has 30% chance of gain
#4 passing offense has 20% chance of gain
#5 passing 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. 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 three in multiple 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