Synergistic/Cascading
effects are a fancy way of saying the difference between a whole and
the sum of it's parts. I first had the idea to try to test this for
baseball after reading this
basketball article about “chemistry” on teams, which used
simulations to find how effective groups of five players with various
skills would perform as a group. They found that certain skills had
what they called positive or negative synergy with each other: having
more players with a certain skill gets you proportionately more or
less benefit respectively. For example, generating turnovers on
defense has a positive synergy with itself, as if you have multiple
players who can steal the ball, you will get disproportionately more
steals. Meanwhile, avoiding turnovers on offense has negative synergy
with itself, as only one offensive player can hang on to the ball at
once. I was curious to see if that existed in baseball.
Ideally I would
like to be able to test the synergy of both offensive components
(effects of mainly on base percentage and slugging percentage on each
other) and defensive components (starting pitching, relief pitching,
fielding), but as my simulator is currently capable of testing only
the offensive components that is what I will test. For my tests, I
created seven teams of players of league average overall quality but
varying profiles, as shown in the table below:
AVE/OBP/SLG | wOBA |
---|---|
.255/.350/.350 | .3174 |
.255/.340/.367 | .3173 |
.255/.330/.384 | .3175 |
.255/.320/.400 | .3174 |
.255/.310/.416 | .3176 |
.255/.300/.431 | .3175 |
.255/.290/.446 | .3176 |
All the players have
wOBAs ranging between .3176 and .3173, but OBP and SLG ranged from
.350 to .290 and .446 to .350 respectively. For each of these
lineups, I ran five million games and checked how many runs were
scored by each team. The results are below:
Slash line | Runs per game | PA per game | % runners score | Runs per PA |
---|---|---|---|---|
.255/.350/.350 | 4.416 | 39.897 | 27.66% | 0.1106 |
.255/.340/.367 | 4.397 | 39.412 | 28.09% | 0.1116 |
.255/.330/.384 | 4.383 | 38.939 | 28.58% | 0.1126 |
.255/.320/.400 | 4.371 | 38.476 | 29.14% | 0.1136 |
.255/.310/.416 | 4.374 | 38.041 | 29.81% | 0.1150 |
.255/.300/.431 | 4.370 | 37.616 | 30.50% | 0.1162 |
.255/.290/.446 | 4.365 | 37.198 | 31.28% | 0.1174 |
That would seem to
suggest a couple of things. The first and most obvious is that the
high OBP, low SLG team scores the most runs, then the second best
OBP, second lowest SLG, and on. We can also see that these high OBP
teams have significantly more batters come up top bat per game, with
the top OBP team getting 2.7 more PA per game than the top SLG team.
However, these teams pay the price for their relative lack of power,
with the top OBP team scoring 3.6% fewer base runners and generating
more runs on a per PA basis. This would seem to confirm that wOBA is
at least close to being correct in its weighting of getting on base
vs hitting for power, as it seems to take into account the additional
advantages of that extra PA for someone else which reaching base
creates (given the way linear weights are calculated, this makes
sense). However, when this new plate appearance also goes to someone
who is disproportionately likely to reach base, and so on for each
new player to reach, the benefit of reaching base and getting someone
else another PA is magnified.
These are only
sample teams, however. No real team is made up entirely of identical
players, and so this demonstration has very limited real use. What
if we took an average lineup (league average #1 hitter, league
average #2 hitter, and so on), and changed their profiles? That
would give us a more accurate look and a better baseline for later
tests to work off of. Those runs showed very similar results:
Overall slash line | Runs per game | PA per game | %Runners score | Runs per PA |
---|---|---|---|---|
.258/.353/.358 | 4.546 | 40.052 | 28.14% | 0.1135 |
.258/.343/.376 | 4.527 | 39.566 | 28.57% | 0.1144 |
.258/.333/.392 | 4.512 | 39.089 | 29.07% | 0.1154 |
.258/.323/.408 | 4.499 | 38.627 | 29.62% | 0.1165 |
.258/.313/.424 | 4.495 | 38.182 | 30.27% | 0.1177 |
.258/.303/.438 | 4.484 | 37.749 | 30.96% | 0.1188 |
.258/.293/.454 | 4.483 | 37.335 | 31.76% | 0.1201 |
The standard
deviation of runs scored per game over five million sims is 0.0015
runs per game. With the exception of the final two lineups (.303 and
.293 OBP), all of the lineups are separated by at least one full
standard deviation, and only the .323 and .313 lineups are close to
within two standard deviations.
How about the
effects of adding better players of different profiles to a lineup? I
created three player “profiles”, each with a .370 wOBA (16% above
2011 league average). They are below:
name | AVE (vs average) | OBP (vs average) | SLG (vs average) | wOBA |
---|---|---|---|---|
+OBP | .255 (+.000) | .400 (+.080) | .426 (+.026) | .3699 |
normal | .255 (+.000) | .370 (+.050) | .476 (+.076) | .3699 |
+SLG | .255 (+.000) | .340 (+.020) | .521 (+.121) | .3697 |
I turned these slash
lines into OBP and SLG over average (.255/.320/.400), and used those
values to modify the average #2 and #3 hitters in an average lineup.
Those players are below:
Slot and name | AVE | OBP | SLG | wOBA |
---|---|---|---|---|
#2 +OBP | .268 | .411 | .440 | .3797 |
#2 +normal | .268 | .381 | .490 | .3799 |
#2 +SLG | .268 | .351 | .535 | .3799 |
#3 +OBP | .272 | .430 | .475 | .4003 |
#3 +normal | .272 | .400 | .525 | .4006 |
#3 +SLG | .272 | .370 | .570 | .4008 |
For each possible
combination of these batters in the #2 or #3 slots a simulation was
run. Each lineup with different players had the better OBP player
batting 2nd. The results are below:
Lineup | Slash line | R/G | PA/G | RS% | R/PA |
---|---|---|---|---|---|
#2+OBP, #3+OBP | .258/.341/.413 | 4.933 | 39.627 | 30.37% | 0.1245 |
#2+OBP, #3+norm | .258/.338/.419 | 4.929 | 39.458 | 30.59% | 0.1249 |
#2+norm, #3+norm | .258/.334/.424 | 4.901 | 39.280 | 30.65% | 0.1248 |
#2+norm, #3+SLG | .258/.331/.430 | 4.899 | 39.116 | 30.89% | 0.1252 |
#2+SLG, #3+SLG | .258/.327/.435 | 4.875 | 38.945 | 30.98% | 0.1252 |
#2+OBP, #3+SLG | .258/.335/.424 | 4.918 | 39.278 | 30.80% | 0.1252 |
As we can see, the
lineup with two high OBP players scored the most runs, then the team
with a high OBP player and a balanced player. The next lineup has the
high OBP and high SLG players. It's slash line is identical to that
of the lineup with two balanced players except for one point of OBP
(although it still wound up with 0.002 fewer PA thanks to a couple
extra double plays and outs on the bases), but it scored an extra
0.017 runs per game, a difference of a bit over 11 standard
deviations, thanks to scoring an extra 0.15% of baserunners. This
looks like evidence that there is some synergy between on base
percentage and slugging percentage (assuming the extra baserunners
are coming in front of better power hitters). After that the lineups
continue down in order of OBP.
This seems to be
strong evidence of a cascading effect of higher on base percentages,
and a smaller but existing synergy between high OBP and high SLG. How
much benefit can a team theoretically get from this knowledge? To
test this, I took three average teams from earlier in the article,
one with a high OBP (.258/.343/.376), one with a high SLG
(.258/.303/.438) and one balanced team (.258/.323/.408). Using these
lineups plus the three star players from the previous tests, I ran
sims of every possible combination with the star player hitting 2nd
and got these results:
Lineup | Slash line | R/G | PA/G | RS% | R/PA |
---|---|---|---|---|---|
++OBP +OBP | .258/.350/.382 | 4.754 | 39.971 | 29.13% | 0.1189 |
++OBP +norm | .258/.346/.388 | 4.737 | 39.794 | 29.24% | 0.1190 |
++OBP +SLG | .258/.343/.394 | 4.722 | 39.618 | 29.35% | 0.1192 |
Norm +OBP | .258/.332/.411 | 4.717 | 39.120 | 30.02% | 0.1206 |
Norm +norm | .258/.329/.416 | 4.704 | 38.951 | 30.17% | 0.1208 |
Norm +SLG | .258/.325/.422 | 4.688 | 38.784 | 30.30% | 0.1209 |
++SLG +OBP | .258/.315/.438 | 4.693 | 38.320 | 31.13% | 0.1225 |
++SLG +norm | .258/.311/.443 | 4.681 | 38.163 | 31.03% | 0.1227 |
++SLG +SLG | .258/.308/.449 | 4.674 | 38.014 | 31.52% | 0.1230 |
If we assumed that
there was no cascading effect and simply estimated runs added based
off of wOBA, we would expect these players to add 0.190, 0.194, and
0.199 runs to the low, medium, and high OBP teams respectively (more
OBP gives these players more PA, thus the slightly larger benefit)
The actual benefit (in runs added) is below:
SLG star | Balanced star | OBP star | |
---|---|---|---|
Good SLG team | +0.190 | +0.197 | +0.209 |
Balanced team | +0.189 | +0.205 | +0.218 |
Good OBP team | +0.195 | +0.210 | +0.227 |
If we subtract the
runs we would expect based off of wOBA, we get this:
SLG star | Balanced star | OBP star | |
---|---|---|---|
Good SLG team | 0.0 | +0.007 | +0.019 |
Balanced team | -0.005 | +0.011 | +0.024 |
Good OBP team | -0.004 | +0.011 | +0.028 |
So, how can this be
leveraged into extra wins for a team? The effects I found are not
particularly significant except in relatively extreme cases
(disproportionately OBP/SLG heavy teams and players). That said,
there are situations in which it could make a difference, such as my
hypothetical example below.
You are the GM of a
baseball team, and you are shopping for a star player. You have three
options (the .380 wOBA #2 hitters listed above). Ignoring defense,
position, etc, and assuming each player will play 150 games, we would
estimate that they would add 31.2 runs to a typical team. If you are
a disproportionately high OBP team (the 2008 Atlanta braves, for
example), a high SLG star (like Josh Hamilton) would add 29.25 runs,
a balanced star (like David Wright) would add 31.5 runs, and a high
OBP star (like Nick Johnson) would add 34.05 runs. Choosing OBP over
SLG would add an extra 4.8 runs over 150 games. For a balanced team,
that choice would add an extra 4.35 runs, while a disproportionately
high SLG team (like the 2010 Toronto Blue Jays) would get an extra
2.85 runs. The high OBP team gets an extra 2 runs, worth about $1
million, over the high slugging team, and a marginal 0.05 run benefit
over the balanced team.
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