Frequently Asked Questions

Full Impact Questions

Each year we have someone email in wondering why we rank all players with the last name beginning with the letter 'A' at the top of his custom cheat sheets. Don't let this be you. Take your time here. If you see odd results, 99.99% of the time it's because you entered bad rules.


The 4for4 tool optimization settings allow you to optimize some of our tools for your specific league size, roster requirements and scoring format. While many sites provide pre-canned lists, we take the next step, allowing you to customize our tools for your specific roster requirements. Believe it or not, the value of a WR relative to other positions changes dramatically when your starting roster requires three WRs as opposed to two.

The 4for4 tool optimization settings allow for flex representation. Let's say your league starts 2 RB and 2 WR and one flex (WR or RB). Simply change the dropdown roster options to 2.5 RB and 2.5 WR and click go. Now, if you know guys typically start more RBs than WRs at the flex position, then adjust accordingly - example: enter 2.7 RBs and 2.3 WRs. This will only further sharpen your edge!

Does your league start 2 RB, 3 WR, 1 TE and 1 RB/WR/TE flex? Try 2.3/3.3/1.3, or if you simply want to focus on RBs and TEs, try 2.5/3.5/1. 

For some tools, optimization settings also allow you to specify league size and scoring type (STANDARD or PPR). For custom scoring options beyond these, see our Full Impact suite of custom scoring tools.

At the end of the day, this is a tool. Make it work for you.


Unfortunately we can't answer roster questions via email. With the number of subscribers we have it is impossible and counterproductive to spend our days answering specific team questions for all of you. Fortunately, that's exactly why we've built this incredible web site!

Also, for those of you who would like someone to discuss your specific scenarios with, we have two scouts on staff dedicated to answering questions like this in the Discuss Your Team forum. Check it out.

Simply log in and post your question.



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Answer: does not project return yards across the board. With the turnover at the position and the unpredictability of return yardage from week to week, projecting return yardage stats in general would likely create more noise and hurt your draft.

**  If one feels they really want to estimate projected return TDs, etc. then see FREE pcDrafter with the subscription. It allows you to enter your return forecast numbers (but be VERY careful here)... perhaps use a manual edit for a few of the top return men.


A subscription to comes with a free copy of PC Drafter ($17.95 value). Unfortunately, purchasing PC Drafter directly does not come with a free subscription to


With so much changing week-to-week and even day-to-day in the NFL, and so much minutia involved in Rest-of-Season (ROS) rankings (injuries, matchups, BYE weeks, team situation, etc.), a full on projection approach would be extremely difficult if not impossible to nail. There is a high likelihood that even the most rigorous forecasting model would end up with a less accurate result using a week-to-week ROS projection approach. Precision in this matter is really not possible.

We do publish general ROS Rankings every Tuesday and our customizable Player Trade Evaluator tool. These are intended to be used as guides when analyzing player value for trades, waiver claims, etc. In some situations, players may gain or lose value depending on your specific rules, PPR vs. STD etc. But in general, the ROS rankings represent our opinion on player value moving forward. They are largely open to interpretation and should be used as a guide while taking into account your team needs and specific situation.


We've gone back and forth on this in the past (different scoring rules for different positions) and at this point we have not enabled this feature. The reasoning is, this is a very uncommon scoring setup, and adding the functionality would exponentially increase scoring rule input for all members. FFPC is the main instance where something like this is used, w/the 1.5PPR for TEs.

What most of our members in this situation do is simply have two sets of scoring rules, one for TEs and one for the rest, and then either combine the two, or simply go off of positional cheat sheets when drafting.

Another option is PC Drafter (Free with your 4for4 subscription). PC Drafter does support more complex rule sets like this.

Further reading on this subject: How Does 1.5 PPR Scoring for TEs Impact Draft Strategy?




4for4 Standard Scoring for all Offensive Players
 Rushing/Receiving TDs  6 points
 Rushing/Receiving Yards  1 point for every 10 yards
 Receptions  0 points (1 point in PPR)
 Passing TDs  4 points
 Passing Interceptions Thrown  -2 points
 Fumbles Lost to Opponent  -2 points
 Passing Yards  1 point for every 25 yards
 2 Point Conversions  2 points
 Field Goal Made  3 points
 Extra Point Made  1 point


Scoring for Defense and Special Teams
 Fumble Recoveries (from opponent)  2 points
 Interceptions Caught  2 points
 Blocked Field Goals  2 points
 Blocked Punts  1 point
 Blocked Extra Points  1 point
 Sacked a QB  1 point
 Safeties  2 points
 Total Points Allowed

 10 - 0.5 * PA 
(no negatives) 

 TDs  6 points


Scoring for Individual Defensive Players
 Solo Tackles  1 point
 Assisted Tackles  .5 points
 Tackles for Loss  1.5 points
 Sacks  2 points
 Interceptions  3 points
 Fumbles Forced  2 points
 Fumble Recoveries  2 points
 Defensive Touchdowns  6 points
 Safeties  2 points
 Passes Defended  1 point
 Blocked Kicks  2 points



4for4 is the only web site that proudly displays and monitors fantasy forecast accuracy in a consistent method each and every week. With years of research, experience and results, we've gained a high degree of confidence in our process. 

We've also won a number of awards in various accuracy contests and boast two of the most accurate experts in the industry. Read more about our accuracy here.


Subscribers have varying needs and we cover all aspects of fantasy football. That said, the #1 thing 4for4 brings to the table are our consistently accurate rankings and predictions -- week after week, year after year. Click here for more details.


Nearly always when we get a question like this it is due to a misconfiguration of the scoring "ranges."

Typically, the scoring ranges have been set up something like this:

0.000-49.000 = 1
0.500-99.000 = 2
In this example, if a player is projected to have say, 49.5 yards they would fall outside of any range and be awarded 0 points. This causes scoring anomolies for a select few players, depending on their exact projections data.
The solution is to update your ranges in the scoring rules for your league to close the gaps in ranges. (eg. 0.000-49.999).

Great question. I'll do my best to address the issue. 

But before I get into that, I'd like to present you with an example. It's completely exaggerated... but it helps illustrate a few key concepts. 

Be sure to take a few minutes to examine the example and the other material below... it seems like a lot but once we get you on board with this, you'll be all set --- we all want you to win your league!

Suppose you had a crystal ball and suppose it's always been perfect at projecting player stats for the coming year. The day before your draft, you decide to ask the Crystal Ball to give you all the player scores. You see all the NFL studs at the top of the list. BUT the #1 guy is your Buddy from high school --- you can't believe it! But, the crystal ball has ALWAYS been right and it gets even more interesting. Your Buddy just went to training camp today --- so hardly anyone even knows his name right now. The Crystal Ball tells you Buddy will play WR and will rewrite the NFL record book this year -- Buddy is going to make 190-receptions, score 38-TDs and rack up 2,700 yards! Remember, the Crystal Ball has never been wrong! The next day, you are sitting at your draft.... THE QUESTION... Where do you draft Buddy? 

Some might say trade up ASAP and get the #1 pick -- draft BUDDY (it's a no-brainer). Others might say grab a known NFL stud in round #1 and draft Buddy in round #2 or #3. Others might suggest since so few people will be drafting Buddy you should wait until the end of the draft. 

Others might say, I don't see Buddy on a "Consensus Cheatsheet" so I'm not going to look silly and draft him. And some will even say, I don't like the Crystal Ball's rankings so I'll ignore them. 

Tick-tock, tick-tock so where would YOU draft Buddy? 

In my opinion, all three of the "Winner" responses above are valid depending on how you balance risk-reward! The tools can't perfectly mirror YOUR risk-reward tradeoffs. So, only you can answer the question -- "Where do you draft Buddy?" 

Okay, keeping the above example in mind, let's get back to the question... 

If a TE is ranked very high in the Value Based Rankings, that's letting you know that player is a very valuable starter in your league -- but not saying that you must draft that player very early. Several other major factors come into play (including your own risk tolerance). 

Our Value Based Rankings help identify the most valuable starters for your league (based on your scoring rules, the number of starters by position and the number of owners in your league). All these factors have an influence on determining how valuable a player is as a starter. To get a good understanding of exactly what VBR does, be sure to see "Baseline Methodology" at the bottom of this page.

All that said, "value as a starter" isn't exactly the same thing as where you should draft a player. The missing pieces of the puzzle include where your league mates will likely draft a player and how much you want to risk passing up a valuable starter (because he'll likely go later in the draft). In short, even if a player is valuable, you don't want to overpay for him and draft him "early." Also, keep in mind all your league mates won't have the Value Based Rankings and all these tools! 

If your rules are very standard (example 1pt for 10 yards rushing or receiving, 6pt TD, etc..), then in addition to VBR I would suggest you work with the "Classic Style" Cheat Sheets and see the Bargains Report and the "Do's and Don't" listing. 

However, the more your rules vary from "standard", the more I would lean to Full Impact and certainly VBR. If you rules greatly vary from standard performance scoring, I would suggest you work with VBR as your guide and also consider Average Draft Position (ADP) in drafting. You can see ADP data here.

Also note... If VBR is rating a player very high, but his ADP isn't that high, you don't need to rank that player as high (as suggested by VBR) in your final draft list. However, moving a very valuable starter down in your rankings does come with risk (but in this case, risk also carries plenty of reward potential). 

You need to make the call on how to balance the risk-reward ratio. 

In a nutshell, you want to draft highly ranked players just before they're selected by one of your opponents. In the process, you'll want to target and draft players that give you valuable starts -- a starting lineup that will consistently outscore your opponent's starters. 


FULL IMPACT has been built to work with forecasting models that have been PROVEN on thousands of NFL games going back to the early 1990's.

Be careful you don't fall into a trap: "the more input options a tool gives you, the more it will help you win!" 

Other prediction tools may offer input options for the rarest of NFL events and give you a slick interface for all kinds of items. 

But the truth is, any Preseason Drafting tool that factors in 2pt conversions, 300-yard passing games, defenses pitching a shut out, run the risk of being "precise" --- "precisely wrong." 

They look good on the surface, but that's not what counts. These tools are playing to a rather gullible audience. Be careful. 

No NFL analyst worth his salt believes a proven method to model and predict all of the rare NFL events at such a level that it will actually impact player values for a season really exists. 

A tool that can accurately predict how many games a Team Defense will give up 0-points, 2-5 points, 6-10 points and so on over an entire season (before the season starts) just doesn't exist! 


In this case, rather than using the "combined yardage" to grade your players...  use the Passing Section, the Rushing Section and the Receiving Section separately. And, just leave the "combo" section alone.
This way, you could put in your exact points for each type of yardage.

Example: For every 16 yards rushing, 1 point is awarded; receiving 21 yds = 1pt.; passing 49yds. = 1pt.   Also, don't use the range option, use the points per stat field!
HINT: Also, you can use the FULL IMPACT tool to do sensitivity analysis. If player-A ranks #8 and player-B is #9, don't assume player-A is ALWAYS the clear pick! If you do "rules sensitivity analysis" and if player-B always stays around #9 while player-A jumps from #5 to #16 you might prefer player-B (assuming your looking for a steady pick). But, if you're looking for a big risk/big reward player, the analysis clearly suggests player-A.


For more on consistency, also see:


Actually, you can closely approximate that system. But, it will take a little math on your part. In turn, you'll certainly be the only person in your league with a really precise handle on exactly how valuable players are for YOUR league.   

We'll review how you can do this for RB-yards. Be sure to follow the process for the other stats as well.  Below, we'll use numbers to keep the math as straight forward as possible. When you apply this, be sure to use the parameters from your league.

Lets say you get 100-points for having the best RB-Yards team. Lets say you start 5-RBs and have a 10-team league.

First, go back and collect data 8+ weeks from last year (more would be better, less might still be fine).

Determine what the average #1 RB-Yardage team generates.  


 #1 RB-Yardage Team averages 350-yards per week.  

Next, turn that into an average per player....  

#1 RB-Yardage Team = 350/5 = 70-yds per RB   

So, if a player can average 70-yards he fits the profile of a winning RB-Yardage team.

In this example we get, 

70-yds = 100pts/5 = 20 points.  In general, the formula is:  POINTS / (# Contributing Players on that team).  

Now, you have benchmarks!    70-yds = 20 points!  

Next, apply the benchmarks at 20% intervals (20% is a suggested ballpark number).

140% x (benchmark yds)  to    999% x (benchmark yds)   =   160% of Benchmark Points

120% x (benchmark yds)  to    140% x (benchmark yds)   =   140% of Benchmark Points

100% x (benchmark yds)  to    120% x (benchmark yds)   =   120% of Benchmark Points

80% x (benchmark yds)    to    100% x (benchmark yds)   =   100% of Benchmark Points

60% x (benchmark yds)    to    80% x (benchmark yds)     =   80% of Benchmark Points

40% x (benchmark yds)    to    60% x (benchmark yds)     =   60% of Benchmark Points

20% x (benchmark yds)    to    40% x (benchmark yds)     =   40% of Benchmark Points

0% x (benchmark yds)     to     20% x (benchmark yds)     =   20% of Benchmark Points  

So, for this example, the final FULL IMPACT
RB Yardage Scoring Table would look like this...  

98 to 999 yds


   30 Points  

84 to 98 yds


   26 Points  

70 to 84 yds


   22 Points  

56 to 70 yds


   18 Points   

42 to 56 yds


   14 Points  

28 to 42 yds


   12 Points  

14 to 28 yds


     8 Points  

0 to 14 yds


     4 Points  



The current Full Impact applications do support TD only leagues --- simply fill in the TD fields and leave all the others alone. Then run the apps. The result will be rankings for TDs only (example 6pts = 1 TD).



Keep in mind Full Impact Cheat Sheets use projected data (not data recorded after the fact like commish scoring systems).

Huge difference! 

So, Full Impact will not have all the scoring features as a Commish scoring system. This is by design.  

Special teams TDs falls into the same category as "2-pt conversions" (see above).


In this case you could put 3.5pts per FG and put 5 pts for long distance bonus. That will very closely approximate your system.


Some leagues ADD Rushing and Receiving Yards together then score out the performance. For those leagues you can use the combo section (example REC+RUSH YDS).


Some projected statistics are integers, some are decimals. The safest way to complete your scoring ranges is to insure no gaps exist between the ranges.



Right   Wrong
0-50   0-50
50-100   51-100
100-200   101-200



Please see our Rankings with Sortable Projections for player health grades.


Full Impact can nail this 100%.

Player gets 1 pt. for each 10 yards rushing: For this, use per stat for rushing (10yds per pt)

2 points for each 25 yards receiving: For this, use per stat for rushing (12.5yrds per pt)

2 bonus points for 100 yards receiving and rushing combined, 1 additional bonus point for 150 receiving and rushing yards 

For these, use the Combo Section... Rushing + Receiving Yards using the range part as follows:

0-99 = 0 pts
100-149 = 2pts
150-999 = 3pts

This will give you custom analysis for your league. You'll have an advantage each week of the season.


For your starting roster requirements of QB, RB, RB, WR, WR, TE, WR/TE, WR/RB, K, DEF, try: 1-QB, 2.5-RB, 3-WR, 1.5-TE etc... The simulator allows for fractional averages.


The Draft Simulator is actually considering your target number of starters. But in the later rounds, it goes after the best value picks (so for example it often passes over a kicker to get a decent backup QB, etc...). So if you have 1-QB starter, it is possible the Simulator may draft two or more (and avoid a dime-a-dozen kicker). 

Right now, Simulator does not allow for: 'you must pick X-number and can not go over Y-picks, by position).

Keep in mind the Simulator Report Card really focuses on your starting lineup, so as you try the tool and experiment, keep focused on your team scores from simulation to simulation (the last few picks rarely disrupt that portion of the exercise).  


When in "Computer Strategy Mode" the Simulator looks for value and it considers your starting lineup needs. The heavy-up on QB and RB is suggesting something to you.

Also, try experimenting with your Simulator inputs, even if they don't 100% match your league. The idea being we want you prepared for all kinds of situations during your LIVE draft. That way, while the others are forced to be thinking on their feet, you'll have plenty of experience and it will be automatic. 

The Simulator might be loading up on QBs and RBs because it sees the most value in those spots. If you really don't like that, tell Simulator you require more starters at WR and TE (even if that's not 100% true). By doing this, you can train the Simulator to do what you want. But, be careful... again we want you prepared for anything that comes your way on Draft Day.  

Finally, try the Simulator in "ADP Mode" too.


You control the number of starters based on your inputs upfront at the beginning of the process. But, the system does not limit the number of players that can be drafted for a given position. This is by design.


Short answer...  
Understand your comments 100%. Try the Simulator in "ADP Mode."

Long answer...
Keep in mind when the Simulator is in "Computer Strategy Mode" the goal is to have you drafting the best team possible (not to mirror the exact nature of what your league may or may not be doing).

So, does your score keep getting better each time you use the Simulator? Do you beat the Simulator or is it the other way around? Again the focus is what you are doing to draft the best team possible.

All that said, ....

The Simulator looks for value and it considers your starting lineup needs. Perhaps the Simulator going after a WR in the 4th round is suggesting something about your league and how to draft.

Also, try experimenting with your Simulator inputs, even if they don't 100% match your league. The idea being we want you prepared for all kinds of situations during your LIVE draft. That way, while the others are forced to be thinking on their feet, you'll have plenty of experience and it will be automatic.

The goal is not to have the Simulator draft like you want, your goal is to draft the best team.

Finally, for example, the Simulator might be loading up on WRs or RBs because it finds the most value in those spots. If you really don't like that, tell the Simulator you require more starters at QB and TE (even if that's not 100% true). By doing this, you can train the Simulator to do what you want. But, be careful... again we want you prepared for ANYTHING that comes your way on Draft Day.

We want you understanding the trade-offs of going RB-RB or QB-WR etc... And we don't want you thinking on the fly (like the guy next to you). If you spend time with the current Simulator and study results you'll be learning the trade-offs.


You can ignore the "radio button" that comes back. The location of the radio button has no influence on the actual player scores.

As long as you can retrieve your league's rules from the Full Impact data entry screen (and they look good) that's all that counts. 


We suggest you work with the Value Based Rankings as your guide and also consider Average Draft Position (ADP) in submitting your final rankings. 

EX: If the VBR app is rating a player very high, but his ADP isn't that high, you don't need to rank that player as high in your final list. However, moving a very valuable starter down in your rankings does come with risk (still that risk brings plenty of reward potential). 

Putting together a well-designed draft strategy, having a backup plan, anticipating your competitor's moves and identifying bargains in each round is a lot of work. But, if you really want to win, it's essential. You want to draft highly ranked players just before they're selected by one of your opponents. In the process, you'll want to target and draft players that give you valuable starts -- a starting lineup that will consistently outscore your opponent's starters.


An important concept to keep in mind is that Full Impact uses projected data (not data recorded after the fact like commish scoring systems). Huge difference! So, Full Impact will not have all the scoring features of your league. This is by design, because you are working with forecast data.

What we want to do is approximate the increased value a bonus gives to a stat.



If we were to apply a 3 point bonus at 300 passing yards and have two players projected like so:

Drew Brees - 301 PaYds
Matt Ryan - 299 PaYds

Brees would get 3 bonus points and Ryan 0.

However, this would be an incorrect approach. We are not predicting Drew Brees to pass for exactly 301 yards in every game; nor Matt Ryan to just miss the 300 yard mark in every game. Our projections indicate that both have around a 50% chance of hitting 300 passing yards in a given week.


How to account for a bonus:

The best way to account for the increased value a bonus gives is to increase the value of the stat. For all intents and purposes, the more of a certain stat (eg. PaYds) a player accumulates, the more likely they are to hit a cumulative bonus.

You can slightly weight your league towards a stat to approximate the value of a bonus. If you prefer to go this route, something like 19.5 or 19 passing yards per point (as opposed to 20) can approximate a small passing yardage bonus (1-3pts).

For rushing and receiving, setting rushing yards to 9.5 or 9.75 yards per point (as opposed to 10) can approximate a small yardage bonus.

Don’t build the full value of the bonus into the yardage, because most bonuses are relatively rare occurrences.


That said…

We should not overestimate the impact a small, or rarely hit bonus makes. Unless they are significant, it is generally best to simply leave bonuses out of your scoring rules at 100 yards or more for rushing/receiving and 300 yards or more for passing. It's relatively rare that players hit these bonuses, and factoring them in on draft day will rarely contribute a positive result. Your goal should be to draft the best players and let the bonuses sort themselves out.

For reference purposes, the tables below indicate the number of times the given passing, rushing and receiving bonuses have been hit from 2008-12 in 512 possible team games per season:



  PaYd-250 PaYd-275 PaYd-300 PaYd-325 PaYd-350 PaYd-375 PaYd-400 PaYd-425 PaYd-450
2008 167 123 74 43 23 13 8 2 1
2009 195 144 102 62 38 22 7 4 2
2010 206 149 95 56 35 18 11 8 4
2011 228 169 118 79 52 28 18 4 3
2012 220 172 126 78 47 25 15 11 2
  RuYds-75 RuYds-100 RuYds-125 RuYds-150 RuYds-175 RuYds-200
2008 254 130 55 21 9 3
2009 245 116 56 24 11 7
2010 229 125 56 17 5 1
2011 237 131 51 21 9 5
2012 239 123 45 24 13 8
  RecYds-75 RecYds-100 RecYds-125 RecYds-150 RecYds-175 RecYds-200
2008 384 162 62 21 6 3
2009 388 163 73 28 14 5
2010 402 181 69 28 8 6
2011 440 192 85 30 6 3
2012 412 192 72 28 14 8



From the Full Impact Hub page, simply select Customized 1-Page Printer Friendly Cheat Sheets.


The report is not necessarily saying who to draft first. Value Based Rankings are not necesarily a drafting order list. 

Value Based Rankings shows the most valuable starters based on your inputs. The key word here is starters. 

So, lets say your league has 14 teams and you guys start 2-RBs each. If that's the case, the 29th RB has little value as a "starter" (but sure he's more important than many kickers). 

Finally, if you want Value Based Rankings to rank more RBs early, just add 1.0 or 1.5 to the RB starter requirement and that will do it for you.


When setting up yardage ranges for scoring in Full Impact, make sure there are not any gaps in your ranges. For example setting up your rush yardage ranges like the following: 

0.000-49.000 = 1
50.000-99.000 = 2

will result in a gap between 49 and 50 yards. If a player is projected to rush for 49.5 yards, they will not be accounted for and will be awarded zero points -- not your desired outcome. 

When setting up ranges like above, make sure they are configured like this instead (notice the .999):

0.000-49.999 = 1
50.000-99.999 = 2


You use a distance scoring system. While it is very easy to grade out a player's points after the game, predicting his score before hand is completely different. 

Keep in mind Full Impact works with forecast data, not post-game stats (like a league commish service). That's a huge difference. 

In order for Full Impact to perfectly mirror all possible distance scoring systems out there, it would require forecasting the number of TD scores from 1-yd out, 2-yds out, 3-yds out all the way to 100-yds out for every skill position NFL player. In addition, it would require this every week during the season and in the preseason as well. Frankly, that's just not practical and even more important, it wouldn't be highly accurate and could lead to poor results. Nobody can accurately predict how many 42-yd TDs Manning will have vs. 43-yds TDs vs. 50-yds TDs etc. If someone tells you they can, run in the other direction. 

Still, all is not lost - in fact, far from it! 

Full Impact can address long-distance TD scoring. Here's how. 

First we need to establish an NFL baseline for Passing TDs and Rushing TDs. The charts below do this for us and they are based on years of NFL game data. 

RUN TD Distance  
0-9 yds 77%
10-20 yds 10%
21+ yds 13%


PASS/REC TD Distance  
0-9 yds 40%
10-20 yds 23%
21-40 yds 24%
41+ yds 14%

From the chart you can see that 77% of all rushing TDs are 0-9 yard runs. And, 10-20 and 21+ yard TD runs occur about the same percent of the time - 10% and 13% respectively. 

With this knowledge and the fact you get 6-points for a 0-9yd run, and 10-20 and 21+ TDs occur with about the same frequency, go to Full Impact and enter 6 and 6.5 as follows: 

6.0 --- Points per Rushing TD
6.5 --- Points Typical Bonus given for Long Distance Rushing TD 

This will very closely mirror your system and will provide you with a robust solution for rushing TD distance points. Likewise, follow the same process for Pass/Rec TDs. 

Using this method will give you a competitive advantage over your rivals and that's the name of the game.


Go to the Full Impact data entry page. Select the league you want to delete. Then, click delete league.


Yes. Full Impact is flex position friendly.

Let's say your league starts 2-RB and 2-WR and one flex (WR or RB). 

Just tell Full Impact you start 2.5-RB and 2.5-WR. 

Now, if you know guys typically start more RBs than WR at the flex position, then adjust accordingly - example: enter 2.8-RB and 2.2 WR. This will only further sharpen your edge!