Methodology
How Grades Work
Every grade is calculated from real box scores and recalculated every night.
Truth Rating = 60% offense + 40% defense
Truth Rating (TRT), HoopsTruth's overall grade, combines 60% of the offensive impact score with 40% of the defensive impact score, then ranks the result against the league on the 40–99 scale. We blend the underlying scores, not percentile positions, so a large offensive advantage is preserved. The displayed offensive and defensive grades are each ranked separately; TRT is not an average of those displayed grades. Defense retains its stricter matchup penalties, but offense drives the TRT ranking.
1. Offensive grade
| Scoring | Points per game, plus a bonus or penalty for true shooting % vs. this season's league average, scaled by volume (×4 — shooting below league average is a real penalty) |
| Playmaking | Assists ×0.9, minus turnovers ×1.75 |
| Shot selection | Points per shot his shot diet is worth at league-average accuracy, vs. the league, × shots per game ×2.0 |
| Offensive rebounds | ×1.0 each |
| Plus-minus | ×0.15 (defense separately counts ×0.05) |
Shot selection, explained
Not every shot is worth the same. A three at league-average accuracy is worth more than a long two, and getting to the free-throw line adds easy points. We measure each player's shot diet:
- 3PT attempt rate: share of his shots that are threes
- Free throw rate: free throws earned per shot attempt
Then we ask: if an average NBA shooter took exactly these shots, how many points per shot would they score? Players with smart diets score above the league; heavy two-point-jumper diets score below. Whether he actually makes them is covered separately by shooting efficiency.
Our box scores don't separate rim attempts from mid-range twos, so all two-pointers are treated as one shot type.
2. Defensive grade
| Matchup shooting | Minute-weighted shooting suppression vs. opponents' normal eFG%, shrunk by games / (games + 5), ×200; above-normal opponent shooting is a penalty |
| Steals + blocks | ×1.5 each |
| Defensive rebounds | ×0.25 each — ending the possession |
| Fouls | −0.75 each — contesting without sending players to the line |
| Plus-minus | ×0.05 — limited because it also reflects teammates and offense |
Matchup defense, explained
Players are grouped as guards, forwards or centers. Each game, we look at how the other team's players in his group shot (effective FG%, which counts threes as 1.5 makes) compared with how those same players normally shoot.
If opposing guards usually shoot 54% and only hit 48% that night, the team's guards receive shared credit, weighted by minutes played. Shooting above normal lowers the score instead. Matchup shooting now carries five times its previous weight, while rebounds, steals, blocks and plus-minus count less. Small samples are pulled toward zero so one great night doesn't define a player.
A matchup eFG% increase of 5.4 percentage points across six games costs about 5.9 defensive impact points before the playing-time adjustment. Defensive grades still rank those impact scores against the league; this is not a fixed subtraction from the displayed grade.
This is an estimate: switches, zone defense and help rotations mean a player doesn't always guard his own position, and teammates share the credit.
3. Playing time and the 40–99 scale
Players under 20 minutes per game (or with fewer than 5 games) have their scores reduced proportionally. Scores are ranked against every player who has appeared this season, and the scale is stretched near the top. The NBA Rankings list players with at least 3 games and 15 minutes per game.
Skill profile percentiles
Bars on player pages compare him with qualified NBA players (3+ games, 15+ MPG). A 90 means he's better than 90% of them.
- Scoring: points per game
- Shot selection: value of his shot diet (above)
- Shooting efficiency: true shooting %
- Playmaking: assists ×1.5 minus turnovers per game, so careless ball-handlers rank lower
- Rebounding: rebounds per game
- Defense: his full defensive grade (matchups, steals, blocks, rebounds, fouls)
Team grades
Team offense ranks points scored per game, with more points earning a higher grade. Team defense ranks points allowed per game, with fewer points earning a higher grade. Each uses the same 40–99 percentile scale as players, calculated from completed games and refreshed nightly. Teams without completed games show no offense or defense grade.
These are scoring-based estimates, not possession-adjusted offensive or defensive ratings. Pace, overtime, opponent strength and small samples can affect them.
Team Truth Rating remains based on average point differential (×1.5) and win percentage, starting at 70 and limited to 40–99; the player 60/40 blend does not replace this team formula.
Limitations
- Early in the season, small samples make grades move a lot week to week.
- Matchup defense is position-based, not true play-by-play tracking.
- Shot selection can't tell layups from mid-range jumpers.