Rodney Williams
Impact
- Rating
- +0.79
- Gospel
- +1.01
- Avg Diff
- -0.14
- Proj Diff
- -0.27
Record
- W
- 59
- L
- 51
- Win%
- 53.6%
- xW
- 51.60
- xWin%
- 46.9%
Volume
- G
- 110
- Days
- 27
- G/Day
- 4.07
- % All Games
- 8.4%
- % All Days
- 14.7%
Company kept
- Team Quality
- +1.15
- Teammate Qual
- +0.27
- Opp Quality
- +1.42
- Other 9 Diff
- -1.16
- % Pos Teammates
- 57.3%
- % Pos Opps
- 76.4%
- % as Favorite
- 40.0%
- % Better Tm
- 30.0%
Honors
- LVPs
- 0
- MVP%
- 3.7%
- LVP%
- 0.0%
Attendance
- Mon%
- 16.7%
- Wed%
- 7.0%
- Sat%
- 19.7%
- 1st Game Rate
- 70.4%
- Last Game Rate
- 33.3%
- Last Game
- 2026-08-29
Both axes subtract out the other player's own rating, so a dot's position is about the pairing rather than about how good the other player is. Left to itself the raw version is a diagonal smear that just re-reads the leaderboard. Treat single dots gently: split any pair's games in half and the halves only agree at about r = 0.2.
What the buckets mean
- 1st — best on team
- Highest-rated of their own five.
- 2nd–4th
- Second, third or fourth option on their five.
- 5th — last option
- Lowest-rated of their own five.
- 1st–10th on court
- Same idea, ranked against all ten players in the game.
- Better than all 5
- Out-rated every opponent, whatever their own side looked like.
- Better than 4 / 3 / 2 / 1 of 5
- Out-rated that many of the opposing five.
- Worse than all 5
- Every opponent out-rated them.
- Much worse team
- Teammates rate more than 3 points below the opponents.
- Worse team
- Between 1 and 3 points below.
- Even matchup
- Within 1 point either way.
- Better team
- Between 1 and 3 points above.
- Much better team
- More than 3 points above.
- Weakest → Strongest games
- Combined rating of the other nine, in bands from under −1 to over +5.
Team advantage versus on-court quality: the first is the gap between the sides, the second is the level both are playing at. Opponents +5 against teammates +4, and opponents −4 against teammates −5, are both a −1 gap but completely different games. Across the whole dataset the two measures correlate at only about −0.1, so they really are separate questions.
Ranks use each player's rating, and genuine ties share the better rank — two players tied at the top are both 1st and nobody is 2nd. Ties are about 4% of team-games and come almost entirely from players who share a tier rating.
Reading these: Win% is what happened, Win Prob is what the model expected going in. Gospel is the gap — positive means outperforming expectation in that role. A player who wins a lot as the 1st option but posts a negative Gospel there is winning on the strength of the teams they were given, not their own.