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I don't know where there is a mathematical formula for playing 3-pointer in street basketball (someone in front, someone in front)
Friends with basic knowledge of mathematics hope you can read the following things patiently. Even if you can't completely change a player and make him a strong G in an instant, it will always help you. Do you want to have the first item to become a strong G-a high 3-point hit? Then please read the following.

At present, many people have listed some data about the situation and the probability of 3-point hit. Besides, they have listed it carefully. Even a very small part within 5% is included. Where did these data come from? Ok ~! I know what you want to say! Isn't it just practice?

To put it bluntly, you really didn't learn math well. Suppose I give you a math problem. Suppose X+Y=Z, where both x and y are variables in an interval. If x and y take different values in their respective intervals, there will be corresponding z values. The range of z is the result of adding the smallest x value and the largest y value.

All right! Having said the most basic truth, we can proceed to the next analysis. Suppose the defender hits 60[ panics the opponent] from the 3-3 line with a close-range 3-3 shot when his dribbling causes him to get rid of the opponent's defender [suppose. I don't want to quote some people's data in the bar in case of war. I'm just enumerating data at random to prove the fact.

Situation 1: All the first three shots missed! Substitute four misses into the formula X+Y=Z [X is a hit of three points, Y is a miss of three points, and Z is the number of three shots. X/Z=60% is related to Y/Z=40%. ] Friends who want to be smart have already seen it. Because Y=4, they get X/Z=60%. I said maybe! Because y in this formula can have the number 4[ miss], but it is still a variable, because it is also possible that the fifth vote will still fail! As soon as he changed, the structure of the corresponding shots and hits was disrupted again.

Situation 2: All the first 6 shots hit! Bring 6 into X+Y=Z [as above] to get Z= 10, and y equals 4. Variable! Still a variable! Who knows if the seventh shot will hit again? Maybe the server itself doesn't know `-! .

Conclusion:

Now we set up a plane rectangular coordinate system in our mind, and imagine a three-point hit with an X axis of 40 ... Then our first-level G image is an image from a hit point [this point is smaller than the X axis of the hit point with Y=0], which first rises to the limit value and then falls.

After that, the three-point improvement will raise the lowest point and the limit point, but the lowest point will be higher than the limit. On the other hand, the image will move up and the fluctuation will be reduced. The further you go, the more such trends will be. From this, the range of Z can be defined vaguely [speculation], that is, it will not happen that 30 strokes hit 60 [there is speculation, but there should be such a range]

The above analysis is based on the behavior that the hit caused by the specific process in the game has not been greatly reduced [for example, throwing without waiting for the space to open, or getting close to or entangled by the other party, not throwing the ultra-long-distance cow X3]. This calculation is likely to be adopted by the government. Of course, I'm just speculating. And its calculation formula must be much more complicated than mine. I am just a chicken feather!

Supplement: the limit, lowest point and fluctuation of SG are higher than those of SF and PG, so I won't talk about other positions. Deduct 3 points for not discussing the necessity ... and then casually talk about the necessity of scoring 3 points. It would be more accurate to vote on the line.