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Offseason Blueprint: for their next trick, the Orlando Magic need to make a ball disappear (down a net)

The playoffs continue to rage on, but there are 26 teams sitting at home with nothing to do but twiddle their thumbs, watch the Conference Finals, and wait for next season to start.
For their sake, we wanted to look ahead with the next edition of the OFFSEASON BLUEPRINT series. In each, we'll preview some big decisions and make some recommendations for plans of attack along the way. Today, we're looking at the Orlando Magic.
step one: "just shoot" - me
Veteran coach Steve Clifford has always been known as a defensive specialist. He's good at that. Alas, once the ball crosses that pesky midcourt line, our problems start to emerge. In Clifford's first year in Orlando, the Magic finished with the 22nd best offense. This past season, they sagged down to 23rd. Sadly, these anemic offenses are nothing unusual for the franchise. Amazingly, they've been in the bottom 10 for offensive rating every season since 2011-12 -- that's a streak of 8 years running.
The primary issue during this entire stretch has been a lack of shooting. This past season, the Magic ranked 19th in three-point attempts, and only 25th in three-point percentage. As a team, they shot 34.3% from three, over a full point off from the NBA league average (35.8%). The issue ran up and down the roster. Consider this: of the 19 players who recorded minutes for the Magic this season, 17 shot below league average from three. The only two who matched the league average rate were Evan Fournier and Melvin Frazier (who played 6.6 minutes per game and shot 8/16 total.)
Of course, assessing the problem and fixing it are two entirely different animals. The team's invested in players like Markelle Fultz, Aaron Gordon, and Nikola Vucevic, who could all improve to the "average" range but are never going to be sharpshooters from deep.
The easiest solution would be to utilize your # 15 pick to snag a shooter like Aaron Nesmith (Vanderbilt). Nesmith is probably the best shooter in this draft class, hitting 52% from three and 83% from the free-throw line this past year in his 14 games before injury. The sample size in college tends to be unreliable, but Nesmith's shooting form looks the part of a true 38-40% shooter. Better still, Nesmith has the length to play either the SG or SF spot.
Outside of that quick fix, the team may need to make some serious shakeups to the roster to make this combination work.
step two: find the silver lining in your shitty day
As any Orlando Magic fan will tell you, there's one bright spot at the center of this universe: Jonathan Isaac. He's a rising offensive threat, and already one of the best and most versatile defensive players in the NBA. He may have been on track to earn first team All-Defense, and maybe even a Defensive Player of the Year trophy one day.
Unfortunately, Isaac tore his ACL in the bubble and will likely miss the entire upcoming season. Yikes. It's one of the most brutal and disappointing breaks of an already-bad 2020 calendar year.
Outside of literal magic, there's nothing the team can actually do about that. They're going to need to soldier on and make the best out of a shitty situation.
If there's any positive here, it's that Isaac's injury may open the door for the Magic to "showcase" Aaron Gordon. Gordon's gone from being the star of the team to a potentially odd fit on this roster. He's not coming off a terribly strong year either, with averages of 14.4 points and 7.7 rebounds per game. After 6 seasons in the NBA, it may be time to give up on the idea that Gordon can be a top option on offense. He doesn't have the shooting or scoring skills to get to that level. More likely, he's best served as a 3rd or 4th option who primarily provides defense, energy, and athleticism. There's value to that, but it may be more valuable to another team that lacks those qualities on their roster.
With Isaac out, the Magic can feature Aaron Gordon and try to increase his trade value as much as possible. He's on a reasonable deal ($18M + $16M) that would make a trade easy to figure out logistically. With an increased role, he may be able to put up good raw stats (maybe 20-8-5?) that would make him even more appealing as an asset.
The team may as well aim high to start. Buddy Hield may be on the market, and Portland may be frustrated enough to consider trading C.J. McCollum for a package that would include Gordon. On the lowemore realistic end, the team could consider a deal for Minnesota SG Malik Beasley (a restricted free agent right now), or something with the Phoenix Suns (both Mikal Bridges and Cam Johnson have good shooting potential). In terms of the draft, the Magic may be able to get something in the 5-10 range if they deal Gordon now, but should be able to fetch a solid R1 pick or more if they wait until Gordon starts putting up better numbers.
The Magic can consider a future without Gordon for a few reasons. Jon Isaac should be the future at forward, of course, but I'm also high on the potential of current rookie Chuma Okeke. He's been out all year with an injury, but at Auburn he looked like a dynamic threat that may end up being as good as Gordon himself.
step three: check the sportsbook to see if your bets paid off
The Orlando Magic have taken some big swings over the last few years, primarily with upside plays like Markelle Fultz and Mo Bamba. In both cases, the team needs to determine if they ended up cashing in - or crash 'n burning.
Let's start off with Markelle Fultz first. The Magic made a low cost move to acquire him (in terms of assets) and that looks like a smart move at the moment. With a longer leash and the ball in his hands more often, Fultz is starting to resemble a key player again. This past season (Year 3 for him), he averaged 15.7 points, 4.3 rebounds, and 6.7 assists per 36 minutes. He's still a bad shooter (27% from 3, 73% from the FT line), but he's improving there. He's also taken massive leaps in his ability to slash and convert inside the arc. His FG% in the 3-10 foot area has gone from 21% to 30% to 42% over the last few seasons. He's showing glimpses of the talent that made him the # 1 pick.
The problem is: while Fultz was low cost in terms of assets, he's not low cost in terms of salary. Because he had been the # 1 pick, he'll be paid $12M next season, and then have a qualifying offer of $16M for 2021-22. If the team doesn't think Fultz justifies that type of commitment, they may not retain him at all. Given that, it'll be critical that the team can make a decision about Fultz based on his play this upcoming season. In a lot of ways, it's a make or break year for his Magic career.
The team has a longer window regarding Mo Bamba. He's under contract for the next two seasons before his own restricted free agency. That not-so-coincidentally lines up close to Nikola Vucevic's three years remaining ($26M + $24M + $22M). Over the next year or two, the Magic need to determine whether Bamba is going to be ready to take the mantle at center, at which point they can either trade Vucevic or let him walk at the end of his deal. Right now, it's very hard to know. Bamba didn't show much in Year 2, but sometimes it takes players with his unique frame extra time to develop their bodies. If Bamba turns out not to be starting material, then that will set the franchise back in the long term. Getting a decent starter is the least you can expect out of a # 6 overall pick.
step four: you play to win the games (but it never hurts to have a Plan B)
Even with Jonathan Isaac's injury, the Orlando Magic aren't going to throw in the towel and tank next season. The roster is too solid for that, and coach Steve Clifford is too motivated for that. You're not going to convince an old veteran coach -- entering Year 3 -- to took his foot off the gas.
Orlando doesn't have the cap space to go off on a shopping spree, so retaining their own free agents may be the most prudent step. Swingman Evan Fournier has a $17M player option that he may be inclined to pick up. That said, he's coming off a strong year -- 18.5 points and 39.9% shooting from deep -- and may want a longer-term commitment. If Fournier demands a longer deal, the Magic should probably give it to him. He's one of the more underrated scorers in the league right now.
Midseason acquisition James Ennis also has a player option (for a modest $2M). The team shouldn't bend over backwards to bring him back, but it'd be nice to have him around. He's an experienced vet capable of playing the 3 or 4.
Backup PG D.J. Augustin represents a trickier negotiation. He's ceded his role as a starter to Markelle Fultz, but he still played 25 minutes a night and contributed 10.5 points and 4.6 assists. He's a steadying presence on the court in addition to being one of the better shooters on the team. As a 12-year veteran, he's also a good mentor to a young guard like Fultz. That said, the 32-year-old Augustin may not want to come back to play for a middling team. He could chase a ring somewhere else like L.A. or Brooklyn. It doesn't make a load of sense for Orlando to overpay to bring him back given his declining role and their modest expectations for this next season. Hopefully the two sides want to keep their partnership going. If not, the Magic should eye other solid backup PGs who can take some pressure off Fultz and allow him to play some SG as well. Among the names that may fit this bill would be Shabazz Napier (WAS), Yogi Ferrell (SAC), or Matthew Dellavedova (CLE.)
I tend to think the Magic can make tweaks on the margins, "run it back," and still contend for the 7th or 8th seed in the East. That said, if they get off to a nightmare start, they should have a Plan B in their back pocket. We've already mentioned a possible Aaron Gordon trade, but they would have to consider trades of Nikola Vucevic, Evan Fournier, and Terrence Ross as well. While Coach Clifford may not want to blow it up and rebuild, he may not have a choice if the season starts to slip away from them.
previous offseason blueprints
submitted by ZandrickEllison to nba


Foundry VTT RELEASE 0.7.6


Welcome to the Foundry Virtual Tabletop update notes for Release version 0.7.6.

atropos_nyx is pleased to release Foundry Virtual Tabletop version 0.7.6, a stable release in the 0.7.x series of updates. The 0.7.6 update focuses on continued polishing of this major version with bug fixes, usability enhancements, and some minor quality of life features.

WARNING: Version 0.7.6 is labeled as a stable release, but there is always the possibility of unexpected bugs or module compatibility issues. We do not recommend updating immediately prior to a game session unless you are confident in your own ability to troubleshoot any issues that arise.

Secondly - if you are updating to the 0.7.x series for the first time (in other words, if you skipped 0.7.5), I recommend that you first carefully read the notes for that update before installing 0.7.6. You can read the full update notes for each individual release in the 0.7.x series using the following links:

New Features

Scenes and Canvas Features

  • The Color Intensity slider for Ambient Light and Token emitted light sources now uses an exponential scale which improves the user experience by providing for more fine-grained calibration of lighting intensity level towards the lower-end of the intensity range. The appearance of your light sources will not change as a result of this change - but the value of that intensity on the slider will. For example, what was previously an "intensity 0.2" may now appear as an "intensity 0.45".
  • The Scene Dimensions label in scene configuration now has a very clear indication of which input is width and which is height.
  • The name of a Scene being preloaded is now only visible to players if the player can see the name in the navigation menu.
  • Added new CanvasLayer options to allow configuration of default zIndex and sorting-to-top behavior when active. This allows for interactive layers like the Walls Layer or Templates Layer to be re-sorted to be displayed above other layers when they are active.

Actors, Tokens, and Active Effects

  • Added support to allow ActiveEffects to be dragged and dropped from one Actor Sheet to another Actor Sheet. This feature is not enabled automatically, but will be enabled for any modules or systems which implement support for Active Effect tracking on their character sheet by including a data-effect-id attribute in an effect item entry.
  • Active Effects are now automatically assigned a startRound and startTurn when a combat encounter is active at the time they are assigned.
  • The status effects selection palette in the Token HUD will now remain expanded or collapsed if the HUD itself is re-rendered.
  • A Folder of Items may now be dropped onto an ActorSheet to bulk-create Owned Items.
  • Dragging actors from the sidebar which are visible to players no longer requires a player to have owner permission to initiate the drag, instead checking if the player has the appropriate permissions to initiate a drop. This corrects an issue where in some Game Systems which supported polymorph, a player would need owner permissions over an actor to use it as a polymorph form.
  • The server-side Token data model now automatically falls back to sight and light emission angles of 360 if an otherwise invalid value is present.


  • Added some missing localization strings for Journal Entries and Map Notes.

Other New Features

  • While a world is in the intermediate state between 'loading' and 'ready', the server will now attempt to delay responding to user connections.
  • Running with the --noupdate command line flag enabled now prevents checking whether there is a software update available.
  • "Disable Modules" and "Reset User Access Keys" are no longer visible on the create world dialog.
  • If a World is launched that has no User with a Gamemaster role, one will be more reliably automatically created.
  • The Module Management UI now sorts modules alphabetically by localized title.
  • Improved some error messages related to module manifests that point to invalid manifest.json files
  • To prevent situations where accidental copy, paste, or undo operations might occur when holding down the key combinations, the function now only fires once per keypress rather than continuing to fire as the key is held down.
  • Image popouts shown to players no longer include the entity name as the title attribute of the image container, to prevent accidental knowledge being passed to players.

Bug Fixes

Lighting and Vision

  • Token vision changes now trigger a re-computation of visibility for other tokens and door controls as expected.
  • Corrected a performance issue related to deleting many tokens which provide light sources.
  • Deleting Tokens which have a light source now correctly updates the lighting layer for that light source.
  • Erasing the value of Dim Light Radius or Bright Light Radius of a token no longer negatively impacts raycasting performance
  • Corrected an issue which caused some MacOS installs to display a white rectangle instead of the proper lighting coloration container if Soft Shadows was disabled.
  • Global Illumination for a token once again properly extends token vision to the entire canvas if unimpeded.
  • Deselecting a token as a player no longer incorrectly provides global illumination.
  • Light sources now correctly update if a wall which blocked them is deleted.
  • Corrected cases where re-initialization of a light source would cause animation values to incorrectly reset.
  • Corrected an issue where the blur filter on the canvas would result in the edges of the background being visible.
  • To address issues with recalculation of token vision, changes to the global illumination setting (for example during a darkness transition) now trigger an immediate recalculation of the token vision polygons.
  • If Animate Token Vision is disabled, dragging a token that has a colored light source emission no longer carries a vision mask with it

Active Effects and API

  • The Token HUD will now automatically re-render when an Active Effect causes a change to the Token that currently is currently bound to the active HUD.
  • ActiveEffect.duration no longer contains a reference to a 100 turn round which was used during development and should now have correct duration calculations.
  • Implemented an improvement for situations in which sheets would become stuck in a "Closing" _state, preventing them from being reopened until after a refresh. This change may not completely eradicate the issue, as some rare race conditions may still exist, but it will help to identify any remaining causes.
  • Exporting a folder to a compendium now calls the Entity#toCompendium() method to clear excess data that wouldn't previously have been included in exporting content to a compendium.
  • TextEditor.previewHTML should now correctly return a valid truncated HTML string once again.
  • Using the Actor#update method on a synthetic Token actor should now correctly recognise the diff parameter.

UX and UI Issues

  • Trying to create a folder in the File Browser will now correctly allow creation of a folder if the parent folder contained spaces, instead of throwing an error.
  • Fixed an invalid warning notification related to the exporting folders to compendiums.
  • Symbolic links which point to files now correctly appear as files rather than directories.
  • The "Return to Setup" button on the join screen now correctly uses the route prefix instead of failing when clicked if a route prefix has been set.
  • It is should no longer be possible to set invalid Drawing Defaults and prevent the use of drawing tools as a result.
  • The Grid Configuration UI no longer prevents Ruler measurement from functioning correctly.
  • Corrected an issue where non-integer grid offsets would prevent making changes to the scene configuration form.
  • Dragging a Macro by the number tooltip no longer displays an incorrect drag preview
  • Dragging a Macro to its own slot no longer incorrectly erases the macro
  • Animated WebM Tokens once again render a static thumbnail image when added to the combat tracker.
  • Marking a token as dead was correctly marking the token as defeated but failed to skip that combatant's turn as expected. This has been resolved.
  • The new Entity creation dialog no longer incorrectly shows folder names to the player if they do not have permission to see content within those folders.

Other Bug Fixes

  • Addressed some cases where Scene auto-activation was not correctly occurring if no scene was active, and improved the auto-deactivation of canvas control tools if the active scene is deleted.
  • Ambient Audio sources once again trigger start/stop and easing functions during token drag movements.
  • Dice formulas which end with an arithmetic operator (such as "4d6 + ") should now be correctly evaluated by the Dice system.
  • Corrected an issue related to overwriting _onSubmit which would cause loss of data on sheets in rare cases.
  • The package installer now automatically trims leading or trailing whitespace from provided manifest URL strings.
  • Migrating a world to a new software major version no longer inadvertently enables modules that are compatible but were not previously enabled.
  • Corrected an unexpected behaviour for Rollable Tables to allow for a use case where the formula of the table is a number rather than a formula.
  • Corrected issues related to the nextSession timestamp which would prevent worlds from correctly loading.
  • Previously the server would fail to launch if the license.json file was invalid. Startup will now recover from encountering an invalid license file - but will treat it as an invalid license which requires the license to be re-signed.
  • User Management should now correctly use the routePrefix if one has been defined.
  • Corrected for a case where Measured Templates would not be correctly rendered when switching scenes after a refresh.

Framework and API Changes

Breaking Changes

[BREAKING] Updated the bundled Greensock libraries to version 3.5.1. This changes the file names of the provided libraries, so module developers who were using Greensock must update their manifest files to point to the new library versions. The preferred import path for this is now scripts/greensock/dist/gsap.min.

New and Changed API Methods

  • There is now a new FEATURES global const which defines a centralized location to set temporary feature flags. These feature flags define whether a certain named feature is active or inactive and which iteration or version number they are on. Helpful for migration and adoption of new major versions. For example: https://gitlab.com/foundrynet/foundryvtt/-/issues/3959#note_441254976
  • Added a new builtin invertObject(original) helper method which swaps the keys and values of an object.
  • There is a new builtin getRoute(path) helper function to return the properly prefixed and formatted URL path for various Foundry VTT urls.
  • The getTemplate function now correctly rejects the Promise and provides an error message if the template path is incorrect.
  • Added the new EntityCollection#updateAll and PlaceablesLayer#updateAll helper methods.
  • Added a Date#isValid helper method to test whether a Date instance represents a valid datetime.
  • Created a new method Entity#getUsers which returns all users who have a certain permission level to the Entity.
  • The CanvasLayer#activate and CanvasLayer#deactivate methods will now return a reference to themselves for more convenient method chaining.
  • Added a new Actor#rollInitiative method which allows for initiative rolls to be triggered from the starting point of an Actor. Tokens for that Actor which are present in the current Scene can be automatically added to the combat tracker and initiative for combatants of that actor can be rolled.

Improved Software Behaviors

  • Calling the canvas.sight.refresh() will now allow for using a tint to apply the configured fog color through CONFIG.Canvas.unexploredColor and CONFIG.Canvas.exploredColor configuration values.
  • The ActiveEffect.isTemporary property no longer incorrectly returns false for durations < 1 round.
  • Pass a reference to the tested object in to the SightLayer#testVisibility method.
  • Expanded upon the CONFIG.TinyMCE options object to allow it to affect all options as part of the TextEditor.create() workflow.
  • Simplified the logic for Application#setPosition() to bound the new width and height within the client window frame.
  • Form data validation is now wrapped in a try/catch and will fall back to their non data-dtyped value if an invalid dtype is set.
  • Added the game system ID and the system version of the world to the /api/status endpoint.
  • World shutdown now uses a manual redirect.

Documentation Improvements

  • Updated the website API documentation to now feature the details of the 0.7.6 API.
  • Corrected a documentation issue in Static getResultLabel
submitted by corporat to FoundryVTT