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WFD drill progression multipliers?

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URL: http://www.nasgaweb.com/forum/forum_posts.asp?TID=15342
Printed Date: 3/26/26 at 3:41pm
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Topic: WFD drill progression multipliers?
Posted By: Greg York
Subject: WFD drill progression multipliers?
Date Posted: 5/09/12 at 9:21am
There is a lot of material published by the track guys about shot drill progression multipliers. E.g. Stand throw yields X. Stand throw w reverse yields X *somefactor. Etc. This is a great tool for helping n00bs judge problem areas. I know, for example, where my stone needs work because I'm well off some of those multipliers.

Is there a progression multiplier for LWFD and HWFD?

For example my standing throw (just cast and throw) is a pretty consistent 37.
My cast, turn and throw hits 47 consistently. (Roughly 1.27 cast and throw)
My cast, sprint, turn and throw hits 47 consistently. (1.0 cast, turn and throw)
My full throw is consistent at 53. (1.13 sprint)

It strikes me that my sprint should yield more distance than cast and turn, so I suspect this is an area of weakness that probably hampers my full throw as well.

I figure everyone gets different results, but I'd be interested in numbers - I'll calc the stats.

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Watch for falling rocks!



Replies:
Posted By: jsully
Date Posted: 6/08/12 at 4:01pm
interesting..
 
I'll use LWFD for this. Maybe it will help you plug some sort of formula???
 
standing = roughly 45-47'
one turn =  roughly 68-72'
full throw = roughly 78-83'
 
only thing is, until I started implementing the "drive to zero" after the first turn and on the finish, my one turn was 68-72, but the full throw was 74-76'. I still haven't perfected it, but that was definitely a weak area for me.
 
One thing that makes a difference is the timing of your cast and position of your low point. If the low point is off to the right, that's all the less time you have to put force on the implement resulting in a shorter pull. If the low point is right by your leg at zero (or 6:00) then you get a much longer pull/drive/finish (more time to put force on the implement). Even when you fix the low point out of the back on your first cast, if you start your turn too early, you can drift forward. If you drift forward you can't sprint as hard becuase of less room in the box, that results in a lesser throw. Suppose you fix that as well, if you nail the sprint and miss the finish because your left leg is too slow, that also results in a bad throw. There are a lot of variables, however, I'm sure there are just as many in the shot put so I can't tell if this system would work the way you're. It's an interesting thought though.

I suggest just getting video and posting it up for people to review. Get video from rear and side.



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