"Damage Calculator and Optimal Movesets v3.1"
#PokemonGO: Damage Calculator and Optimal Movesets v3.1There are two main sheets in the spreadsheet to look at. Don't touch the rest of them as you could screw things up. The first sheet is the calculator and the second is the moveset list comparison (in the results tab). I'll go through each in order.Damage CalculatorThere are six inputs on this calculator.First pick a pokemon from the drop down menu.Then put in the IVs (0-15) for atk, def, and stam.Then put in the two types of the opposing pokemon (or pick neutral for no type). If the opposing pokemon has only one type, pick that type for type one and leave type two as neutral. If you put them both as the same type, it won't matter as I have made it so the formulas will ignore type 2 if it is the same as type 1.Find your movesetThe calculator relies on data from optimal moveset analysis from the results tab.The outputs are as follows:Attack%: This is the percentage of damage it does compared a Mewtwo with the optimal moveset with all IVs at 15 against a neutral opponent.Move%: This is the percentage of damage it does compared to a pokemon of the same species with the optimal moveset with all IVs at 15 against a neutral opponent (note this number might be higher than 100% if the move is super effective). As a personal note instead of throwing away pokemon based on poor IVs or suboptimal movesets alone, I look at this number (since it considers the interaction between moveset and IV), above 95% is pretty dang good (for that species) in my opinion.WEAVE/BASIC ONLY: This tells you weather you'd be better off firing of a charge move as soon as you have the energy or ignoring it completely and just spamming basic attacks.Finally under each moveset is its damage profile through time.Optimal Movesets 3.1What's new in v3.1?Added Mew's missing movesetsGot rid of critical hits as they are not implemented yet.You'll notice that I have gotten rid of the defensive and overall analysis from previous versions. New info has come out about defense that just assuming 2s between attack wasn't sufficient and is now laughably inaccurate. Defenders gain extra energy for losing HP, which means I would have to make guesses about the likely attacker. Further more, dodging windows are key for defense too which takes into account your dodging ability which won't make for very robust analysis. Furthermore, I'm convinced that since defense is much harder than attacking, high CP and high level gyms are your biggest defense and deterrents against would be attackers rather than movesets so best to focus on attack. If you are interested in someone making these assumptions and running defensive analysis, you may be interested in /u/qmike 's analysis located here.How to sort and what do the columns mean?The two main columns are in the results tab. The first is Atk PKMN %. This compares all 844 possible movesets/pokemon against each other. The second is Atk Move %. This compares movesets of a given pokemon.What is the attack slope?It is the max between the basic atk slope and weave atk slopeThat didn't explain anything. What are those?Basic attack slope is the slope if you just ignored your charge move and just spammed basic attacks. Weave attack slope is if you use your charge move in perfect harmony with your basic attack (ie as soon as you have enough energy for a charge move, you use it)What do these slope represent?They are your avg.DPS multiplied by your stamina and defensive stats (and by your opponents defense stat). It is in my opinion hands down the best way to compare movesets to one another.Methodology and AnalysisInstructionsFirst off I want to thank /u/professor_kukui that provided the spreadsheet that started me off so I did not start from scratch. It is not perfectly user friendly and I'm sure someone else could have made it better but here are some instructions on how you might use it.Make a copy of the google sheet for yourself (no need to ask to edit, just make a copy!)Sort the results page to your hearts desireOptional if you want to dig into the guts of how I got the numbers on the results tab.In the 'Damage Calculator' sheet, in A1 pick a pokemon from the drop-down menu. Makes sure all IVs are set to 15 and both types are set to neutral.Below you will see how damage is dealt over time for each of the six possible movesets up to the point where energy is back to zero so you can see a realistic Attack DPS trendThe MethodWhy compare slopes? Why not just compare damage at 100 seconds like the good Professor's sheet?Here is an example. As you notice the blue moveset is better for the majority of time, but for a split second right at 100s the orange jumps above, this gives the impression that the orange moveset is better if you just look at 100s. If we extend the graphs until they aren't jumping over each other, it becomes easier to see which one has a larger slope (ie more of an upward trend). This is why I am using divergence analysisBasically that is the method, plot the damage profiles over a large amount of time and see which one has the largest upward trend (slope) after they stop jumping each other.Okay, that's a little improvement, but that is trivial, any other reason I should look at this rather than previous work?By plotting the damage over time, I am able to look at and take into account left-over energy after a charge move is used. In previous analysis, it assumed that if had a charge attach that generated 12 energy each time, you had to use it 5 times before firing of a charge move that costs 50. However, this is incorrect thinking after the first cycle. In the second cycle you will start with 10 energy left over and only need to use your quick attack 4 times to fire off another charge move.AssumptionsFirst on offense, I am assuming a perfect weave, with no time between attacks and that you use your charge moves in perfect synchronicity.Unless.... it is better to just spam basic attacks and ignore your charge, then I assume you do that.All IVs are assumed to be 15s across the board.I have factored in STAB.It has been that the 0.5s charge time doesn't actually need to occur during "free" time. You can do it during a fast attack animation or a special animation. Hence, I have removed it from this analysis.I have capped the maximum energy you can store at 100. There is no leftover energy if you store up 105 energy and fire off a 100 energy move. Max energy you can save up is 100.Enjoy and feel free to discuss and use freely! via /r/TheSilphRoad http://ift.tt/2bkh8Qk
"Damage Calculator and Optimal Movesets v3.1"
Reviewed by The Pokémonger
on
13:48
Rating:
No comments