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"Pondering exp grinding by training Magnemites on Magikarps: Ideas & theorycrafting"


#PokemonGO: As an off-shoot on my own guide on how to actively defend gyms by training with cp10 magnemites on cp20 magikarps(http://ift.tt/2bqqvwp) I have begun to ponder the possibility on adapting it to grind exp. It seems a lot harder to pull off, but the rewards could be nearly as good as mass evolution.I will share some facts and ideas and how far I'm currently at, but You will theorize and improve with me.A little story from yesterday: I took some friends and took over a gym, I put in my CP20-HP10 magikarp, and friends put in a CP21-??hp and a CP22-??hp magikarp. With my CP10, spark, discharge magnemite I defeated all 3 of them and had 5 hp left. And from that I got 300 exp(all exp numbers are without egg). Not even a single magikarp lived long enough to use struggle against me, and the discharge nearly oneshots a magikarp. So it requires zero dodging skills/attention! So perhaps I could kill 6 magikarps and get 600 exp every ... 30-45 seconds or so?My favorite scheme to get stats, dps and optimize from: http://ift.tt/2bxBnsw: Defenders have their HP doubled. So a 10HP karp has 20 hp. 11->22, 12->24 and so forthFact:(cant find source, help anyone?): HP lost from an attack is:HP lost = Floor ( .5 Attack / Defense * Power * STAB * Weakness ) + 1 This means you will lose 1 hp from slash(0 dmg) due to the +1. So to counter this, either have a high damage pokemon so you kill the magikarp quickly, or have something like a chansey (lvl 1, cp10 hp47-48)The perfect attacker + defender comboNice qualities:attacker/defender CP ratio = 0.5attacks that work nicely with the 'hp lost formula'fast killing (time efficiency)Some way to nerf defenders with below rulesSome way to buff attackers with below rulesRules to (ab)use:Duel ability - CP formula discrepancy (excluding attacks)Duel power: Attack^1 * Defense^1 * Stamina^1 CP: Attack^1 * Defense^0.5 * Stamina^0.5 Example to understand the consequences of this poorly designed CP formula: If you double a pokemons attack so it does double damage, it will have double dueling power, and double the CP. No problem here actually. But If you double the defense of a pokemon, so it takes half damage, it will double in dueling power, but only increase by 20.5 = sqrt(2) ~=1.41 in CP. And the stamina is like the defense example.One way to abuse this is to have defensively(defense, stamina) weighted pokemon for training with. It will have an underestimated power by the CP system. Combine this with some good attacks, and some offensively weighted pokemon with bad defender attacks, and you're golden.To look more into this, have a look at the spreadsheet --> attacking(dueling) --> look Training Power column. And to find the worst defender, look in spreadsheet --> defending (round estimate) --> Duel/cp (best defender at same CP). Note: This column takes the best attack, but in our case we want to find the worst defender, so we should actually re-calculate this number with the worst defense combo. But its still a useful first guess.minimum of CP10 and minimum of 10HPThese are calculated from the 3 stats, and therefore do not take into account buffs/nerfs from each other. To abuse this to find the best attacker, find a pokemon with TrueCP(before the rule is applied) 10.49 (gets rounded down to 10) and with TrueHP as small as possible. For example. A lvl1 magnemite has CP10-11 depending on IVs (to easily get these stats, use http://ift.tt/2a89VCl --> IV rater --> select pokemon --> play around with the pokemon level and look at the CP and HP ranges of the pokemon) and it is shown to have 10 hp. But the interesting part is trying to guess its TrueHP. Using the aforementioned link, I see that the first point at which magnemites that to gain HP is at earliest lvl 2.5 and latest lvl 3.5. Scrolling a bit and exterpolating, I would guess a lvl 1 magnemite should have about 7-8 hp. This means that it actually gets buffed by the rule. Have a look at the spreadsheet and see magnemites have low stamina. The only ones with as low or lower stamina is: Magnemite,50. Abra,50. Magikarp,40. Diglett,20. Note also that a CP20 Magikarp has 10-12 hp, so it exactly does not get buffed by this, but a CP10 does.The perfect magnemite-magikarp combo need not necessarily be my CP10,spark,dischange vs CP20-HP10, since the rounding of numbers is extremely important. Thundershock is 0.6s duration, 5 damage and spark is 0.7s with 7 damage. All my cases show spark to be significantly better than thundershock, but the perfect combo is still up for trial.Things to try outTry to find perfect magnemite/magikarp 5-7 combo and test exp/time efficacy and optimization. Need specific numbers like damage taken per magikarp, how much time spent in menu, how much per extra magikarp.Try with different attackers. lvl 1.5 10cp Digletts, CP10 Jigglypufs and CP10 Chanseys, CP10 Abras.Different moves and HP valuesHow good exp is it attacking a 9-10 magikarp gym. If its great to train against and therefore is automatically maximized leveled, it might just be effective to take your powerful pokemon and oneshot 9-10 magikarps in a row? Perhaps a whole city could come together to grind on a single gym?edit: Corrected damage formula, minor text fixes. Thanks u/doublefelix921 ! via /r/TheSilphRoad http://ift.tt/2bLYM9P
"Pondering exp grinding by training Magnemites on Magikarps: Ideas & theorycrafting" "Pondering exp grinding by training Magnemites on Magikarps: Ideas & theorycrafting" Reviewed by The Pokémonger on 04:05 Rating: 5

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