Sometimes battles are decided based on an insane amount of hax(luck) and not skill like they should be. I think we should have something that invalidates a battle if too much hax is involved. Here's how it works: First, based on the probability of things during the match, a "hax rating" for each player is calculated by multipling together the probabilities. Then, the two are subtracted from each other and divided by the number of turns. If it overwhelmingly favors one player, then luck played too big a role.
1. Calculating the "hax rating"
a. Critical Hits
-20/19 for user of move if not crit, 1 for target
-1/20 for target of move if it is a crit, 1 for user
b. Move Accuracy
for example, consider a metagross using meteor mash(85 acc)
-100/85 for target of move if it hits, 1 for user
-100/15 for user of move if it misses, 1 for target
c. Special effects
ex. Jirachi using iron head
-10/6 for target if it flinches, 1 for user
-10/4 for user if it doesn't flinch
Multiply these numbers together for each player and then subtract them from each other. Divide by the number of turns. If the resulting number is more than some number, say 10, then the battle doesnt count.
1. Calculating the "hax rating"
a. Critical Hits
-20/19 for user of move if not crit, 1 for target
-1/20 for target of move if it is a crit, 1 for user
b. Move Accuracy
for example, consider a metagross using meteor mash(85 acc)
-100/85 for target of move if it hits, 1 for user
-100/15 for user of move if it misses, 1 for target
c. Special effects
ex. Jirachi using iron head
-10/6 for target if it flinches, 1 for user
-10/4 for user if it doesn't flinch
Multiply these numbers together for each player and then subtract them from each other. Divide by the number of turns. If the resulting number is more than some number, say 10, then the battle doesnt count.