Thanks for the feedback!
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Originally Posted by Fat Amarillo
cut-off for the ratings
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First off, this metric is completely divorced from rating. If you're concerned about how fuzzy those scatterplots look, I completely agree, and I do strongly suspect the correlation will be stronger when I limit myself to only players with a certain rating.
I make these distinctions purely for testing purposes to see how well predictions based on "stalliness" agrees with RMT Archive classification. If you look at last month's metagame analyses, you'll see that instead of reporting the percentage of teams that were semi stall vs. full stall, I instead plot a histogram of stalliness values.
Next month, I plan to do BOTH.
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Next up is the concept of typing / resistances as it affects the 'stalliness.' However stally moves you give your ice-type, chances are it will not survive very long, etc. Not exactly sure how to proceed with this, though. Probably as some attack types are more common in one tier as opposed to another. Dragon resistances are not quite a thing in lower tiers, for an obvious example.
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I have considered this, yes. I may add it to future revisions, but for now I've ignored it.
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I'd say Taunt counts as a good anti-stall measure and probably signifies that the team is rather offensive, especially considering its short duration.
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Taunt also works really well at preventing sweepers from setting up and from entry hazards from being put on the field--two roles that are quite important for stall.
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Also, I'm not sure if Sub should be negative, given the very nature of the move, it delays the kill.
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Sub-stall strategies (Sub+Roost, Sub+Leech Seed) work out to be net positives, but in general, subs are set-up moves. Stall relies on frequent switching. If you try to do that while setting up subs, you're going to wear down your health AWFULLY fast.