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#101 |
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<MrE> SPIDERS /\/\;,,;/\/\
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crap this is super cool. good stuff antar, statistics is the shit. will you be providing analysis of both bias and stalliness, or will you try to focus on just one?
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#102 |
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#103 | |
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So based on the fact that the distributions of "stalliness" in the most of the metagames basically look like bell curves (instead of seeing peaks around certain values), it looks like the only good way to come up with stall-score-based cutoffs for "Hyper Offense" vs. "Offense" vs. "Balance" vs. "Semi-Stall" vs. "Full Stall" will be for people to give me some teams to score.
So here's my request: post a team in this thread in PO/PS-importable plaintext, tell me how YOU would classify the team, and I'll post the stall score. Please use the CODE tags so that this thread doesn't turn into a massive block of text. Here's an example from one of my teams: Code:
Tachikoma (Rotom-Mow) @ Choice Scarf Trait: Levitate Shiny: Yes EVs: 4 HP / 252 SAtk / 252 Spd Modest Nature IVs: 0 Atk - Volt Switch - Will-O-Wisp - Leaf Storm - Trick George III (Slowking) (M) @ Leftovers Trait: Regenerator EVs: 252 HP / 4 SAtk / 252 SDef Calm Nature IVs: 0 Atk - Slack Off - Fire Blast - Scald - Thunder Wave Tuesday (Qwilfish) (F) @ Leftovers Trait: Intimidate EVs: 252 HP / 252 Def / 4 Spd Impish Nature - Spikes - Waterfall - Poison Jab - Aqua Jet Haderach (Steelix) (M) @ Leftovers Trait: Sturdy EVs: 52 HP / 204 Atk / 252 SDef Sassy Nature IVs: 0 Spd - Dragon Tail - Gyro Ball - Earthquake - Stealth Rock Maeby (Audino) (F) @ Leftovers Trait: Regenerator EVs: 252 HP / 4 Def / 252 SDef Calm Nature IVs: 0 Atk - Toxic - Protect - Wish - Heal Bell Magna (Amoonguss) (F) @ Black Sludge Trait: Regenerator EVs: 252 HP / 252 Def / 4 SAtk Bold Nature IVs: 0 Atk - Spore - Sludge Bomb - Giga Drain - Synthesis Now I run my algorithm over it and find... Quote:
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#104 |
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<MrE> SPIDERS /\/\;,,;/\/\
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i'd look at the rmt archive for this; it's got tons of great stuff and it even has the team style/importables written down for convenience. i'll just pluck out two to start with and speculate on what i think their stalliness should look like.
for example: http://www.smogon.com/forums/showthread.php?t=3463417. the archive deems this balanced. it consists of utility physdef jellicent, tspike/spin forry, sdef heatran, sd virizion, np mew and subdd nite. i offer this example mainly because it's a balanced team - 3 bulky mons and 3 boosting sweepers - and could land on any side of the stalliness metric, so it's interesting to see where teams like this actually end up. http://www.smogon.com/forums/showthread.php?t=3458118 textbook heavy offense in the deoxys-S era. screen/sr deoxys-S, sd viriz, all-out-offensive ddnite, all-out-offensive dd gyara, taunt/dd wallbreaking haxorus and offensive sd scizor. this should be really easy to categorize as extreme offense, every single mon has a 252/252 spread and a boosting move except for an obvious dual screen deoxys. |
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#105 | ||||||
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No importable in the RMT, but I went ahead and made one.
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Let me do one more that I've worked with quite a bit recently: august's The Running of the Bulls
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#106 | ||
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Oh shit. I actually clicked the link to the "rmt archive." That's actually a link to the INDEX, which I didn't realize was complete with importables and classification.
So let's go through these. Shrang's I used to hate Rain Dance (Offense) Quote:
Layla's Iconic (Offense) Quote:
More when I get the chance, but this is a really awesome resource. Thanks for pointing it out to me, alkinesthetase.
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Codes and Hacks I Use PBR FC: 4898-8739-8815 (See here) Black FC: 4040 5386 0128 / White 2 FC: 4771 3664 7215 My Narrated PBR & Gen V Battles My Trade Thread Convert any sim team to pkms Pokemetrics: A Blog |
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#107 |
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Join Date: Mar 2011
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I just wasted a ton of my life but yay, my ultra stall team gets 26.76 and a -2498 bias B).
One point I want to bring up is Chansey and other low attack pokemon, Chansey, all by itself without eviolite, gets 4.27! I think that is a bit off to be honest. As always though, great work.
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#108 |
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<MrE> SPIDERS /\/\;,,;/\/\
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^ EDIT: i think i corrected my math now
anyway the stalliness metric is the base-2 logarithm of how many turns it would take for a mon to kill itself. in that case log2 X = 4.27, X = 2^4.27 which is over 19. it does sound pretty legit when chansey would be softboiling while throwing seismic tosses at its mirror image; it'd probably take a lot of turns for it to kill itself. moreover, mons with low attack and big defenses are pretty much only useful for their defensive utility. when you have that much defense and that little attack, the number is unlikely to be an accurate reflection of the turns taken to KO yourself, but i still think such mons should significantly swing the team in favor of stall because of their massive lean to defense. just including one of them on a team should dramatically alter it. i could call a team bulky offense if it had a cb ferrothorn on it, but i'd be rather dubious if it had a chansey oh and antar, np |
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#109 |
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Join Date: Mar 2011
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If this purely about how long it would take for a pokemon to kill itself in a mirror, then Chansey should be 2.81 considering it takes realistically 7 turns to kill itself with seismic toss. I guess if Chansey was using ice beam it would take 19 turns, but thats pretty unrealistic (I think you run out of PP before then lol) Blissey could be 3, but I guess in theory 4 does apply if Blissey decides to go with flamethrower (it has just enough PP for 16 turns...).
Not saying there anything wrong, but Chansey with such high a number is admittedly an interesting quirk of the system. Edit: gotcha antar :)
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#110 |
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#111 |
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U HAVIN A FOKIN GIGGLE THER M8 ILL BASH YE HEAD IN I SWEAR ON ME MUM
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I'm curious to see how stally full-stall is.
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Here's a little rain offense-balance team. I'd classify it offense with some defensive pivots, mainly that the strategy is to have offense with things to take hits, not stally mons with things to clean up. It'll be interesting to see how this gets classified.
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Also, antar, this looks amazing.
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#112 | |||
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Codes and Hacks I Use PBR FC: 4898-8739-8815 (See here) Black FC: 4040 5386 0128 / White 2 FC: 4771 3664 7215 My Narrated PBR & Gen V Battles My Trade Thread Convert any sim team to pkms Pokemetrics: A Blog |
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#113 |
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Join Date: Mar 2011
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I don't know if this has been brought up, but this is similar to a tread made a while back:
http://www.smogon.com/forums/showthread.php?t=24931 In actually wondering if you can use this method to make sort of a mixed bulk defense teirs, I am sure it can be done, but I am unaware of the logarithms involved to do this. Maybe you can give some incite antar.
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#114 | |
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Scarfwynaut, that's pretty cool.
So I ran my algorithm over the 54 non-LC, non-VGC teams in the RMT archive and plotted bias and stalliness vs. how the RMT archive classifies the teams. The results are in this blog post. As you can see, neither metric does a particularly good job of suggesting defined cutoffs for the playstyles. As I say in the post, Quote:
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#115 |
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Join Date: Aug 2012
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Well, "Hawaiian Air" Uses ChestoRest Kingdra and SubCharge Magnezone, which may have changed their rating. "Brute Force" Utilizes a Dual Screener, which changes the bias for that team.
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#116 |
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<MrE> SPIDERS /\/\;,,;/\/\
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brute force is really a textbook example of hyper offense: dual screen lead + 5 setup sweepers. you can't really get any more hyper than that. however, i would say hawaiian air is ALSO a hyper offense team (it might not have screens, but it's all about attacking attacking attacking and establishing momentum by sheer force and revenge potential), but the line between "offense" and "hyper offense" is one that needs a bit more defining, just in general.
jimera's definition of hyper offense, which i believe revolutionized the term for me, is that a) the team maintains momentum by quickly revenge killing anything that attempts to exert offensive pressure on it, so that it can resume pushing back, and b) the team's attackers all take out one another's checks, counters and walls so that no defensive team can hope to wall any mon safely, lest it give a free switch to something else that will proceed to set up and end the game. twash's team totally looks like that to me: several strong fast attackers with revenge potential (eg mamo), plus a setup sweeper or two that closes out the show. offense might follow a similar concept, but for me, i'd guess that the line is between a team whose supporters drive towards that goal, and a team that has no supporters and simply uses every single pokemon for it (bar a suicide lead that might establish favorable conditions to develop play). please feel free to argue because i think the terms *are* a bit loose and could use discussion. when i look at yee's sand team though, it reeks of full stall. i don't think it would be considered semistall at all, although perhaps that's what the archive labels it? sdef jirachi and standard slowbro tank stuff and serve as the team's walls, rade/hippo/dtail all provide a mixture of respectable bulk and residual damage (hazards and phazing), and excadrill is the cleaner. some will disagree with me, but i think one fast, aggressive pokemon cannot take away from the full-stall-ness of a stall team, since that mon often ends up in the dual role of killing mons that the stall team has allowed to set up too much, and cleaning up worn-down teams in the mid-late game. such a pokemon does not prevent a team from being full stall... in my opinion, at least. i think the real problem is that there is a ton of overlap between the team types that we're trying to define, and i think establishing the boundaries is really difficult, unless we start looking at the roles played by a mon, and how the team actually functions in the hands of its creator. those are things that are really difficult to look at when breaking the team down into mons, moves or EVs but they make all the difference for those subtle lines between bulky offense, balance, and semistall, or that kind of stuff. perhaps it is time to delve even deeper and come up with ways of defining a pokemon's roles: does it generate momentum? set up residual damage? serve as an all-out wall? sweep? offensive pivot? defensive pivot? where are the lines in between? is it even possible to define them? those are the questions we need to answer, i think. if we can put together the data we have about each mon and convert it into a list of roles that the mon plays on a team, we can see the roles that the team as a whole puts the most stress on, and those most important roles define what the team needs to function properly - ie how it works. that is the core of playstyle, imo. Last edited by alkinesthetase; Sep 9th, 2012 at 10:20:21 PM. |
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#117 |
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Defining playstyle as a combination of roles rather than through a metric like stalliness is definitely one route we could go down, but I'm not quite ready yet to give up on stalliness.
It's looking like I can improve on agreement by adjusting my moveset modifications, raising and lowering some weights while adding or removing other modifications. For example, hail and sand should count towards stall, rapid spin is really a stall move (magic bounce, though, I think plays better for offense, so I'm leaving it off for now), I was obviously weighting will-o-wisp WAY too strongly in favor of stall, and setup moves are not all created equal (Shell Smash is far more offensive than Calm Mind). So that's what I'm working on now. We'll see how far this can get me.
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#118 | ||
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I don't think that Sand should count towards stall, a lot of people use TTar simply to fight rain and sun teams (not to mention that TTar is an excellent pokemon all by it self). Sun on the other hand should clearly count towards offense because the amount of sun stall teams is completly negligible wich already brings me to the next point Sun teams almost always carry a spinner and often even a defensive one like Forretress or Donphan without being defensive in any way outside of this pokemon (and often Ninetails). Maybe it would be the easiest solution simply always categorizing Ninetails as an ultra offensive Pokemon to make up for this flaws of the metric. Counting Rapid Spin as a stall move is a bit one sided as Starmie is one of the most useful partners for Pokemon such as Cloyster, Volcarona, Dragonite and many other heavy offensive, but SR weak Pokemon though you are absolutly right that many offensive teams prefer Magic Bounce Espeon/Xatu are not that easy to fit on any team and require some prediction so maybe you shouldn't count it too much towards stall. I am not too sure about set-up moves sure bulk up and calm mind are not as offensive as the other boosts (and could be treated more as defensive boosts), but i wouldn't say that SD or DD are less offensive than shell smash ( wich is also a special case when you look at how often it also involves baton pass) and i wouldn't rank Cloyster as a more offensive mon than SD Terrakion or DD Salamence. Overall big thanks to you for doing all the work to get even better statistics |
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#119 | |
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<MrE> SPIDERS /\/\;,,;/\/\
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i also think that if anything cm and bulk up should be rated down in offensiveness, rather than shell smash being rated up. shell smash's effect is way more aggressive than say sd or nasty plot, but in the end it tends to wind up on the same kind of team as those other boosters would. on the other hand, things like cm and bulk up can just as easily work on a slow and steady late game finisher as they would on an all-out offensive mon - in fact, now that i think about it, i'd say cm and bulk up actually work BETTER as late game bulky setup moves than they do as offensive ones. perhaps they should actually be rated as stall moves! just think about how much rarer CM latios is than specs/recover+3/4 attacks. only 10% of latios run CM, where as a whopping 65% of latias do. the difference between the two mons, and the reason they do or do not run CM, is obvious. |
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#120 | |
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I finished my modifications to my stalliness metric, and I think I'm ready to call it done.
With my revisions complete, I also feel confident in defining the cutoffs between the various stall-related playstyles. First, a graph, showing how my original and newly revised stall scores score the 54 non-LC, non-VGC teams in the RMT archive: ![]() And now the cutoffs:
The limitation of this would be that my system has no way of differentiating between offense and bulky offense, which is fine with me. Also, to quote the blog post, Quote:
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Codes and Hacks I Use PBR FC: 4898-8739-8815 (See here) Black FC: 4040 5386 0128 / White 2 FC: 4771 3664 7215 My Narrated PBR & Gen V Battles My Trade Thread Convert any sim team to pkms Pokemetrics: A Blog |
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#121 |
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<MrE> SPIDERS /\/\;,,;/\/\
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results are looking pretty legit. curious to know which teams landed where in the metric vs what they were classified as in the archive index. perhaps it could give us some insight as to how we classify teams, vs how a computer would like to classify teams. otherwise the results seem to speak for themselves; i don't think there are any arguments left to make. let's see what happens if this is run on the official ladders!
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#122 | |
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Offense
Bulky Offense
Balanced
Semi-Stall
All Full Stall teams were classified correctly.
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<MrE> SPIDERS /\/\;,,;/\/\
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overall looks pretty legit. also, lol at how all full stall teams were classified correctly. full stall is just THAT obvious lol |
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#124 |
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Join Date: May 2010
Posts: 999
Where you can play Pokemon with Singing Narwhals and Dancing Clouds
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drown all is actually pretty stallish in the sense that you mainly get damage from spikes + lugia with a check-all in kyogre
i guess you could call it balance because it's not exactly as stally as groudon / blissey / forretress / giratina / latias / filler, along with the fact that tr is used to full stall so he probably rates it as a more offensive team i would call it semi-stall though, as it's not really spike stacking offense as much as spikes + sr + phazer + kyogre + kyogre check + spinblocker |
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#125 | |||||
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maybe I just misunderstood
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Read through all the blog posts and this thread. Interesting project, and cool scatter plots. Mostly looks very good, though there were a few things which seem like they may be questionable. If you're not keen on revisiting things that's fair enough, but my thoughts:
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Also, why exactly do you feel LO should have exactly the same effect as Choice items? From my experience Choice users tend to be more wallbreakers than full sweepers, and unlike choice items Life Orb has a significant direct harm to the holder's defensive ability. My gut feeling is to give LO a higher rating, though I'm not entirely sure about that. Second and much more major point, you seem to be discarding the lower offensive and defensive stats entirely. Quote:
Doing this may complicate the effects of certain items. In particular, Eviolite and the Choice items could no longer reasonably said to grant exactly the same boosts. Applying the item boosts in the initial calculation would solve this. And doing the same with Life Orb changes the previous point, applying the boost to both stats then having a smaller modifier simply from HP loss which is near equal or equal seems sane. Quote:
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Also missing items which seem possibly worth considering: Expert Belt 20% type boosting items and plates Wise Glasses and Muscle Band Most species specific boosting items (Soul Dew, DeepSeaTooth, DeepSeaScale, Light Ball, Thick Club, Adamant Orb, Lustrous Orb, Griseous Orb, and maybe Ditto's two, Lucky Punch, and Stick?) when held by the correct species Shell Bell And to generalise this to all generations, maybe Berserk Gene?
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