<@whistle> if a damage calc is like 95-105%
<@whistle> do we cap it at 100% for analyses
<%Fuzznip> hi
<%Fuzznip> what?
<@twash> it doesnt matter
<@twash> but i'd say no
<%Fuzznip> Yeah, it caps at 100%
<@twash> that's silly, really
<%Fuzznip> Well that's what I've been told
<@twash> because if you dont cap it, you get to see what it _could_ do which might change things on EVs
<+MetaNite> a little late but yes, cap it at 100%
<+MetaNite> and you should round everything down imo
<+MetaNite> keeps it needer and since everything rounds anyway
<+MetaNite> *neater
I agree with twash here. the extra information can be useful to quickly estimate what would happen if the defending Pokemon were a less or more defensive variant, and also gives you a good benchmark from which to estimate other attacks. the only argument I can think of that would be a reason to cap damage calcs is "aesthetics" but personally I think a calc looks better when it's not capped :|.
whichever way this goes there should be a C&C standard so we all do the same thing!
edit: also rounding. I think we should just use the output from Doug's calc since that is what most people are using nowadays and it is an easy standard. single percentage and hundredths rounding just "seems" too inaccurate.
<@whistle> do we cap it at 100% for analyses
<%Fuzznip> hi
<%Fuzznip> what?
<@twash> it doesnt matter
<@twash> but i'd say no
<%Fuzznip> Yeah, it caps at 100%
<@twash> that's silly, really
<%Fuzznip> Well that's what I've been told
<@twash> because if you dont cap it, you get to see what it _could_ do which might change things on EVs
<+MetaNite> a little late but yes, cap it at 100%
<+MetaNite> and you should round everything down imo
<+MetaNite> keeps it needer and since everything rounds anyway
<+MetaNite> *neater
I agree with twash here. the extra information can be useful to quickly estimate what would happen if the defending Pokemon were a less or more defensive variant, and also gives you a good benchmark from which to estimate other attacks. the only argument I can think of that would be a reason to cap damage calcs is "aesthetics" but personally I think a calc looks better when it's not capped :|.
whichever way this goes there should be a C&C standard so we all do the same thing!
edit: also rounding. I think we should just use the output from Doug's calc since that is what most people are using nowadays and it is an easy standard. single percentage and hundredths rounding just "seems" too inaccurate.