The first Specific Durability (or SpecDur, as I'll be calling it for now on) thread was criticized for being too abstract and heading nowhere, so in this thread I'll be discussing it in terms of how to apply it to competitive Pokemon.
But first, Disclaimers:
-I realize that I may sound condescending, and I'm sorry if you get that impression. However, bear in mind that whenever I explain something as I would try to explain it to myself, all I see are WTF faces. Maybe it's just the people I know, but generally this is the best way I've found to make myself clear.
-MATH WARNING: THERE IS MATH HERE. (This snide comment has been deleted.)
Now, to business.
I won't re-derive the SpecDur formula again here; if you want to see that bit just read through the first thread and try not to wince at my overwhelmingly condescending tone. Here, I'll be discussing how we can use the formula to better distribute EVs for the pokemon in teams we design, in terms of both offense and defense.
For easier reference, the various versions of SpecDur:
The basic formula is
(Where H, D, and S represent HP, Def, and SpD, respectively)
In terms of EVs and base stats, it becomes
(H, D, and S now represent what the pokemon's base stats would be with 0 EVs)
L stands for however many EVs are required to raise a stat by 1 point (L=4 for lv.100, and about 8 for lv. 50).
While in normal discussion Effort Values and Effort Points may be synonymous, I think it will make things easier here to use Effort Points to refer to the number of points added to a stat from EVs.
Finally, the graphable formula:
(Sorry, but "available defensive EVs" should read "available defensive EPs" because the formula calculates with points, not EVs.)
While this formula's most obvious application is as a more efficient alternative to Overall Harm, because Overall Harm finds the optimum spread numerically, which is not as accurate as an algebraic method.
However, as Larvitar Star pointed out in the last thread, this formula can also be used to optimize attack stats to deliver the most efficient amount of damage for a given metagame. For example, you could figure out the minimum attack stat required for Weavile's Ice Shard to OHKO any Garchomp configuration. On the other hand, the SpecDur formula solves for a combined physical and special attack of a given power, so it would actually be more efficient to just use the damage formula...
Anyway, if this is to reach its full potential of being more efficient than overall harm, we have to derive the algebraic formula that calculates the ideal distribution. There are two ways to do this: one, we could try to differentiate in three dimensions and find the optimum EV spread, or two, because the graph always has the same basic shape we could calculate the transformation caused by changes in H, D, S, and E. I myself am banking on the second approach, because the first seems to generate negative numbers.
Finally, we need to incorporate natures and intimidate and other arbitrary stat changes into the formula. To get really precise, we could adjust the bias on physical or special defense according to the proportions of common physical and special moves in a given metagame, i.e. change numbers depending on whether there are more physical than special moves or vice versa.
I'm hoping people with experience in higher mathematics (read: anyone with a thread in Pokemetrics), especially in optimization, will want to work on this problem because I doubt I could reach a good solution alone. I'm sure there's a simple way to solve this, but I just don't know what it is. Any and all contributions would kick arse.
In conclusion, I'm going to contradict Colin's last post on the closed thread: There is plenty to discuss here, and this concept is far more than a notation. If you want an example of how to "solve a pokemon problem" with this, here it is.
I'm designing an EV spread for the modest Gengar I plan to use in Double Battles. I've already decided on 252 SpA EVs to maximize its exceptional Special Attack and 80 Spe EVs to give it a boost, but not max speed because defense is more important in doubles than singles.
That leaves 178 EVs to distribute among the defenses. But the question is, how to distribute it best? The DefenseEffortValues applet can do that for me, but since it only calculates by guess-and-check-ing it might not stumble upon the best-est configuration. So, I'll use the SpecDur formula above to find the optimum.
What I would do is plug the 0-EV stat values and available EVs into the equation, and get the following formula:
(Sorry again, but the 174 should be 44, because I forgot to divide by 4 to convert to EPs. Just pretend it's a 44, please.)
That's right, I was so unlucky I got a Gengar with 0 IVs and a nature that hinders all stats. Funnily enough, those are the same numbers as on Bulbapedia's listings, but let's just pretend this is possible for the example, okay?
Now, I just plug that into a 3D grapher and see the following graph:
We want to choose EVs according to the X and Y values of "THERE," and Gengar will be optimally defended! Yaaay!
The tough part is finding the formula that points to "THERE." That's what we have yet to do.
But first, Disclaimers:
-I realize that I may sound condescending, and I'm sorry if you get that impression. However, bear in mind that whenever I explain something as I would try to explain it to myself, all I see are WTF faces. Maybe it's just the people I know, but generally this is the best way I've found to make myself clear.
-MATH WARNING: THERE IS MATH HERE. (This snide comment has been deleted.)
Now, to business.
I won't re-derive the SpecDur formula again here; if you want to see that bit just read through the first thread and try not to wince at my overwhelmingly condescending tone. Here, I'll be discussing how we can use the formula to better distribute EVs for the pokemon in teams we design, in terms of both offense and defense.
For easier reference, the various versions of SpecDur:
The basic formula is

(Where H, D, and S represent HP, Def, and SpD, respectively)
In terms of EVs and base stats, it becomes

(H, D, and S now represent what the pokemon's base stats would be with 0 EVs)
L stands for however many EVs are required to raise a stat by 1 point (L=4 for lv.100, and about 8 for lv. 50).
While in normal discussion Effort Values and Effort Points may be synonymous, I think it will make things easier here to use Effort Points to refer to the number of points added to a stat from EVs.
Finally, the graphable formula:

(Sorry, but "available defensive EVs" should read "available defensive EPs" because the formula calculates with points, not EVs.)
While this formula's most obvious application is as a more efficient alternative to Overall Harm, because Overall Harm finds the optimum spread numerically, which is not as accurate as an algebraic method.
However, as Larvitar Star pointed out in the last thread, this formula can also be used to optimize attack stats to deliver the most efficient amount of damage for a given metagame. For example, you could figure out the minimum attack stat required for Weavile's Ice Shard to OHKO any Garchomp configuration. On the other hand, the SpecDur formula solves for a combined physical and special attack of a given power, so it would actually be more efficient to just use the damage formula...
Anyway, if this is to reach its full potential of being more efficient than overall harm, we have to derive the algebraic formula that calculates the ideal distribution. There are two ways to do this: one, we could try to differentiate in three dimensions and find the optimum EV spread, or two, because the graph always has the same basic shape we could calculate the transformation caused by changes in H, D, S, and E. I myself am banking on the second approach, because the first seems to generate negative numbers.
Finally, we need to incorporate natures and intimidate and other arbitrary stat changes into the formula. To get really precise, we could adjust the bias on physical or special defense according to the proportions of common physical and special moves in a given metagame, i.e. change numbers depending on whether there are more physical than special moves or vice versa.
I'm hoping people with experience in higher mathematics (read: anyone with a thread in Pokemetrics), especially in optimization, will want to work on this problem because I doubt I could reach a good solution alone. I'm sure there's a simple way to solve this, but I just don't know what it is. Any and all contributions would kick arse.
In conclusion, I'm going to contradict Colin's last post on the closed thread: There is plenty to discuss here, and this concept is far more than a notation. If you want an example of how to "solve a pokemon problem" with this, here it is.
I'm designing an EV spread for the modest Gengar I plan to use in Double Battles. I've already decided on 252 SpA EVs to maximize its exceptional Special Attack and 80 Spe EVs to give it a boost, but not max speed because defense is more important in doubles than singles.
That leaves 178 EVs to distribute among the defenses. But the question is, how to distribute it best? The DefenseEffortValues applet can do that for me, but since it only calculates by guess-and-check-ing it might not stumble upon the best-est configuration. So, I'll use the SpecDur formula above to find the optimum.
What I would do is plug the 0-EV stat values and available EVs into the equation, and get the following formula:

(Sorry again, but the 174 should be 44, because I forgot to divide by 4 to convert to EPs. Just pretend it's a 44, please.)
That's right, I was so unlucky I got a Gengar with 0 IVs and a nature that hinders all stats. Funnily enough, those are the same numbers as on Bulbapedia's listings, but let's just pretend this is possible for the example, okay?
Now, I just plug that into a 3D grapher and see the following graph:

We want to choose EVs according to the X and Y values of "THERE," and Gengar will be optimally defended! Yaaay!
The tough part is finding the formula that points to "THERE." That's what we have yet to do.