contribution

Yo, pals!

I'm working on a damage-minimizing project right now. It's kinda like taking the lowest damage (both sp.at and at) with the optimal EV's spread.

I'm using advanced maths knowledge so as to make progress, but it's fuckin' hard. Well, I've got a theory about minimal damage due to the fact that the damage formula makes "mistakes" because of rounding up/down the damage.

Well, the thing is that i don't exactly know how the damage formula works when it comes to rounding up/down damage.

Could anybody please explain me how it EXACTLY works. Thanks a lot. I'll post the whole theory when I finish it. I hope it''ll bring the competitive metagame to a higher level.
 
I am a mathematics lecturer with a postgraduate degree in mathematics, and thus can help you with any maths problem you've got. If you want, send me a PM with the exact problem you have, and I'll be glad to help.
 
The damage formula should round down at every step.. If you have seen it written out properly, whenever there is a bracket it should round down I believe.

Also yeah, I have been requesting someone like actually properly sorting out a general rule for EVs.. I mean, it is pretty clear that HP=At=2def=2specialdef is good for the generic case, but I always get confused when you want def and special def to not be equal, what the ideal situation is in that case..

Have a nice day.
 
A good general rule is to make your HP=Attack+Defense. Due to rounding, this will sometimes be off by a couple points, but until they finish this, it's pretty close. This breaks down when moves like Counter, Leech Seed, and Pain Split are involved, because those are essentially effected by amount of HP (Counter wants high HP, sometimes at the expense of maximized defenses, while Pain Split and Leech Seed like lower HP and higher defenses).
 
Back
Top