How are the metagame statistics calculated? For example, how is it decided that a team is balance instead of semistall? Would it count a balance team that has tornadus-t and rotom-w as part of the volt turn category instead?
Other requests:
- win-rates and combos
- most common megas
- most common choice item and Z-users (scarf would be a huge one)
- lists of all of the above in correlation to their playstyle archetype
- removal of weird metagame categories, feels weird for example looking at the gen7ou mg stats and seeing mono-fairy, for example.
- It would be nice if OLT's could have usage stats for the ladder cycle phases - any chance of filtering out stats out of username tags to achieve this? Would need to be taken out of the games in a week instead over an entire month.
The stalliness metric is described here, with a few other posts on the blog talking about improvements that were made.How are the metagame statistics calculated? For example, how is it decided that a team is balance instead of semistall? Would it count a balance team that has tornadus-t and rotom-w as part of the volt turn category instead?
Other requests:
- win-rates and combos
- most common megas
- most common choice item and Z-users (scarf would be a huge one)
- lists of all of the above in correlation to their playstyle archetype
- removal of weird metagame categories, looks weird reading the gen7ou mg stats and seeing mono-fairy, for example.
- It would be nice if OLT's could have usage stats for the ladder cycle phases - any chance of filtering out stats out of username tags to achieve this? Would need to be taken out of the games in a week instead over an entire month.
Why don't we simply use fainting Pokemon per turn? Is there somewhere else I can see the number of Pokemon that faint each turn?The stalliness metric is described here, with a few other posts on the blog talking about improvements that were made.
I haven't thought in great depth about stalliness metrics, but I can see a few potential issues with just using faints per turn. For one thing, if the whole ladder were very stally, then every team would look as though it were more stally, because offensive teams have their pokemon faint less quickly when playing against stall than against offense. It's also possible the metric would be useful for seeing how often different playstyles get KO'd, in which case that metric would be useless. And also, it would be far more luck-based with regards to which teams you played on the ladder (two extremely similar teams with just different choice of one coverage move might see very different stalliness ratings due to which teams each happened to face on the ladder, for example). And also, that would probably be harder to compute.Why don't we simply use fainting Pokemon per turn? Is there somewhere else I can see the number of Pokemon that faint each turn?
Sorry, forgot I hadn't answered this! The short answer is that 100% of the battles were counted, but some are effectively ignored while many are just counted much less than a game of the level specified (e.g. between two 1500-weighted players). More details can be found here: https://www.smogon.com/forums/threads/weighted-stats-faq.3478570/ (sorry, struggling to embed links on my phone).Is there a way to see how many battles happened in each part of the ladder (0, 1500, 1630, or 1760)?
There isn't, which annoyed me for similar reasons (though not exactly the same). There's no official plans in place to change this either.Is there any raw data available with full team builds? I'd like to build a teambuilder that makes good suggestions on team construction, but the current data isn't quite enough to get there as there's no relationship between the different stats.