GamePress

I would like to know: If you use a specific Energie/Seconde for Rated your best Def-move set.
on the website we can see only the energie/seconde for attack. Or if you simulate with the same.
I just feel that you are using the energy per second of attack in your calculation for def move set.

https://pokemongo.gamepress.gg/Q-A/defending-movesets-question

Asked by Morpheus8 years 5 months ago
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When we simulate matchups, we simulate an attacker attacking a defender all at once. I don't understand the question, unless the suggestion is that we are conflating attacking and defending as the same, which is of course not the case.

Attacks are used by defending pokemon too, if that's your question?

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when I make my calculations, I have the feeling that you not use the right energy per second in defense

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when I calculate by making a voluntary error, I came across the same results as you move to the set. But if the energy per second in def, is not the same as in attack, some move set is different.

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give me 1 exemple plz
1 exemple for 1 cycle regardless of the random

if I am not clear enough, I would do my sentence, I'm not English, but we will eventually understand

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Feint-attak
att
10 energie/hit 1,04s = 9,62 energie/sec
def
10 e/hit in 3,04s= 3,29 energie/sec

Till and have an approximate result quickly if well differentiates the two is obtained on different result

To get the same results Moveset def you, I shall use the energy per second att with the move set def, which is not logical! that's why I want to know if you made good the difference in your simulation

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So you're asking: "At what rates do a defending pokemon's moves generate energy?" or even more basically, "How does energy work in terms of defending?"

I always thought that a move will generate the same amount of energy regardless of whether it's used in attack or defense. If that's the case though, it seems like defenders would gain energy very, very slowly! I also know that getting hit by an enemy's attack will also generate a little bit of energy - maybe that helps compensate for the slow attack speed of defenders. I also read somewhere (can't remember where now) that a defender's maximum energy is twice that of an attacker, but IDK if that's true.

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I know that the defender wins of energy when he loses the point of life, that's not my question. the maximum rate of energy is still 100, but it can be increased by half points.a
I'll try again to explain my problem.
To get the same result as gamepress, I need to make mistakes. If I consider the energy per second in attack and the same as in defense, I get the same result as gamepress for grading moveset.
If I change my calculations, with MY energy per second in defense, I do not have the same result as gamepress for several rankings.
So my question is:
gamepress fact he careful not to use the same energy per second in attack and defense in their simulation?

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My understanding (which may be wrong) is that Gamepress does not take into account energy per second when determining the best defense moves. I know that I don't care about energy per second when looking at the best primary moves for defenders. I think what matters more is the damage output. Due to the mechanics of defending, this is why the slower, higher damage primary attacks are almost always ranked higher than the faster, less damage attacks.

Can you give me an example of a ranking that's different between your calculations and Gamepress?

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I also think that the energy rises very slowly (not accounted for the energy accumulated by the loss of life point)
but I did not feel gamepress recognizes that in simulation
that's why I need a confirmation from them, to trust them defmoveset

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I'll make a quick and simplified demonstration (regardless of some thing)
Imagine, I make the mistake of keeping the same energy per second in attack and defense, (which is not corect my taste)

feint-attack 9,62energie/seconde
for 100 energie, you need 10,4seconde
feinte do 3,95damage/seconde def mode

41,1damage in 10,4seconde.

Pokemon Wigglytuff

move set: feinte/playrought
playrought CD def: 4,9sec
do 55damageStab2times for 100energie
do 137,3damage in 9,8seconde

Combo def move=
178,4damage 20,2seconde= 8,9 ComboDef-DPS

move set: feinte/dazzlinggleam
Dazz CD def 6,2sec
do 55damagestab3time pour 100energie
do 206,25damage in 18,6seconde

Combo def move
247,35damage in 29seconde= 8,5 ComboDef-DPS

IF i make a mistak feinte/playroughr > feinte/Dazz in def (same on Web site)

now, if i respect the good energie/seconde

feinte= 10energie /hit
1hit=3,04 seconde
100 ennergie= 10 hit
12damage/hit
100energie > 120damage > 30,4seconde

moveset feinte/playrought
(120damage+137,3damage)/(30,4seconde+9,8seconde)=257,3/40,2s
Combo def move set do: 6,4Def-DPS

moveset feinte/DAzz
(120+206,25)/(30,4+18,6)=326,25/49
combo def move set do: 6,7Def-DPS

RESULT
feinte/dazz > feinte/playR

You understand wath i mean?

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Yes, I understand. I think you're correct: the energy per hit for feint is 10 energy, and on defense feint will be used one time every 3.04 seconds, so it will take 30.4 seconds to get 100 energy. We should use your numbers for energy on defense. We should not use the EPS numbers listed on the website, which are only correct for attacking.

However, I believe that feint + play rough is still better than feint + dazzling gleam. There are two parts to why I think this:

  1. A defender gains 1 energy for every 2 damage it takes, and a defender's maximum energy is 200 instead of 100 (https://pokemongo.gamepress.gg/gym-combat-mechanics). If a battle lasts long enough, a defender will get to maximum energy. At that point, a defender can keep using the charge move without stopping. Since Wigglytuff has a LOT of HP, it will get to maximum energy in every battle. In other words, the main way defenders gain energy is not by using their quick moves. Defenders gain energy mostly by being attacked.
  2. Play rough has a faster cooldown than dazzling gleam by 1.2 seconds, so you can cast it more often. If energy does not matter, which would you prefer: using a 55 damage attack that takes 2.90 seconds (play rough), or using a 55 damage attack that takes 4.20 seconds (dazzling gleam)?

I haven't done the math for this, but I think it makes sense, no?

P.S. If defending pokemon did NOT gain energy when they lose HP, then you would be correct: dazzling gleam would be better because it does not require as much energy to use.

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NO!
the pokemon dont have 200energie, he have 100.
but he can earn Half-point .

item_templates {
template_id: "BATTLE_SETTINGS"
battle_settings {
retarget_seconds: 0.5
enemy_attack_interval: 1.5
attack_server_interval: 5
round_duration_seconds: 99
bonus_time_per_ally_seconds: 10
maximum_attackers_per_battle: 20
same_type_attack_bonus_multiplier: 1.25
maximum_energy: 100
energy_delta_per_health_lost: 0.5
dodge_duration_ms: 500
minimum_player_level: 5
swap_duration_ms: 1000
dodge_damage_reduction_percent: 0.75
}

I know That you can earn energy by losing life. I deliberately calculated without this information was different every fight

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What is this from? It looks like it is code for gym attackers. Unless I'm told differently by Gamepress, I believe Gamepress is right and defenders have 200 maximum energy, while attackers only have 100 maximum energy.

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the form is just some line for the source code.
file name GAME_MASTER Line 291 to 307, from reverse API 0.39.1
( dont have the new for the moment)
i think, the source code is a better source than 1 website ;-)

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Gamepress so use good ernergie per second to simulate Def-moveset, or not?
that is the TRUE question ;-)

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me wigglytuff got playR, i like. but isnt the problem^^
ill just knowing if gamepress use ALL the good information for choosing DefMoveSet,
yes probably if we calculate with energie earn by hp lost , that can change the result.
but 1 more times, i ill just knowing IF i can Trust Gamepress information.
i need just this answer, for blind trusting, all her moveset.
many website have different moveset, i search the best website, for the moment i think is gamepress, but i need this answer.

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