defensive move cool down
Im sure this has been asked before but i can't find it. How do you figure out the cool down times of a defending pokemons moves? On this site it says they are +1.5~2.5s, but i don't really understand what that means.
Is it:
1. a minimum of 1.5s and a maximum of 2.5s? For instance ice shard, being 1.4s in duration would hit every 1.5s, whereas bubble would hit every 2.3s and icy wind, being 3.8s (over the max 2.5s) would hit every 2.5s.
or 2. do you add 1.5s~2.5s to every move? e.g. water gun might be 1.5 + 0.5 = 2s and bubble might be 2.3+ 2.5 = 4.8s. In which case how is it determined how much extra is added?
or 3.is it a random amount of time between 1.5 and 2.5?
or have i misunderstood completely?
Answers
He's getting it from here:
https://pokemongo.gamepress.gg/gym-combat-mechanics
As for how it figures out the exact delay is it selects randomly. So yes Water Gun could have a delay of 2-3 seconds. However I'm 90% sure that it picks randomly according to a Normal Distribution, or Bell Curve. So while it is possible for Water Gun to fire every 2 seconds it is much much more likely for it to fire every ~2.5 seconds. That's also why the defender delay is usually just simplified to add 2 seconds.
Wow. I'm a numbers guy, but admittedly I'm still a novice at the underlying mechanics in this game. Point being, what you just described about the AI adding some amount of delay between quick moves, finally makes me understand why slower (longer cd) quick moves show as more desirable for defense.
So on this site when they show the vatious stats such as EPS, DPS, true DPS, etc, wouldn't it make more sense to have two sets of numbers...attacking, where it assumes you are more efficient between attacks, and defensive where it adds some sort of average delay between quick attacks?