Sometimes (depending on my patience, effectiveness of opponents quick attack, hitpoints left, number of opposing PKM in gym) I use that strategy, and yes, it really matters, how many quick attacks can be used per dodge. Slow "quick"-attacks, which allow only 1 usage per dodge are not really usefull when dodging - fighting will simply take too long. For example, I don't use "Confusion" this way.
Dodging changes DPS
For people who dodge quick attacks
lets put razor leaf against vine whip: I can use 1 razor leaf between dodges and 2 vine whips. So instead of DPS, itll be damage per dodge. In this case, razor leaf would be better than wine whip, 15dmg vs 14dmg, per dodge. This would change a lot of ideal attacking movesets depending on your attacking style
anyone else use this strategy?
Answers
I don't use this strategy because if we do the right math behind dmg calculation result is not that easy.
Let's consider a RL and VW set on a not grass Pokémon so that we vain ignore stab against a normal Pokémon that has def=your att.
Using the dmg formula:
Dmg=floor(1/2 * power * (att/def) effect *stab)+1
We can now calculate dmg for both RL, VW.
RL: floor(1/215)+1 =8
VW: floor(1/27)+1= 4
So if you can use 2VW or 1RL per dodge dmg out put would be the same.
Now consider energy per dodge.
Looking at this site info RL has a energy/sec= 8.28 with a 1.45s cd.
VW: eps = 10.77 cd=0.65s
Now we can calculate energy per hit= epscd
RL eph= 8.281.45=12
VW eph=10.770.65=7
So VW generates 2 more energy per dodge.
This is an easy case, if you consider different art/def values and stab os SE this is way more difficult. In some case could be nice to use a slow-fast attack, for example if you have stab, SE and more att than enemy def.
Or you could consider that against some att if you have a really fast att it's possibile to att 4 or 5 times before dodge vs 2 of a slow att.
Sorry for bad English I hope you can understand.
DPS is an important indicator of how much damage you can deal out and how fast. But it is not a perfect way of calculation. For me I like it because it tells me how fast I can beat a gym or opponent. But I think what people should consider also when choosing the right moveset is how much damage you'll sustain while using those moves, in other words - ratio of damage taken to damage dealt. If you're fighting a gym, maybe you dodge all moves, maybe you dodge only charge moves, and maybe you don't dodge at all. The charge moves more specifically will most likely alter these patterns a tad. For example, if hyper beam lasts 5 seconds, you have 2 and a half attack intervals that a defender can attack you where you are completely immobile. Therefore, if you dodge all moves, it changes the ratio using hyper beam. That's one of the reasons I don't like this move, though I still use it. I prefer quick moves like body slam and dragon claw that will allow me to continue to take less damage. The less damage I take, the more potion efficient I can be, the more defenders I can beat with one pokemon, IMO