FuNKySHo at it again.
https://m.youtube.com/watch?v=7MqCMWXFAIM
Does this change how you will power attackers past lvl 30?
Answers
Great analysis...
I think saving 8-10 seconds on a lot of Blissey fights is well worth the powerup...Blisseys are just everywhere and a lot of people now put them in newly taken gyms just to waste your time/potions.
People always seem to complain about a lack of dust, but I've never ran low...lowest was probably in the 500ks, but now, after taking a Golem to Level 30, am sitting around 850k.
I usually power something up as I close in on a million...
I think Machamp is the best candidate since you don't need him to ever be a defender and if you can past the damage hump that's 8 secs every battle. I just ran sims on my Lvl 30 C/CC one and it drops it by 8 seconds at level 35 (mine only has 10 att vs a lvl 40 Blissey)...
Probably will eventually just max a C/DP if I ever get one...
Very minor point, I think that table would be more useful if it assumed a zero attack IV instead of assuming 15, because then a player could be certain of hitting the breakpoint at a given level (i.e. it is better to overpower by a half- or full level, than to risk underpowering by a similar amount). Great info, though.
Yeah, I've noticed it could be a LOT of levels to hit the break point so I suppose the chart is the "minimum" level needed if you have 15 ATT...
As mentioned, my 10Att Machamp needs to go all the way to 35 vs. 31.5 or something so I'd guess a 0 Att one would probably have to be at 39 making it far less likely (better to find a higher Att IV candidate to power up).
https://www.pokebattler.com/fights/attackers/FLAREON/quickMoves/FIRE_SPIN_FAST/cinMoves/FIRE_BLAST/levels/33/ivs/DFE/defenders/BLISSEY/quickMoves/POUND_FAST/cinMoves/PSYCHIC/levels/39/ivs/FBF/strategies/DODGE_WEAVE_CAUTIOUS/DEFENSE_RANDOM_MC?includeDetails=true&dodgeStrategy=DODGE_REACTION_TIME&seed=1496736557048
Is is same breaking point also for 13 IV for attack.
1. Follow the above link
2. scroll down a bit and click combat log
3. Look in the right side for the value for first Fire spin. That is the value you are looking for.
For further playing:
- Go to the menu. Click Battle.
- After that switch to your desire attacket and/or defender. Then select your desired quick move.
......
Haha, looking at the title of this post, was wondering what kinda mischief am I at it again ;p.
Anyway, just to share this phenomenon resulting from the rounding of the dmg formula, which was actually discussed way back in Gen1, and sorta implicitly tested in my earlier high vs low IV test ( https://youtu.be/dWsgvMVXr1M ).
I reckon back in Gen1, reaching the damage breakpoint against the toughest defender (ie Snorlax) back then, wouldn't make a big difference too.
However, now with Blisseys terrorising the gyms, and they r getting higher lvls now ( at least in my local gym meta, seeing more 3K+ Blisseys ), plus time-out dangers etc, this quick move dmg breakpoint is more relevant now. So it's good to start investigating on what will be the optimal levels to power up for your attackers against this terror nurse ;)
Also to note, though I'm using a db/dc dragonite in that vid, u might actually get more dps gain if it's a db/hyperbeam nite, with just 1 more powerup from lvl 30 to 30.5. Pokebattler simulate up to 14 secs gain for that moveset, which could possibly be higher in the real world.
I think back then the view was that a low IV on attacker is ok :).
Right now that can cost you a lot of dratini or machop candies :) (for a 10 attack machamp you need a lot more than 31.5 lvl, same for Dragonite with DB/DC). Not to say it can render your B/Se Tyra unable to reach max potential vs. lvl 39 blisseys.
