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The only answer to "CP" haters

The problem is CP is a composite of a Pokemon's base stats.

You could change the weighting between Attack/Defense/HP, but it doesn't change the basic fact that some pokemon simply have better stats than other pokemon.

Vapereon > Goldduck simply because it has

Vapereon 205 Attack > Goldducks ATK 191
Vapereon 177 Defense > Goldducks DEF 163
Vapereon 260 Defense > Goldducks STA 160

Getting rid of CP, or Getting rid of CP for Gym Placement isn't going to change those basic facts.

Really the only way to realistically realign "CP" is to put a modifier on the Formula based on a Pokemon's Moves.

Something like Damage/Energy Use* (Cooldown-Flash Window/Cooldown) *500 *1.25 if stab

Take Psychic.
100 Damage / 100 Energy * (2.8 - .7 / 2.8) * 500 = A Power Move worth 375 CP, on a Psychic Type 468 CP

Outrage
110 Damage / 50 Eenrgy * (3.9 - 2.0 / 3.9) * 500 = A Power Move worth 535 CP on a Dragon Type 670 CP

For Quick Moves you'd add something similiar but I'm low on time to come up with a formula.

BTW: (Reuse Time - When Yellow Flash / Reuse Time) is a critical part to match up with difficulty dodging. Things quick on use like Psychic are far harder to dodge than Outrage

You can also add say a -250 Modifier to any double weakness a pokemon has.

Asked by Arak27 years 11 months ago
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It wouldn't change that some pokemon are better than others, but would increase diversity. Pokemon with very good typing, defensive stats and defensive moves are currently excluded of the game just because of their low CP (coming back to cheating: shavers, etc). It's not only CP's fault. It's CP placement together with lack of anti-cheating measures.

To be fair, I don't think Niantic will ever get rid of CP (it's one of their signatures). And in the same way they won't ever be able to stop people from using multiple accounts. Therefore, there is the need for a way of gym sorting other than CP.

I'm looking forward to the "gym rework" to find out whether they are still able to surprise us

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Like I keep saying, lots of little things can change and create diversity or give stronger defensive mons better standing. But pretty much every single one of these "all you have todo is this one thing" ideas are just terrible.

Let's hope Niantic is smart enough to sort it all out.

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I've said before, I'm not sure Diversity is a good thing for Gym Turnover.

If we are picking from "7" pokemon vs "15". It's a lot more likely to have 2 of same Pokemon with same weakness for your attacker to exploit in a row.

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Niantic could use their existing base stat formulas as a starting point but then manually fudge the numbers a bit to make borderline pokemon a bit better and make one particular pokemon weaker.

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Slowbro or Lapras for example. Strong defenders with low max CP.

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Golduck has confusion/Ice beam though. Now your water gun/hydro pump vaporeon doesn't look so sweet on defense does it?

'Taking away CP' at least gives mons with better moves to compensate somewhat.

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No actually it's not.

Ice Beam isn't better than Hydro, or Aqua Tail or probably even Water Pulse.

The core issue on Pokemon Go is that Stab = Super Effective. Without that changing, Ice Beam will never be better than Water Moves.

Confusion is nice. But it's not nice enough to make up the Stat Difference.

If the stats were closer, I'd agree with you. But they arent

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Yessss idk why stab = SE!!!! My only assumption is to water down match ups such as jolteon vs gyarados (STAB + double SE) for the sake of time. But it's not worth it; like you said, THIS is one of the biggest problems with Go. Its beyond frustrating, it ruins soooo many potentially useful movesets! Especially for defenders!

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"Really the only way to realistically realign "CP" is to put a modifier on the Formula based on a Pokemon's Moves."

Um... or weigh Stamina and Defense more (or Attack less) into the equation. Even a slight readjustment would introduce more mons as gym viable, and take some currently higher CP guys who are awful "defenders" down a peg.

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Exactly. Look at the eevee evolutions. In the main series they all have an equal total of base stats, but in Go vaporeon reaches 1000 cp more than umbreon

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That is a problem in the transfer from main to go stats.

But ignore CP totally.

Perfect Level 30 Vaperon: 2706 CP
Perfect Level 30 Umbreon: 1759 CP
Perfect Level 30 Snorlax: 2876

Pokebattler:
Vap vs Snorlax. Vap wins in 49.2 Seconds with power of 192%
Umbreon vs Snorlax. Umb wins in 65.8 seconds with power of 152.

Vaperon has a higher CP than Umbreon because it beats Snorlax quicker and more efficiently than Umbreon does.

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It shouldn't be this way, in my opinion. Perhaps due to the movepool, but still... I'm just upset that the Pokémon universe is very inaccurately represented in Go, currently

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Well yeah.

But that's not a Gym Revamp Issue.

That's a Translation from 6 Stats in Pokemon to 3 Stats in Pokemon go issue.

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If cp is going to stay the way that gyms are sorted than cp needs to be based more on the defensive stats ie STA and DEF I feel I should not have been one of the first to say this that I know of because obviously cp is for gyms so why does cp favor the attack stat.

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You'll get no argument about that from me. I support some sort of CP adjustment although I think I prefer a stand alone defender rating mix or something like that.

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I don't have a problem with the cp formula, I have a problem with it being used for gym placement. Besides the simple reality that some pokemon with lower cps are better defenders, I believe someone should be able to place whichever pokemon they want without fear of it being at the bottom and shaved off. There is no reason that grass pokemon should not be included in the gym meta. There is no reason that fairy pokemon are not in the gym meta. There is no reason pokemon like the Nidos, Slowbro, Tentacruel, Steelix, LAPRAS, and many others are not part of the gym meta. For the most part, the gym meta is made up of pokemon with high cps and double weaknesses.

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Agree with you on this. The CP formula favors pokemon with high atk stats and puts less importance on def and sta. So pokemon like gyarados, who is considered to be a poor defender due to double weakness to electric, is considered a pretty good choice; for the sole reason it's CP will put you high in the gym. And it makes pokemon like lapras who is very well known as a freaking tank, pretty much useless as defenders just because it'll be at the bottom of the gym

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Except that Gyrados isn't really a poor defender anymore.

Dragon Tail changed that.

A jolteon will beat a Slowbro with Water Gun/Ice Beam easier on Pokebattler than a Gyrados with DT/Crunch.

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I think the current formula has more logic than people give credit. Damage taken is a function of stamina * defense. Damage dealt is a function of attack. It makes some sense then that you would treat attack and (defense * stamina) the same.

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What do you want to measure? If your aim is to measure "somehow combined combat strength and speed" go for CP. If you want to measure "damage delt until it faints, without consideration of moveset, typing , dodging and rounding issues", do the math for yourself and you will find out that you should go for defense * stamina * att.

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I'd like to see at least these two very simple changes.
1) trainers limited to no more than 12-15 gyms.
2) same species of mon limit in a single gym.

1 is the most important in order to limit gps spoofers who have a crazy number of gyms each.

2 stops gyms from having 10 Blisseys.

any other change is just gravy to me.

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Id hate a 1 Pokemon Limit. Why bother working on more of something if you are artifically used at using it.

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Although I have often argued the real change they need is to Double the Rewards, with same cap.

If clearing a level 10 gym was worth 20/1000 as you immediately cashed out vs 10/500 you would see a lot more people do it.

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Agree with you on number 1. You can only get rewarded for 10 gyms daily regardless of how many more you got. So let players get their 10 and then maybe 5 extra for backup and thats all the pokemon they can put on gyms.

Number 2 I've been on the fence about. I like the idea and it would add diversity to gyms again, but could give attackers a little bit more advantage with double weakness pokemon or multiple pokemon with a common weakness.
I think another idea to go with similar to that, and would probably make spoofers more upset, is limit the trainer to one pokemon in gyms. Like if you have 10 dragonites and place 1 in a gym, it disables you from putting any of your other 9 dragonites in another gym. So to get 10 gyms, you have no choice but to use 10 different pokemon. Wouldn't​stop like say 10 blissey gyms completely but would definitely cut down on it, and at the same time add diversity.
But they also need to get a better way of sorting gym order other than cp

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Although I did not say limit the species to one per gym, but if it was that way, it would sure add to the gym diversity that most people want.

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Why 12-15 gyms? What do you want 5 gyms more than you can actually collect for?
Set the limit to 10. Collecting 10 everyday should be exceptional. The reward to hardcore dedicated players. Players who aren't as dedicated should not expect to collect the maximum, but at least a few

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I like the cap on how many gyms you may hold, I would be a hardliner here and say 10. There are no real reason for having a huge backup, why should spoofers and others who abuse the system be granted a daily 5000 stardust + coins?

Maybe also introduce something to cut down on those remote stagnant lvl 10 gyms. Like a "battle tireness", the mons in the gyms get an temporary reduction in their base stats with maybe 10% per day, and after 10 days they fall out of the gym. That would certainly shake up a lot.

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Agree with that.
It's obviously more difficult to keep gyms that are far away from where you live. When I travel I get spots in the cities I visit. If the gym was stable they may last a few weeks but they return eventually.

In ingress there was a similar system to your "battle tiredness". You can keep portals in other parts of the world, but they loss energy every day and the further away they are more energy cost to recharge them

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Great suggestions! Hope Niantic is monitoring this board as they do TSR's (I don't see why not, GP is one of the best sites I have found).

I had read about having to feed mons in gyms, which would be along these lines. Something that spoofers/cheaters would probably not be inclined to do - too much work!!!

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The problem is CP is a composite of a Pokemon's base stats.

This is not doubted by anyone seriously.

You could change the weighting between Attack/Defense/HP,

Indeed, you could, and it would make sense.

but it doesn't change the basic fact that some pokemon simply have better stats than other pokemon.

Correct.

Vapereon > Goldduck simply because it has
Vapereon 205 Attack > Goldducks ATK 191
Vapereon 177 Defense > Goldducks DEF 163
Vapereon 260 Defense > Goldducks STA 160

Nonsense example. Noone doubts that vaporeon is bettter than golduck. Try to compare alakazam and steelix to get a feel what this discussion is about.

Getting rid of CP, or Getting rid of CP for Gym Placement isn't going to change those basic facts.

CP should be calcualted fair, not gotten rid off.

CP for Gym placement is the only thing where CP matters, if it would not be taken into account, discussions would be a lot calmer.

Really the only way to realistically realign "CP" is to put a modifier on the Formula based on a Pokemon's Moves.

Of course not. Before telling, how you calculate it, you should tell, what you want to calculate. This modifier could be a second step, the first step is to evaluate stats in CP correctly.

Something like Damage/Energy Use* (Cooldown-Flash Window/Cooldown) *500 *1.25 if stab

You are looking for cycle damage. There is no need to define it new, playing with numbers without doing the math is leading to nowhere, math has been done already correctly, cycle damage is used in many sheets.

For Quick Moves you'd add something similiar but I'm low on time to come up with a formula.

You do not need to evaluate a quick move and a charged move independend, because you want to calculate whole CP for a complete moveset. Cycle damage is the way to go.
Those numbers exist, for each moveset on each pokemon, they are listed in public google-sheets.

You can also add say a -250 Modifier to any double weakness a pokemon has.

This would be a further correction. Why not? Your approach is not very systematic thought. You could give +50 for each resistance and -50 for each weekness. Double resistances would simply count double.

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I wrote: "You could change the weighting between Attack/Defense/HP"

Bruno Replied: Indeed, you could, and it would make sense.

My counter reply: Would it? Play around with Pokebattler and you might be surprised.

If you go to Pokebattler, a Jynx and Cloyster preform pretty close to each other. This isn't a surprise since thier CP is very close. Jynx maxes at 2512 and Cloyster at 2475.

Yet total stat wise, Cloyster 609 points and Jynx has only 535.

This would argue against doing any sort of formula weighting rebalance. They preform similiarly and have similiar CP under current weighting.

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If you go to Pokebattler, a Jynx and Cloyster preform pretty close to each other. This isn't a surprise since thier CP is very close. Jynx maxes at 2512 and Cloyster at 2475.

They do not perform similar. Jynx is faster. 14,5 seconds to 17,5 seconds. Jynx is way more fragile.

In this range, where every move, let alone every charge move, counts, those metrics as CP or however you want to measure how good a pokemon is, tend to be inprecise.

Yet total stat wise, Cloyster 609 points and Jynx has only 535.

The only way to combine stats that makes sense (if you have done the maths of damage mechanics) is to multiply. Of course, to compare real pkm, you multiply realistic stats, something like IV 12/12/12 added before.

Jynx 6,47M,
Cloyster 7,43M

This is a measure for damage delt until a pokemon faints (not concidering moveset, dodging, rounding or matchup)
Do a simulation without dodging, a Lvl 35 Jynx can barely beat a Lvl25 dragonite with dragon breath, a lvl 35 cloyster has 1/4 health left.
This means, a realistic CP (product without square rooting) would prefer Cloyster over Jynx clearly, the same most players do.

To add stats is complete nonesense, we agree.

Look at blissey and gyarados. Blissey has STA-based CP, Gyarados has a balanced CP. Blissey is way better, for attack and defense. This is not only because of a double weekness, it is, because square rooting of STA and DEF in damage formula underestimates blissey hugely.

To compare products as before:
Blissey: 17,7M
Gyarados: 10,5M
This is more realistic than cp, that puts gyarados over blissey.

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The problem is it depends on what you are judging by.

Are you judging based on "Power". IE how many Dragonites you can beat.

Are you judging based on "Time". IE how long does it take you to win.

Are you judgging based on "Potions". IE how many potions does it take you to recover from the battle.

There simply isn't a singular answer that all Trainers would agree on. Even your Gyrados vs Blissey Example. Absolutely Blissey can do more total damage than Gyrados can. However, I value my time. I use my Gyrados more often than my Blissey.

It gets further complicated because it depends on your dodging preference.

If you dodge Specials Only. a perfect level 40 Jynx/Cloyster vs a perfect level 40 Dragonite looks like this.
Jynx: Power 123. Potions 4.7 Time: 16.3 Second
Cloy: Power 147 Potions 3.1 Time 19.9

If you switch to Dodge All
Jynx: Power 285 Potions 2.1 Time 19.8
Cloy: Power 325 Potions 1.4 Time 23.7

So while you correct in the Power Sense, they are within about 20% of each other. You are incorrect in the Time Sense. Where Jynx wins by same 20%

Current CP formula that has Jynx and Cloyster close together, is best way to balance competing Trainer Desires. Time and Power.

I could see a "Slight" increase in Def/Stam component. I would think Cloyster slightly higher CP then Jynx would make sense, rather than the current reverse.

But, not to extreme you are arguing for. I am often in too much a hurry, and wanting to win fast to not value Attack and it's role on time more.

Also keep in mind, the formula inherently fits into trainer battle preference. The Jynx user, is very likely dodging Quick Moves. The Cloyster use might not be. In which case, Jynx vastly outpreforms Cloyster. Finishing in same time, Jynx would take less potions and beat more dragnites.

In short, I don't think the Stat Formula needs rebalancing, or at most slightly. It's already a compromise between speed seekers, and power seekers.

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