Calculating Advanced Battle Statistics

Discussion in 'Simulator Suggestions' started by Silph Co., Aug 5, 2014.

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  1. Silph Co.

    Silph Co. New Member

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    PO Trainer Name:
    Silph Co.
    C.A.B.S.

    Hello PO I am Silph Co. and my idea is that there can be some option for the battle program to calculate advanced statistics. Here are the primary three stats that come to my mind (I'm pretty sure other battlers would find them useful as well)

    # of battle switches / # battle turns = Switch %
    -Switch % is a very useful stat. Like ERA in baseball it is one that a trainer would want to keep as low as possible. Switching is by definition not attacking. Its also a necessity of the game. Furthermore, consistently winning battles with a higher Switch % is a sign of an expert battler, one who is predicting his opponent's moves very well.

    You can see where I'm going with the other two:

    # of attacking moves you select in battle / # of battle turns = Raw Attack %
    -This would simply calculate how often the trainer is selecting attack moves in a battle.

    or

    # of attack moves selected that hit the opponent / # of battle turns = Refined Attack %
    -Same as above but with a focus on what actually hits the opponent. Any double attacks still count as one selection for that turn.

    From there you could calculate many, many other specific attack-related statistics, like attack success/failure rates. The possibilities are endless.

    Last example:

    # of non-damaging attacks selected / # of battle turns = non-damaging %

    You get the picture. Needless to say, its impossible for one trainer to calculate all these stats while battling. However I think many trainers (especially the 'noobs' of PO) can learn a lot about their team and about the special mechanics of battling from such statistics. I'm really not a computer expert, bad with understanding writing code and all that... but there it is, I leave the idea with you guys. Let me know what you think.
     
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