Section 1: Block Damage
Unlike what's implied in the PM, each block of damage can be much more significant than 4 damage for every stat in defence... or much less. Take this for example:
As you can see putting 12 EVs into Defense can save you upto 8 HP while the same amount of HP EVs save you a one off damage of 3 HP which is automatically inferior to the 8 damage you save for each time you were attacked by HP Ice. Obviously this varies with attack and move power but if you want to survive those Ice type attacks or any other X4 Effective hit, you're best investing in your Defenses.
Hold your horses a second before you start whamming in those heavy Defense EVs into poor Bronzong, there's a catch!
In this example you only get 1 less damage for a whole 4-8 EVs which can always be spent better in HP. This is because Bronzong's Defense is so high and the opposing pokemon's attack (value as I like to think, simply Attack times Move Power) to be rounded down much more often.
As a summary a simple rule of the thumb is:
- As the opposing Attack and Move Power goes up, the less Defense EVs you need to invest to reduce the damage by 1.
- As your Defense goes up the EVs required to reduce the damage by 1 point go up.
- Never invest Defense IVs in order to take NVE hits and if you have any Defense above around 250 you shouldn't bother at all unless you are expecting to take SE hits.
Section 2: Block Damage
Ceil(Ceil(HP/0.85 - 2) * Def / 0.84)
This was the formula I devised to calculate what Attack Value (Attack times Base Power) you need in order to KO a certain Pokemon. Since we are talking about being defensive I'll use this one:
Ceil((HP - 2) * Def / 0.84)
As any mathematician knows the highest product you can make with two numbers which add up to a certain number are the two numbers closest together so if we want to maximise the Defense Value we have to keep increasing Defense until it is as close as possible to two less than HP. Since the same Base Stat for HP as Defense is always 105 more than the latter, there is very little point putting a single drop in HP to maximise one defense unless that Defense has more than 20 base more than HP (not 51 and a half for that 105 stat difference since you get 31 and a half back if the Def is maximised meaning you may want 1 or two HP EVs).
You'll notice I mentioned I've been talking about maximising one defense, however, since HP counts for both Defenses 4 EVs are effectively giving you 2 extra stat points. Ideally your stat total would look like X+2 HP /X Def/X Sp.Def but it doesn't always work like that. For this reason you might want to invest some more EVs into HP than advised.
Closing Comments
I really wanted to write more on this but I've run out of time, might write some later. I'm a bit worried that it's a bit unreadable. Anyway, some closing points:
- The first part is very difficult to impliment fully into competative spreads. Does anyone have any imput on this?
- My Attack and Defense Values. Do you like the idea?
This was a PM thats been sitting in my sent messages for a while (to Dragontamer if you're interested) unfortunately it was never replied to.While I was messing around trying to write a formula to work out the lowest attack value needed to OHKO a pokemon I noticed that in manual testing it often took 3-5 stat increatments to do one extra damage, obviously because of flooring the variables. The number of stats per damage gain goes up with Defense while going down with Attack and power, this means it is very important for pokemon like Salamence with fairly good defenses who's opponents rely on low power moves with 4 times effectiveness which means Salamence might need 20-30 Def IVs for each 4 times 'block' of damage, Ev's that could be invested in HP for a lower percentage damage.
Obviously this doesn't affect much apart from really specialised ev spreads at the moment and it would be difficult to find a universal value for each pokemon in its current state. However, since there is a regularity in base stats as well as base powers it might just be possible to work out much better ev spreads for certain pokemon (this can include attacking stats as well).
Unlike what's implied in the PM, each block of damage can be much more significant than 4 damage for every stat in defence... or much less. Take this for example:
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Max damage from Hidden Power Ice 70 from 250 Sp.Attack on a Salamence with 196 to 206 Defense.
As you can see putting 12 EVs into Defense can save you upto 8 HP while the same amount of HP EVs save you a one off damage of 3 HP which is automatically inferior to the 8 damage you save for each time you were attacked by HP Ice. Obviously this varies with attack and move power but if you want to survive those Ice type attacks or any other X4 Effective hit, you're best investing in your Defenses.
Hold your horses a second before you start whamming in those heavy Defense EVs into poor Bronzong, there's a catch!
Code:
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Max damage from Close Combat from 369 Attack on a Bronzong with 268 to 278 Defense.
As a summary a simple rule of the thumb is:
- As the opposing Attack and Move Power goes up, the less Defense EVs you need to invest to reduce the damage by 1.
- As your Defense goes up the EVs required to reduce the damage by 1 point go up.
- Never invest Defense IVs in order to take NVE hits and if you have any Defense above around 250 you shouldn't bother at all unless you are expecting to take SE hits.
Section 2: Block Damage
Ceil(Ceil(HP/0.85 - 2) * Def / 0.84)
This was the formula I devised to calculate what Attack Value (Attack times Base Power) you need in order to KO a certain Pokemon. Since we are talking about being defensive I'll use this one:
Ceil((HP - 2) * Def / 0.84)
As any mathematician knows the highest product you can make with two numbers which add up to a certain number are the two numbers closest together so if we want to maximise the Defense Value we have to keep increasing Defense until it is as close as possible to two less than HP. Since the same Base Stat for HP as Defense is always 105 more than the latter, there is very little point putting a single drop in HP to maximise one defense unless that Defense has more than 20 base more than HP (not 51 and a half for that 105 stat difference since you get 31 and a half back if the Def is maximised meaning you may want 1 or two HP EVs).
You'll notice I mentioned I've been talking about maximising one defense, however, since HP counts for both Defenses 4 EVs are effectively giving you 2 extra stat points. Ideally your stat total would look like X+2 HP /X Def/X Sp.Def but it doesn't always work like that. For this reason you might want to invest some more EVs into HP than advised.
Closing Comments
I really wanted to write more on this but I've run out of time, might write some later. I'm a bit worried that it's a bit unreadable. Anyway, some closing points:
- The first part is very difficult to impliment fully into competative spreads. Does anyone have any imput on this?
- My Attack and Defense Values. Do you like the idea?