[General Information]

BATTLE INFORMATION

The Battle Information can be an indication of the Battle outcome, but it is designed to help you choose the best Pokémon, NOT simulate the Battle.

TIME TILL WIN

The amount of time in seconds it takes for the Pokémon to defeat the Versus Pokémon.

  • Also allows you to compare Pokémon DPS while sorting on Battle Rating/Time Till Loss

BATTLE RATING

The difference between the Time Till Win and Time Till Loss.

  • Battle Rating over 100% generally means you can win the Battle, however this should be used primarily as a way to compare Pokémon and not as an indication of the Battle outcome

TIME TILL LOSS

The amount of time in seconds it takes for the Pokémon to be defeated by the Versus Pokémon.

  • The Versus Pokémon will use the best Moveset per Pokémon if ones are not set in the Battle Settings Menu

BATTLE TEAMS

Temporary Battle Teams help you see how Pokémon perform together against Raid Pokémon.

Select a Raid Tier from the "Combat Power" setting in the Battle Settings Menu, then Long press a Pokémon to initiate a Battle Team.

  • Pokémon cycle their Quick and Charge moves for their Time Till Loss duration

  • The Versus Pokémon will use the best Moveset per Pokémon if ones are not set in the Battle Settings Menu


CONTROL THEORY

Battle Information is based on a Pokémon cycling it's Quick and Charge moves against the Versus Pokémon without it attacking until it wins the Battle and vice versa.

This allows you to easily compare the small differences between Pokémon and the impact of IV's.

Simulating user and computer actions can be beneficial, but the negatives outway their usefulness in being able to compare Pokémon and their small differences.

ENERGY GAINS FROM DAMAGE - not simulated

Simulating Energy gains from taking damage and the use of that Energy leads to issues.

  • User actions must follow that of the simulation exactly or Energy availability for both the user and the computer becomes a guessing game

  • DPS loss due to Energy overflow is a constant risk

  • Any non simulated user or computer action degrades the usefulness of the simulation

DODGING - not simulated

Simulating dodges leads to the following issues.

  • Puts more emphasis on a users ability to keep time with the simulation.

  • Amplifies the risk of Energy overflow for both the user and computer

  • Any missed dodges by the user or computer degrades the usefulness of the simulation

CONCLUSION

Although these issues could be minimized by repeated simulations and having some averaging applied, having the Control makes comparing the small differences in Pokémon easier and gives you the ability to use your own logic without working through someone else's.

/r/POGONIUM Thread