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Best IVs for each pokemon in Great and Ultra league

I found some excel sheets that list the best IVs for each pokemon in Great and Ultra league, but I realized that some of them consider the product of the stats as being better and others consider the sum of the stats. Which one is better? What tool do you use for this?

Asked by Rodio5 years 2 months ago
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I personally don't look at IVs for these leagues unless a Pokemon needs to be maxed or near max (then higher IVs are optimal anyway). As to your question, the product of stats is the correct metric as it is related to TDO.

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Product, like gluglumaster said.

Sum doesn't really represent anything meaningful, while product is directly related to TDO.

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Partially disagree with the above posts, for two reasons.

1) The IVs are just a small part of the total stats. IVs are added to base stats to get the pokemon's final stats, which go into calculating CP, damage done and damage taken, etc. As such, it's ludicrous to assume that a Deoxys Defense with the best stat product under 1500 is optimized in the same way that a Gengar with a stat product under 1500.

2) If one looks at pokebattler's simulations, one sees that pokemon that aren't maxed out and still under the cap have their optimal stat balances with very low attack and high defense and stamina. 0 Attack, 15 Stamina, 15 Defense is quite common, with a IV product of 0.

3) We don't know exactly what the best optimization for PvP is yet. It might turn out that one wants overall stats that have defense 20% larger than stamina which is 25% larger than attack (just made those numbers up, but there should be some relationship like that between the optimal stats). Further, those optimal stats are only optimal against another optimal pokemon - change the opponent's stats, and the optimum will likely shift. And finally, since it's an optimization problem, as you move away from the optimum in small steps (like 1 in a stat) the changes will be the most small, since by definition, at the optimum the stats are either an extreme value (0 or 15), or they are at a point where the derivative is as close to zero as possible, which means changes in the stat produce almost no change in the combat effectiveness. In other words, it's a soft maximum, and things in the neighborhood are almost as good.

So, all that said, for now, stat product is the best we have. Soon, we'll have better models, and know more about what works and what doesn't.

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1) Nobody in this thread has assumed that the same IV spreads are optimal for different pokemon. OP said "list the best IVs for each pokemon in Great and Ultra league". I don't know where you got a different idea, but you aren't disagreeing with anyone here.

2) Again, what and who are you disagreeing with?

3) What justification do you have for stating that "there should be some relationship like that between the optimal stats"?

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"3) What justification do you have for stating that "there should be some relationship like that between the optimal stats"?"

Math.

Specifically, you look at the formula for damage, which is a bunch of things that can be held constant, times your attack divided by foe defense. Differentiate with respect to attack, and you get said constant divided by defense. Set that equal to zero as one of the equations to find the optimum IVs.

But when you do the same with your defense, you get the negative of the constant times foe's attack divided by your defense squared. Setting that equal to zero means there should be a dependance between foe's attack and your defense. Multivariable calculus pretty much guarantees it. Of course, it's possible that the Lagrange multiplier term from the constraint equation (CP) will somehow exactly cancel it out, but that would be a very weird accident.

In short, there's some optimal stat combination that is better than the others. But if your foe doesn't have that combination, the optimal stats can shift a bit, to better defeat that particular foe. So the ideal stats are a moving target, as it were. The easy part is that if you're at the optimum stats, your foe can't get the better of you from stats. Moves, typing, choice of when to shield, all of those make more difference than stats, but most of what people are saying now about ideal stats for PvP are pretty much guesses.

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Math currently says that pure stat product is the way to go. You need to show it with numbers if you want that to change.
You said it yourself, because the opponent's IVs aren't constant, you can't optimize against them. Even if you could, it'd be nearly worthless, considering how hard it is to find one single IV spread among the 4096 available.

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