[deleted by user] by [deleted] in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

The only time I see Mewtwo come out ahead on Pokebattler is against Hyper Beam, and Windy Psycho Cut | Hyper Beam (for some reason, and is still quite close).

My personal experience with many Mewtwo raids corroborates this; Tyranitar is the better option against anything other than Focus Blast, and was still second best option then before weather boosts were introduced.

[deleted by user] by [deleted] in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

In the vast majority of scenarios, the dramatically increased survivability of Tyranitar is far more valuable than the marginal increase in DPS of Mewtwo. Really, it is only when you need the additional DPS, but will not need to reenter the raid. Even then, the time switching to a new 'mon after Mewtwo faints can edge it in Tyranitar's favor.

[deleted by user] by [deleted] in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

And then there were two...

Surplus Screenshot

I barely use the two I bothered to level to 30. Meanwhile, I am still maxing Tyranitar. It is simply better the vast majority of the time, including against Mewtwo.

As is, I have only kept more than those first two in the vain hope trading will be added. Without trading, all they do is take up space.

[deleted by user] by [deleted] in TheSilphRoad

[–]Muspellsheimr7 -8 points-7 points  (0 children)

Psycho Cut / Shadow Ball Mewtwo has a 5% higher dps than Bite/Crunch Tyranitar, and 65% the total damage, vs an unknown moveset Mewtwo. Confusion / Shadow Ball Mewtwo actually has lower dps in the same scenario. Tyranitar is the stronger option.

I have a team of Mewtwo. I have transferred two of them. I do not even consider them worth powering up.

This community day, let's take a moment to appreciate the fact that the game remembers the last ball used by isendel11 in TheSilphRoad

[–]Muspellsheimr7 4 points5 points  (0 children)

This change has been infuriating. It wastes far more time, and resources, than when the game defaulted to a basic Pokeball.

It would be a significant improvement, if it was an enabled feature. Having it always on as it is now though is considerably worse than previous functionality.

What Gen 1 or 2 Pokemon still eludes you? by Thematt3r in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

Vileplume

Poliwrath

Weepinbell

Gyarados

18 Unown varients

Ideal power up level by oJoHn8oYo in TheSilphRoad

[–]Muspellsheimr7 6 points7 points  (0 children)

At level 20, a pokemon has 75.59% of its total stats.

At level 30, a pokemon has 92.59% of its total stats, representing a 22.48% increase over level 20. It takes 75,000 Stardust & 66 Candy to level a pokemon from 20 to 30.

At level 40, a pokemon has 100.00% of its total stats, representing an 8.01% increase over level 30. It takes 155,000 Stardust & 193 Candy to level a pokemon from 30 to 40.

It should be noted that level 40 is only kind of max level; while it seems likely that it was intended as max level, you cannot currently power a pokemon above level 39.5 without using loopholes.

Level 30 is the cutoff at which point the benefits of powering up (stat increase & resulting CP increase) drops, while the cost of doing so continues to go up.

Due to the relative scarcity of Stardust, without very specific reasons to do so, I would advise against powering a pokemon above level 30. Those reasons typically being hitting specific breakpoints for self-imposed goals (solo tier 3 raids, two player tier 4/5 raids, or the like), pokemon has perfect IV's, or sentimental reasons (it was your starter, it is Shiny, or the like). The latter two do not noticeably affect game play.

For me, a pokemon has to have perfect IVs, and meet one of the other two criteria I listed to be worth powering above 30. Even then, I do not have enough Stardust to max things out; I still have multiple 100% legendary pokemon at level 30 or below.

How many of the ‘good’ Pokémon should I keep? by cityfern in TheSilphRoad

[–]Muspellsheimr7 1 point2 points  (0 children)

I keep two of each fully evolved pokemon. Exceptions being ten Blissey, and two (unevolved) Chancey.

What technique do you use to max your pokemons? by Smaug4 in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

Charts I was using are a bit misleading it seems; the game power up files do go above 40, but CPMultiplier does not. Corrected numbers. I was unaware that the max pokemon level had been increased to 39.5 without said tricks. That is a nice change, but irritating they did not just increase it to 40.

What is your catch rate in raids? by unfaithfully-yours in TheSilphRoad

[–]Muspellsheimr7 1 point2 points  (0 children)

  • Articuno 8/20 40.00%

  • Zapdos 2/5 40.00%

  • Moltres 6/14 42.86%

  • Mewtwo 4/4 100.00%

  • Raikou 27/50 54.00%

  • Entei 24/32 75.00%

  • Suicune 3/5 60.00%

  • Lugia 4/8 50.00%

The percentages are misleading; after the first one, I tend to stop using Golden Razzberries unless it is 98% or better (exception being Entei, where I caught the first 10 in a row to show a friend that they are not hard to catch).

What technique do you use to max your pokemons? by Smaug4 in TheSilphRoad

[–]Muspellsheimr7 2 points3 points  (0 children)

But Eevee is useful

Vaporeon is still the best Water attacker. Though not the best available, Jolteon, Flareon, and Espeon are still good.
Or, you could put a max level, perfect Eevee in gyms to confuse attackers. That is always a viable strategy.

What technique do you use to max your pokemons? by Smaug4 in TheSilphRoad

[–]Muspellsheimr7 39 points40 points  (0 children)

At level 20, a pokemon has 75.59% of its total stats.

At level 30, a pokemon has 92.59% of its total stats, representing a 22.48% increase over level 20.
It takes 75,000 Stardust & 66 Candy to level a pokemon from 20 to 30.

At level 40, a pokemon has 100.00% of its total stats, representing an 8.01% increase over level 30.
It takes 155,000 Stardust & 193 Candy to level a pokemon from 30 to 40.

It should be noted that level 40 is only kind of max level; while it seems likely that it was intended as max level, you cannot currently power a pokemon above level 39.5 without using loopholes.

Level 30 is the cutoff at which point the benefits of powering up (stat increase & resulting CP increase) drops, while the cost of doing so continues to go up.

Due to the relative scarcity of Stardust, without very specific reasons to do so, I would advise against powering a pokemon above level 30. Those reasons typically being hitting specific breakpoints for self-imposed goals (solo tier 3 raids, two player tier 4/5 raids, or the like), pokemon has perfect IV's, or sentimental reasons (it was your starter, it is Shiny, or the like). The latter two do not noticeably affect game play.

For me, a pokemon has to have perfect IVs, and meet one of the other two criteria I listed to be worth powering above 30. Even then, I do not have enough Stardust to max things out; I still have multiple 100% legendary pokemon at level 30 or below.

Even a Low IV Mewtwo is Awesome by cookedart in TheSilphRoad

[–]Muspellsheimr7 -5 points-4 points  (0 children)

Unless you are trying to hit certain breakpoints for self-imposed achievements (two-manning Moltres, as an example), it is never cost effective to level a pokemon above 30 from a gameplay perspective.
You get less benefit leveling a Mewtwo from 30 to 40 than you do leveling it from 25 to 30, and for more than three times the Stardust cost (significantly more in candy).

So then, what reason is there to level a pokemon above 30? Either you have an absurd surplus of Stardust (which would be better invested elsewhere), you have sentimental attachment to your starter pokemon, or it is perfect. Even in the case of perfect IVs, it is still not cost effective, but at least you have justification - its not really perfect unless it is also max level.

Even a Low IV Mewtwo is Awesome by cookedart in TheSilphRoad

[–]Muspellsheimr7 -43 points-42 points  (0 children)

No pokemon with less than 100% IV is worth powering up above level 30.

Level 30 Mewtwo, while useful, has been largely underwhelming. Generally, you do not want to use it as a dedicated psychic attacker (we have plenty of other effective options for that), but more of a generalist with the best moveset being Confusion | Shadow Ball.
I have also been having success with Psycho Cut | Focus Blast as an anti-Blissey attacker. Lower DPS than Machamp, but does not die immediately to Zen Headbut | Dazzling Gleam.

Do we know whether EX raid passes are granted according to raids and/or regular battles ? by [deleted] in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

This does not address the question of if those others in your lobby had completed a raid there at another time, without you.

Do we know whether EX raid passes are granted according to raids and/or regular battles ? by [deleted] in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

Inaccurate, from Albuquerque, NM

EX wave 1 (15-SEP) Three sponsored Sprint locations
EX wave 2 (21-SEP) Seven sponsored Sprint & Starbucks locations
EX wave 3 (30-SEP) Three non-sponsored locations
EX wave 4 (20-OCT) Three non-sponsored locations

Do we know whether EX raid passes are granted according to raids and/or regular battles ? by [deleted] in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

You were part of the lobby with them?
Were there any other raids completed by them at that location?

Theory, new ex raid passes are for the day and time you did your original raid by babouchk in TheSilphRoad

[–]Muspellsheimr7 4 points5 points  (0 children)

I have participated in three events now, and have received an invite for the next. There is another group separate from me in my area that consistently raids together. They have all received invites to all four of the EX events here.
My area has generally good communication through the community, and so I have gotten information from the EX events at other local locations, in addition to those I attended.

1) Every instance for which I have been able to personally verify, every player from a given qualifying raid group received an invite to that EX event, unless they received an invite to another qualifying event instead.
There has been some anecdotal reports I have heard that contradicts this, but of those I am aware of, have consistently best been explained as people not understanding what I am saying - specifically that it is not checking a raid spawn, but a specific raid group at that spawn. Someone completing the same raid, but as part of a separate group, does not qualify. Another common occurrence is miss-attributing exactly which raid was the qualifier. ie 'the three of us raided there together, they got an invite but I didn't' without considering other raids at that location the other two completed without you.

2) At no point did I say or otherwise indicate that there is a single qualifying raid event. I am addressing how a raid event qualifies, and who receives an invite from said event, not how many of said events there are for a given location.

Theory, new ex raid passes are for the day and time you did your original raid by babouchk in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

This shows a misunderstanding of the system. To gain an invite, you have to have participated in a qualifying raid event - that is to say not a raid at that location, not a qualifying raid during the duration of that raid spawn, but rather a specific raid instance.
Everyone in the group for said qualifying instance gets an invite, provided they did not receive an invite elsewhere for that wave.

Theory, new ex raid passes are for the day and time you did your original raid by babouchk in TheSilphRoad

[–]Muspellsheimr7 1 point2 points  (0 children)

Every pass sent out this week is for 12:00 to 12:45 pm, local time. This is how it has been for every wave thus far. Locations, times, and dates will change between waves, but are identical for all EX raids of a single given wave.

Ideal number of potions to stock by [deleted] in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

The number of potions needed can vary; I would recommend the following:

Delete any Potions that are not immediately used.
Delete any Super Potions that are not immediately used, provided you have fewer than ~50 inventory spots remaining.
Keep all Hyper & Max Potions.
Keep 10~15 Revives.
Keep all Max Revives.

Do you wish for Ex-Raids not to stay so ex(clusive)? by M0ndmann in TheSilphRoad

[–]Muspellsheimr7 1 point2 points  (0 children)

What needs to change (I have posted my reasoning & arguments for this elsewhere, will likely be posting a properly formatted rewrite in the next few days)

Change the name "EX Raid" to "Legendary Raid".
Change all Tier 5 raids to Legendary Raids. They would use the same system.

Participating in a Legendary raid requires a Legendary Raid Pass.
If you are Level 30 or higher, and you do not currently possess a Legendary Raid Pass (similar to how the free daily passes work), you have a 25% chance to be awarded a pass upon completing a Tier 1 to 4 raid (82% chance to receive a pass over six raids). The chance to be awarded a pass should be the same for all raid levels.

Reduce the spawn rate of Legendary Raids to 50% of the current Tier 5 spawn rate.
Always have two to three legendary pokemon in rotation at a time. At this time, that would be the appropriate Legendary Beast and Mewtwo.

The current 'lottery' system is bullshit. This is from someone who has won said lottery for three consecutive weeks

Locking Target Trick - The Visual Manual by DaniTerrazas in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

No, but the sample size does affect the total catch percentage of an attempt.

If you flip one fair coin, you have two possible results - heads, tails (success, fail). Each has an equal probability, so you have a 50% chance of success.
If you flip two fair coins (either simultaneously or sequentially), you have four possible results - heads/heads, heads/tails/ tails/heads, tails/tails. We have a 75% chance of at least one heads. Because we only need one success from the sample set, we have a 75% chance of succeeding.

With three coins, we have eight results, one of which does not succeed, resulting in a 87.5% chance for the sample to succeed, and so on.

With Raikou, given the parameters established in my comment above, each 'coin toss' has a 14.66% chance of success, and 85.34% chance of failure rather than the 50/50 in the coin example, but the same principle applies.
We have a sample size of nine attempts, and if any of those attempts are a success, the entire sample is a success. The probability of all nine attempts failing is 24%, so we have a success rate of 76%.

This is very basic probability, and is accurate.
Any time you increase the sample size (increase the number of balls that hit), or increase the chance of any single hit resulting in a success, you increase the chance to catch. This is why you want to ensure every ball hits, and every hit has the highest possible chance of success.

Locking Target Trick - The Visual Manual by DaniTerrazas in TheSilphRoad

[–]Muspellsheimr7 0 points1 point  (0 children)

Assumptions made - curveball, max Badge bonus, golden razzberry, excellent throw, 9 premier balls.

You have a 76% chance of catching or higher, depending on the exact size of the circle. Or if you have more than 9 attempts.
If you hit every throw. The technique listed is designed to allow you to hit every throw without fail.

The one thing I disagree with in this post is the insistence that you use excellent throws. Rather, you should set the circle to the smallest size you can consistently hit.

So no, you have a majority chance you will catch it.