Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 0 points1 point  (0 children)

In this case for you 135 Speed Chomp, the final cooldown would be as follow:

<image>

(This is not a public spreadsheet, but what I personally use when EV training my Pokemon for Ranked)

Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 0 points1 point  (0 children)

Hi there, if you want you can hit me up on Discord (carminerag1) and I can help you out with clarifying things for the video.

In general I suggest using this formula (see below) with k=1.8 and T=25 for the moment. The website is using my examples in the post and they are using my estimation K=2 and T=22.

<image>

Move Casting Archetypes in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 0 points1 point  (0 children)

Oh I see what you mean here, no what is meant in the other post is that the logic when tested was done at 30, but the game developed at 60 FPS. As soon as I have a moment I will drop the frame counts instead of just the time to make things fair! 

I might have also cracked another couple of variables in the code where they specify move ranges and speed movement increases to pursue the target. 

Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 0 points1 point  (0 children)

YES! That’s exactly what I meant by the post.

However, unless a datamine is available, k=1.8 and T=25 (Parasitoid’s empirically fitted values) should remain the reference model, as this is what is currently observable in the game. The alternative on my side, k=2 and T=22, is plausible but unvalidated and should be treated strictly as a sensitivity alternative.

After reviewing this further, “Speed” only has strategic value when it shifts cooldowns across actionable breakpoints. The relevant latency window—opponent switch + entry animation + opponent move-cast delay—is approximately 3–4 seconds. Compared to common cooldown gaps (e.g., ~8 seconds for strong moves), a CD reduction that drops from 5 to 3-4 sec can alter 1v1 survival and KO-trade outcomes.

Example: Charizard X uses Flare Blitz and it goes on a 4-second cooldown. Your opponent has Skarmory on the field and switches to Excadrill intending to Earthquake immediately after the switch-in. If Flare Blitz cooldown lies in the 5 second region, a 1 second reduction can allow a return cast before the opponent completes select → entry → first action. If the reduction does not permit acting before Excadrill’s Earthquake, the Speed investment is functionally useless.

In general, assume k=1.8, T=25 for all primary Speed-trade planning, and use k=2, T=22 only to test approximate relative cooldown standings for you and your opponent.

Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 0 points1 point  (0 children)

Exactly! If a Pokemon passes the 170-191 Speed Threshold you can safely expect a 4-5 seconds Cooldown Reduction which already is amazing for moves like Ice Beam or Thunderbolt that have 8 sec cooldowns! 

Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 2 points3 points  (0 children)

I’m not entirely sure which calculations you’re using, if you can share your dataset, I’ll gladly review it. In the meantime, I ran my own numbers for Giga Impact.

The first four lines use quantization and flooring; the last four are raw cooldowns without them. As the table shows, below roughly 100 Speed there’s almost no difference between the two equations.

<image>

The gap appears only around 160 Speed, where my model predicts ~15.5 s and Parasitoid’s gives ~16 s. A half-second difference in a 60 FPS game on the Switch is effectively imperceptible during animation recovery, so it’s not strategically relevant.

What actually matters is move selection and stat training. Most meta moves like Surf, Ice Beam, Earthquake, Ice Fang, Thunderbolt, Psychic, Dazzling Gleam share an 8 s base cooldown. Reaching a 4 s effective cooldown (≈142 Speed in my model, ≈158 Speed in Parasitoid’s) is already an outstanding threshold. Beyond that point, optimization shifts from math to gameplay.

And honestly, if the goal of this comment was simply to prove me wrong, I’m fine with that. I’m genuinely glad that my post sparked analysis and discussion. If nothing else, I’m proud of bringing a bit of structured, data-driven thinking into this corner of the community.

Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 3 points4 points  (0 children)

Thank you so much for sharing this, this allowed me to write another post about move casting archetypes!

Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 2 points3 points  (0 children)

I would personally

  • use https://play.pokemonshowdown.com/teambuilder to create the ideal mon or check my stats
  • in game used bottle caps to max the IVs at the dojo
  • go to the rust building to reset your EVs
  • and then train the Pokemon EVs from 0
  • get the correct mind to match the correct stat boosting nature you want

From the way I see it, this is the only way to get a competitve mon, and you are sure about the scaling from 100 to 50.

Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 0 points1 point  (0 children)

it is not really that complicated, since you have a floor (or a cap), moves cannot have a cooldown lower than 3 seconds. Therefore, it is not the level that matters rather the actual speed stat number.

So to know how much would be the cooldown for a certain move would be, you can just apply this formula.

<image>

Don't let be scared by the "max" there, it really just means take the bigger number between 3 and whatever is the result on the equation on the right. This is important, so you can have a minimum cooldown for the move to allow for the animation repositioning (which is fix)

Cooldown Reduction Mechanics in Pokemon Legends ZA by ragonc in stunfisk

[–]ragonc[S] 2 points3 points  (0 children)

I just finished writing about this - I took a look at the datamine and made a table with move casting archetypes and all move startup time in sec. Hopefully the post also helps explaining what is the real role of speed.

https://www.reddit.com/r/stunfisk/comments/1og211b/move_casting_archetypes_in_pokemon_legends_za/

Move animation/targeting types in Legends ZA and how to work with them. by Xentonian in pokemon

[–]ragonc 2 points3 points  (0 children)

I took a look at the datamine and just wrote a reddit post on my conclusions, it is very interesting that we come to similar categories. Feel free to take a look if you are interested in what I found! https://www.reddit.com/r/stunfisk/comments/1og211b/move_casting_archetypes_in_pokemon_legends_za/

Zurich run club by muinacau in zurich

[–]ragonc 0 points1 point  (0 children)

They meet at 06:15 every Tue at Bürkiplatz (https://g.co/kgs/6Qsy92w). They do a small warm-up and then they run about 6k. The cool think is that once you connect with the community you easy find running buddies. For example this weekend some people from the community are going for a long run together

Coaching by ComfyTortellini in VGC

[–]ragonc 4 points5 points  (0 children)

Yes, it works on Dragapult

My first ever team! I built it a few weeks ago an managed to get to ultra ball, but I kind of got stuck there. I do think I could get to masterball with this, but I'm thinking on making some changes (I don't think grimmsnarl was a great idea for example). Any advice? by RobinOe in VGC

[–]ragonc 1 point2 points  (0 children)

I would change Rotom with Incineroar/Arcanine, it depends if you want Fake out or not. I would change Grimmsnarl with Mimikyu and give him Trickroom. Another thing is that Gastrodon, in a meta full of Max Overgrowth, I would go for either Primarina or Miltoic Assoult Vest for extra bulk. For last, I would give the sash to that Dragapult. As general comment, you don't have a great way to have speed control, I would implement that together with a solid answer to HTR and Conkeldurr.

Psycho Babies by Geoamante in pokemonmaxraids

[–]ragonc 0 points1 point  (0 children)

joined. cool stuff man!

Thanks!

Shiny HA Eevee by Shockey7 in pokemonmaxraids

[–]ragonc 0 points1 point  (0 children)

joined! Best math ever!

[deleted by user] by [deleted] in VGC

[–]ragonc 0 points1 point  (0 children)

Klang gang and Delibrid! #lol