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Add logic rule: Keep nnn Highest IV% multiplied-by LVL

ssrpengel

New Member
Joined
Nov 5, 2016
Messages
10
I would like a keep-highest-nnn transfer rule added that uses IV%-multiplied-by-LVL as the metric to rank Pokémon with when deciding which ones to keep or transfer.

Using only IV or only CP isn't good enough since it is the combination of both IV and CP that indicates the best Pokémon for gym fighting, but CP isn't normalized well enough across individuals with different attack moves to merely multiply it by IV for ranking purposes.

IV is a combination of attack, defense and stamina values for a Pokémon and cannot be changed by powering up or evolving, where the higher the numbers are to the maximum of 15, the better for gym fighting all else being equal.

LVL is proportional to how close a Pokémon is to being powered up to the highest CP it can be for the player's current XP level so also results in higher CP numbers for a given Pokémon species. LVL is basically a normalized CP-perfection number.

Multiplying the two numbers together would give a combined metric for how perfect a Pokémon is for it's attack stats and how close to being perfectly powered up it is. These are exactly the Pokémon I want to keep, but now I manually have to mark them all as favorites to keep a high-IV check from throwing away a high-CP Pokémon just because its IV is a little lower which is the problem with all such highest-rules at the moment in my opinion.

For my purposes, IV% multiplied-by LVL could replace Highest-IV-and-CP (whatever it actually does, which is clearly not right), but if highest-IV-and-CP ever gets done correctly, maybe that is what some people would prefer, so my request is merely add IV-times-LVL as another "highest nnn" rule to the logic criteria.
 
That's a good idea.
The actual logic rules transfered a few good pokemon, because the calculating for keep highest iv and cp isn't correct.
 
Great Idea!

I thought, adding level as third criteria for the logic rules would solve that problem, but your suggestion is way better!
 
Hey sorry for the "lack" of replies. I figured it was obvious we had to put most things on the back burner between Devs being very ill and almost 3 API changes in around a months time. Things got halted immensely as a direct result of that. We are working on things presently, and that is one of the things we aim to have fixed. As far as adding a third variable to calculate and potentially break it, at this time the focus will be on fixing what we have first, once that has been done, THEN we can definitely look at that option as it could be interesting to implement. Just remember the more elements we look at adding, the more difficult things become and the riskier it is with each update, that something can break.

While on forums it might seem to be a "relatively easy to implement idea" many times its alot harder, as we also have to rely on specific data being sent from Niantic servers in order to make these features work. If the data is missing or not sent in the right context, we could do more harm than good adding a feature in. That said, we will look at this idea again in the future (after we take care of the long list of other things that still are being tweaked.
 
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