>>16291323Well, true. But that could be solved by simply NOT SENDING that data; why does it even need sending?
The game already has to send "damage done" data directly, if it didn't then you'd have situations where a mon was KO'd by a move on one side and not on the other due to the battle RNG (which shouldn't theoretically be synchronized because it's based on frame count, and lag ought to interfere with that, unless the game is clocking frame counts together for the battle RNG or something).
The game could calculate damage output exclusively on the attacker's side, send a "damage, accuracy" packet, and then the HP lost could he calculated on the opposing side, and that data passed back.
So the only thing the games are exchanging are the actual move content, keeping completely hidden from the other side what stats factored into DETERMINING that number.
Though the games would still need to share and compare speed stat data to determine turn order. And once we figure out data injection, one could use this new format to inject increased power into moves or (more nefariously) set their accuracy to 100% and come across as simply lucky.
Eh, it's sort of just a who gives a shit thing. Eventually someone who wants to figure it out WILL figure it out.