I spoke with Ianek while he was staying at my house in San Diego prior to Worlds and the DS is a precursor to a half point system. It is the intent of the IFPA to institute an accepted Descriptive System in order to ease the transition to a new difficulty system based out of the same non sense.
Bye bye terms like "guiltless"... it was fun while it lasted.
Personally I don't think half points do anything but split hairs on subjective reality. Half points also support adds by making them more granular. Physics is the best way to accurately determine difficulty, and until that option is fully explored (or even discussed) any new system based on subjective reality will always be flawed. Just as the add system is flawed.
I am a little more "in the loop" than I think people realize sometimes
Here is an example of what I mean:
Take the 2 moves in question and break them down by physics.
1) Clip set barrage
Required components:
- Crossbody stance. requires balance and an awkward stance
- Set. requires a full body (legs) down motion, followed by an immediate upward thrust of the full body
- Weight shift. requires you to shift your weight from one foot to another, which requires balance
- Timing. requires an at most .9 second 1 1/2 cone shaped circle of the lower leg at a given height
- Weight shift again. requires you to shift your weight from one foot to another, which requires balance
- Toe delay. requires a downward elevator type catch of the bag on the toe, which require some balance on 1 leg.
2) PDX Blender
- Crossbody stance. requires balance and an awkward stance
- Set. requires a full body (legs) down motion, followed by an immediate upward thrust of the full body
- Hop and Turn. requires that the setting foot never touch the ground, while the entire lower and upper body perform a full front spin
- Timing. requires a small window of opportunity of at most .45 seconds to hit a front to back or 1 1/2 cone shaped circle lower leg at a given height
- Turn and Clipper Delay. requires a half spin blind catch into an awkward stance
Now lets compare:
1) Barrage = Crossbody, Set, Weight Shift, Timing, 1 1/2 dex, Weight Shift, Toe Delay
2) PDX Blender = Crossbody, Set, Hop, Turn, Timing, 1 1/2 dex, Turn, Crossbody
Just by components (not that we are comparing them per se) PDX Blender upon inspection has more TO DO. If we compare the actual effort and energy required to complete these components we can see that the components in PDX Blender require a bit more effort and total body movement. Specifically take a look at the weight shifts in barrage versus the Hop, Turn, and Turn again in PDX Blender. Then look at dexes, they appear to be the same 1 1/2 for both except that PDX Blender has half as much potential time to complete the same dexes. Same can be said for the sets as well. If we cross out the commonalities it breaks down further like this.
1) Barrage - 2 weight shifts, .9 sec 1 1/2 dex, toe delay
2) PDX Blender - hop and 2 turns, .45 sec 1 1/2 dex, clipper delay
By this logic it becomes even clearer how PDX Blender is actually more difficult. The timing is 2x faster to perform the dexes and the weight shifts occur a total of 3 times icluding a spin and blind catch, as well as, the ending delay is in the same akward position that the move started.
Any questions?
Go out and shred already.
~Damon Mathews