I am in supportCurse:
If the user is a Ghost-type, this move costs 50% of their maximum HP and 27 Energy instead of merely 6 Energy. They pay this price in order to cast a wicked and crippling affliction on the opponent. Pokemon afflicted with Ghost Curse take five (5) damage at the end of each action, and Chill and Rest only restore half as much energy or HP as normal. Such Pokemon also take an extra two (2) damage per action and lose one (1) more energy per action when affected by Nightmare. This version of Curse will fail if the user is at or below half of its maximum HP.
Can we at least make this barely usable? 15 damage a round for usually 50% HP and 27 EN is a really, really bad trade-off and would only be used if the mon used is the most potent defensive beast you could imagine. I was told that it can break Magic Guard Endure, which is a nice benefit I guess... but at the cost of 50% HP and 27 EN, the Endure user still basically wins by taking such an enormous toll on the opponent.
Alright look, I know there's not a lot of tampering with old things that Deck made, especially combo tech, but this one needs to be addressed. Poison Sting's combination tech section implies that any version of Poison Sting can be used with these moves. This leaves one of two questions in my mind: (1) Does combination tech ignore general rules for combo feasibility (ref discretion obv)? or (2) Did no one just happen to stumble across this problem?2:21:41 AMA<ASBot> Poison Sting - Poison | Physical | Adjacent Target | 4 BAP | 100% Acc | 3 EN Cost | 30% Eff% | Contact: No (distance) / Yes (direct) | 0 Prio | Combo Type: Elemental | Snatch: No | Magic Coat: No
2:21:41 AMA<ASBot> The user fires a volley of poisonous needles that inject the foe with poison. If combined with Fury Attack or Pin Missile, the attack will always hit 5 times. If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).
2:21:42 AMA<ASBot> Poison Sting (Contact): The user delivers a more pinpoint contact attack, which will always score a critical hit. If the user lacks a stinger or other sharp appendange, this version of Poison Sting fails.
i meanAlright look, I know there's not a lot of tampering with old things that Deck made, especially combo tech, but this one needs to be addressed. Poison Sting's combination tech section implies that any version of Poison Sting can be used with these moves. This leaves one of two questions in my mind: (1) Does combination tech ignore general rules for combo feasibility (ref discretion obv)? or (2) Did no one just happen to stumble across this problem?
My point here is that the moves listed for the combo boosts related to Poison Sting, don't actually combine with the common use of Poison Sting. Out of the 7 moves named, only one of them can actually combine with Poison Sting as it is in-game, and that is Pin Missile, since that is also a fired non-contact move. However, the other 6 are also named in the basic section, implying that they can be combined with the base version of Poison Sting, which is asinine since each of those 6 moves are all contact moves. So I propose that these moves either (a) be removed from the tech section [ew i'd rather not] or (b) They need to be put into their proper spots/Someone make it clear that combination tech doesn't ignore regular sub feasibility rules.
Second thing to bring up here came up during a discussion in IRC about this, and it's actually the bigger problem with the way the moves that have boosted combinations with Poison Sting are listed. Given the current listing, a combination like Poison Sting + Poison Jab can be used. Sure, you can say that it's Poison Sting [Contact], and now the whole combination makes sense, but it's not labeled as such, and you cannot make that assumption either. It's the same logic in how we say using Teleport (Evasive) has to mention the Evasive part, otherwise it's just base Teleport, and same goes for Agility, Baton Pass, and any other moves of the sort. We also established that for Poison Sting as an attack, so why would using it in combinations be any different. If you intend to use Poison Sting [Contact] + Poison Jab, you should have to mention that it is Poison Sting [Contact] + Poison Jab, not Poison Sting + Poison Jab, because the latter is an immediate red flag for an infeasible combination.
TL;DR
- Poison Sting tech implies that Poison String (Non-Contact) can be combined with moves like Poison Jab and Megahorn, which shouldn't be allowed.
- Does combination tech supercede general sub feasibility rules as established by the ref?
Proposed NDA description of Poison Sting said:The user fires a volley of poisonous needles that inject the foe with poison. If combined with Fury Attack or Pin Missile, the attack will always hit 5 times.
Poison Sting (Contact): The user delivers a more pinpoint contact attack, which will always score a critical hit. If the user lacks a stinger or other sharp appendange, this version of Poison Sting fails. If combined with Horn Attack, Horn Drill, Megahorn, Poison Jab, or Twineedle, the power of the combining attack is increased by one and a half (1.5x) [e.g. 4 + (8 * 1.5) = 16] and always scores a critical hit (both hits of Twineedle).
Alright, let's discuss how Download is written, and hopefully this is just a typo. Either:NDA said:Download | Type: Passive | Mold Breaker-affected: No
At the beginning of the match, the Pokemon analy es the opponent and downloads data that lets it deal more damage. This Pokemon receives a one (1) stage boost (adjusting the natural stage as well) on the offense that strikes an opponent's weaker defense stat. (e.g. does more damage with special attacks when facing Aggron, which has higher Defense, and attack when facing Hypno, which has higher Special Defense. For ties, Special Attack is raised.) If this Pokemon is sent out vs 2 or more Pokemon, combine the Defense of all opponents and the Special Defense of all opponents to determine which stat is boosted.
First personal thoughts: must everything be "concise" / "consistent" / "verbatim" these days >_>Today's Topic: Download
hueTrust me, I'm a Lawyer.
ASB has always been a forums game, played right here in Smogon. If you want to copy the rules to play in your own private player group, you're welcomed to do so, though as a community we would really hope you'd join in instead, since setting up another group splits up potentially interested players. If you want to introduce variants of the rules, you can do so in Battle Tower, where we introduce wonky arenas such as Unown Soup and Heefloot's Shop to change the rules all the time!General question: Is ASB generally meant for forums or are the rules (or a possible variant) viable for a private player group?
Thing is, I highly prefer roleplay systems over direct messages, ideally with a group I'm familiar or at least willing to play, than one over a forum which tends to be either too fast or too slow for me. I had players stopping all communication with me or putting minimal effort into the play for me to trust public forum games/roleplays, particularly with the risk of run-ins botching a scene.ASB has always been a forums game, played right here in Smogon. If you want to copy the rules to play in your own private player group, you're welcomed to do so, though as a community we would really hope you'd join in instead, since setting up another group splits up potentially interested players. If you want to introduce variants of the rules, you can do so in Battle Tower, where we introduce wonky arenas such as Unown Soup and Heefloot's Shop to change the rules all the time!
(Probably will move your post to the forgotten SQSA thread sometime)
lurk through our forum a bit, and see if that's going to be an issue. Check the raids/tlrs section especially, since that seems to be what you are looking for? not sureThing is, I highly prefer roleplay systems over direct messages, ideally with a group I'm familiar or at least willing to play, than one over a forum which tends to be either too fast or too slow for me. I had players stopping all communication with me or putting minimal effort into the play for me to trust public forum games/roleplays, particularly with the risk of run-ins botching a scene.
As one of those machines who ran out of fuel, couldn't agree more.And trust the old geezer here: those reffing machines won't last. We had them before. They all burned out. All. Not a single one of the big refs from before is still alive and kicking. So we are permanently suscetible of ref shortage and I would rather keep things at bay as far as that is concerned.