Ah, okay. We'd need to discuss where exactly to set the number, but that would be an interesting option, I kinda like it.
First is from Dogfish, second akela, third and fourth IAR's, and last is the vanilla no change option. If you have other ideas, please come forward and type. If you want to discuss the merits of each/any option in the slate, remember that we're trying to make Protector Rhyperior about as viable as Eviolite Rhydon, the closest competitor it has for the metagame niche. "About" sounds vague, I know, but I figure we can give it a shot.What should we do to Protector's effects?
- The equipped Pokemon gains 2 Def Ranks and 2 SpD Ranks, and gains the ability Battle Armor. This Pokemon does not feel any effect of being Sluggish.
- The equipped Pokemon gains 1 Def Ranks and 1 SpD Ranks, and gains the ability Rock Head.
- Reduces the Base Attack Power of attacks used against the Pokemon by two (2).
- Reduces the Base Attack Power of attacks used against the Pokemon by three (3).
- Reduces the Base Attack Power of attacks used against the Pokemon by one (1).
I find myself hoping we can take off the stat boosts, since BAP decrease can pretty much achieve the same effect. But each to his own. If after 12 hours of this post nobody said anything, Council may return to the Voting thread (reopened thanks to IAR) and get this in motion :) Thanks in advance.Should Protector retain it's original BAP decrease?
Yes, and only that (moves to Q2)
Yes, with additional effects (moves to Q2, then Q3)
No, take some other effect instead (moves to Q3)
How much BAP decrease should Protector have?
-1 (Retain)
-2
-3
What other effects should Protector have? (MBV, any option that gets majority is counted in, so please delete unwanted options)
+2 Rank to Def and SpDef
+1 Rank to Def and SpDef
Gains the Battle Armour ability
Gains the Rock Head ability
Does no incur Sluggish and Exhaustion effects
While the inactivity of this thread more or less proved that the items we have thus far are not crying for baptism of mechanics changeSlate said:What should be done with Focus Sash?
No changes
Focus Sash remains active while equipped Pokemon has above 30% HP
Focus Sash remains active if equipped Pokemon has above 50% HP at start of round
What should be done with Focus Band?
No changes
Focus Sash is active when equipped Pokemon has below 70% HP
Equipped Pokemon takes no more than 20% maximum HP damage per hit (removing the BAP deduction effect)
I'd like to think that with Leftovers/Black Sludge now at +2 per action, Sash/Band would now be more preferable on mons with common 2x or even 4x weaknesses. Even so IMHO Frosty's point 3) is not really valid, as 4x weaknesses are crippling enough as they are (not without reason are Carracosta and Camerupt being the few common 4x weak mons in ASB). Some people agree that point 2) is definitely valid.Frosty said:There are three issues with Focus Sash and Focus Band:
1) They normally end up resulting in a smaller bonus then other defensive items (like Leftovers)
2) Focus Band is always worse than Focus Sash
3) They are both really really good on x4 weak mons.
Dogfish: Sash and Band I agree with Frosty, that the best way to cconsider it would be to increase the range of viability - perhaps to 100% - 25%, and 75% - 0% for the respective items?
Frosty: (maybe 'til 30% hp and from 70%)
Given it all, I suppose the slate will not change by much really - Dogfish you'd say that 70/75 and 30/25 being the same difference right? Slate as follows:Avnomke said:- I think Sash should maybe have the "multiscale" thing, where it's active as long as the holder was at above 50% hp at the beginning of the round (it's easier on refs too)
- a pokemon could take no more than 20% or so of their max health in one hit. It makes Band a useful choice when Sash exists, especially on pokemon that are generally crippled by 4x weaknesses
If mods will unlock this thread then I'd be much obliged. Thank you.Slate said:What should be done with Focus Sash?
No changes
Focus Sash remains active while equipped Pokemon has above 30% HP
Focus Sash remains active if equipped Pokemon has above 50% HP at start of round
What should be done with Focus Band?
No changes
Focus Band is active when equipped Pokemon has below 70% HP
Equipped Pokemon takes no more than 20% maximum HP damage per hit (removing the BAP deduction effect)
Any objections to the slate?Slate said:How much should Big Root increase healing from health draining moves?
Doubled health gain, capped at 100%
1.5x health gain
+50% health gain
No change (doubled health gain)
How much should Big Root increase the energy costs of health draining moves?
+3 en cost
1.25x en cost
No change (1.5x en cost)