Since is the first Committee run SotG, what I'm going to do is prep the vote in two phases.
This is the preliminary slate of implementations and voting issues. There will be 24 hours to suggest any amendments or changes to the language so that a better choice can be made.
Implementations:
Implementation 1: Confusion Mechanics Revisted
Codifies the effect of a Pokemon hitting itself in confusion as the attack failing and expending 3 energy on the 4 Base Power, typeless self-damaging attack. The Energy Cost of the originally called move is ignored.
Implementation 2: Burn Mechanics Revisited
Burn will now reduce the Base Attack Power of an affected move by 2 or 3 depending on Burn severity instead of 2 or 3 final damage.
Implementation 3: Lowered Rarity counters:
Because of changes in the stat system the following Pokemon would have their TC cost lowered:
Spinda, Plusle, Minun: 3 -> 2
Delibird, Misdreavus, Pachirisu: 4 -> 3
Because of changes in the stat system the following Pokemon would have their TC cost increased:
Cranidos 2 -> 3
Implementation 4: Weather Mechanics
Sunny Day and Rain Dance will no longer boost fire and water moves by 1.5x. They will now add +3/-3 Base Attack Power to their respective buffed and debuffed attacking types.
Implementation 5: Stat Boost Changes
+1/+1 Boosts and +1 or -1 with Damage:
Whenever a move with multiple +1 boosts are used for a state of +0/+0, those boosts/drops last for 4 actions before the boosts start deteriorating instead of 2. This makes the moves more viable (or less in the case of Close Combat/Superpower) on the first and third actions.
The summary on stat boosters will be changed to reflect this. This change buffs +1/+1 Stat Boosters and +1 Boosters with damage or other effects.
Implementation 6: Compensation
Ref Tokens will be increased by 1 for each stated category of battle. Street Brawls and other unlisted multiple battle formats will still follow the 1 Token per Pokemon per Side rule.
Move Counters will be increased to 2 per Pokemon release in Battle. So when a Pokemon is released, it will receive 1 EC, 2 MC, and 1 DC
.
The Compensation increases shall take effect for all battles starting on May 1st or after.
Implementation 7: Codified Switching Rules
Voluntary switches occur only during a switching phase.
A Switching phase may only be initiated by the trainer moving first that round. Instead of issuing commands, the trainer may instead initiate a switch and offer their opponent a chance to switch their Pokemon. If the opposing trainer accepts and switches their Pokemon, that trainer forfeits the advantage of moving second that round.
A Switching phase has only two possible outcomes:
1. Player A Switch > Player B Declines Switch > Player A Orders > Player B Orders.
2. Player A Switch > Player B Counterswitch and Orders > Player A Orders.
Tag Team Battles operate the same with both team members on the same team switching their Pokemon first. The team which performs the most switches in the switch phase moves first. (e.g. if both trainers on a two person tag team switch, but only one of their opponents does, their opponents still move second)
Melee battles go through each trainer next in the order. Attack Order is then determined in the reverse order of trainers who switched. (eg. Trainer A initiates switch phase. Trainer B makes a switch, Trainer C declines to switch, then Trainer D makes a switch. The attack order would now be D > B > A > C. Because D was able to see the decisions of all other players, D is punished the most for deciding to switch after B switched and C declined.
Implementation 8: Long Form Damage Calculator Clarification
As noted, the Long Form Damage Calculator had a notation error present in it. However every iteration of the damage calculator, starting with the original one, had assumed only five ranks and treated ranks above 5 as a kind of separate bonus for extreme stats. It was my original intent that there only be five official ranks and so it shall remain that way. This becomes especially important with the implementation of some items that base their effect on the ranking system.
As such, this is how the Long Form will appear after considering the changes to ranks:
((Base Attack Power + STAB + Critical Hit + [Rank Difference 1-5] *1.5 + [Rank Difference 0 or >5] * 1 + Ability Effects + Field Effects - Reflect/Light Screen - Burn Degree) * Type Effectiveness) + (Stage Boost Difference *1.5).
Legend:
Base Attack Power: The Base Attack Power of an Attack. Most attacks in ASB have Base Attack Powers equal to their game values divided by 10 and rounded up. However a floor has been implemented on most attacks, resulting in no attack having less than 4 Base Attack Power. Check the Attack List for data on specific attacks, as they can have other effects on damage.
STAB: Same Type Attack Bonus. It provides +3 Damage and -1 Energy Cost to moves a Pokemon uses that match its type.
Critical Hit: A chance all attacks have of doing additional damage. When a critical hit lands, Base Attack Power is increased by 3.
Rank Difference 1-5: Differences in Rank between 1 and 5.
As these comprise the most Pokemon they have the strongest effect, worth 1.5 damage each.
Rank Difference 0 or >5: Differences in Rank resulting in Rank 0 or Ranks greater than 5. In the case of Rank 0 Defense, they take 1 more damage from relevant attacks, and Rank 0 Attacks do 1 less damage with all relevant attacks. In the case of Defenses Rank 6 and Above, they take one less damage from all relevant attacks for each rank above 5. Attacks Ranks 6 and Above add one damage to all relevant attacks for each rank above 5.
Ability Effects: Guts, Hustle, Sturdy, and the like, applied from both Pokemon.
Field Effects: Primarily Rain, Sun, and the Sandstorm boost to rock type special defense.
Reflect/Light Screen: These attacks reduce the Base Attack Power of incoming attacks by a flat 5 damage.
Burn Degree: This is the degree of Burn, and can reduce Base Attack Power by 2 or 3 depending on severity.
Type Effectiveness: Effectiveness based on type, with the multiplies 2.25x, 1.5x, 1x, 0.67x, and 0.44x respectively for 4x weak, 2x weak, neutral, 2x resist, and 4x resist.
Stage Boost Difference: The differences in Stage Boosts brought on by attacks like Swords Dance and Bulk Up.
Vote Slate:
1. Speed Modifying Natures
A YES vote would change positive speed natures to increasing accuracy equal to (New Base Speed^2/1000) and negative speed natures to decreasing evasion by a flat 10 applied to an opponent's accuracy.
A NO vote would keep speed at its current effect of flat +5 Accuracy for boosting natures and -5 Evasion for dropping natures.
2. Critical Hits for multi-hit moves.
A YES vote would change the mechanics of multi-hit moves to provide +2 damage for each critical hit on a two-hit attacks and Triple Kick and +1 damage for each critical hit on a two-five hit attacks
A NO Vote would give multi-hit moves the same one-time crit chance as other moves.
3. STAB Summary Changes
A YES vote would remove the additional energy cost reductions for non-STAB moves and replace the summaries with more terrain-oriented effects (
listed here for analysis and comment).
A NO vote would keep the old summaries and descriptions.
4. Substitution Rules
A YES vote would implement the following Substitution rules:
Attack Substitution:
For each of their Pokemon, a Player acting first may create a substitution based on one specific Attack or Command the opponent can issue and substitute their called actions. This conditional can only be triggered by one of the opponent's actions, however it may apply to multiple consecutive actions for the trainer's Pokemon in that round.
Chance Substitution:
For each of their Pokemon, either player may create a substitution based on the success or failure of a previously ordered Attack or Attack effect. This conditional can only be triggered by the success or failure of a previous action, and as such cannot be applied to the first action of a round. A Player acting first can make either an Attack Substitution or a Chance Substitution, but not both.
KO Substitution:
For each of their Pokemon, either player in a multiple battle (doubles or more) may order an alternative set of actions based on a specific opponent fainting on a specific action. A KO Substitution can be ordered in addition to an Attack Substitution or a Chance Substitution.
A NO vote would push the issue off until a later proposal or codification can be implemented.
5. Combination Attacks
A YES vote would implement the following Combination rules.
- 1. Combination attacks are largely at the discretion of the referee of that match as to the result of the move. There can definitely be an "intended effect", but combo moves are not guaranteed to work if the referee doesn't think the combo would or should work.
- 2. Combination attacks have an energy cost equal to (Attack A's Energy Cost + Attack B's Energy Cost) * 1.2
- 3. Combination attacks generally have the damage of both of their combined attacks, provided those attacks flow smoothly together using the same appendage (or full body assault as the case may be). Damage may be reduced slightly based on the complexity of the combo, such as comboing a multi-hit move with a stronger, more focused attack where possible.
- 4. Some combinations may change the typing of an attack, at which point STAB is applied if relevant. The ending type of dissimilar attacks is heavily influenced by player preference, however they must explain the mechanics of the change as part of their orders, such as adding the elemental attribute of an attack before they strike or directing the energy from a full body assault into a single point or points of impact if transitioning to a fighting attack for example.
- 5. Combination attacks combine two attacks into the original action's slot, but due to their complexity give that combination a lower priority bracket than regular attacks. The turn after a combination leaves the Pokemon entirely vulnerable. Because of this combination attacks can only be issued on the first or second action of a round.
A NO vote would require further discussion on combination and their implementation or disbanding.
6. Changing the TC Rarity Cost of certain Pokemon
A YES Vote would lower the TC Cost of every 5 TC Pokemon to 4 and change the formula for a single-stage Pokemon selected outside a starter to TC Cost + 3. This reduces the maximum TC Cost for a Pokemon from 10 to 7.
A NO Vote would retain the current TC model for single-stage Pokemon, doubling their rarity cost when selected outside of an initial team.