Of the proposals that IAR has listed as "needing votes and shit", I support Arena Trap, Baton Pass, Counter-farming! (which imo should be called counter counter-farming since we're countering counter-farming), and Change Training Items!, and believe that those do not require discussion. I also support the Auto-Learn Universal TM's! and Critical Hits! proposals, but believe that these require further discussion.
Dat's Original Block said:Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to two (2) multiplied by the Block user's Weight Class. In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.
Attack Power: -- or Fixed Damage = 2 * User's Weight Class | Accuracy: --| Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive
New Block said:Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to the user's Weight Class + the user's Size Class minus the target's Size Class multiplied by two (2). In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.
Attack Power: -- or Fixed Damage = (User's Weight Class + User's Size Class -Target's Size Class) * 2.5| Accuracy: --| Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive
Damage Calcs said:Scyther used Agility (Evasive)!!
(-7 Energy)
Groudon used Block!!
(-6 Energy)
Damage: [(6 + 12 - 3) * 2.5] = 37.5 Damage
2) I am strongly opposed to CounterCounterFarming measures. Who are you to say I can't battle a Fire Arceus with Sunkern? How do you intend to handle battles with Magikarp? They all will be, to some degree counterfarming. Also If you just block blatant counterfarming, you are just being silly. It's like saying you can counterfarm as long as you are discreet. Worse, if the mods have power to block a match where one of the players played severely worse, you will just push away most newbies, as you can't expect them to always bring their A-Game on their first matches.
I think this needs to be ironed well. Giving a mod power to veto a match is opening a huge can of worms. In the end, it will be up to the mod's discretion and again: who are you to say who I can or cannot battle?
4) Also against the change on training items on the grounds of it being hilarious. Aside from Amulet Coin, the pokemon I want to train are usually the weaker mons, the ones that hardly ever get a KO (specially in singles). The change you are proposing is like saying: "use your training item on your strongest mon if you want to see results", which is IMO hilarious, as the whole point of training items (again, aside from Amulet Coin) is to speed up the growth of weaker mons.
Also regarding the "ingame" argument, if you want to keep going on that route, you will need to abolish EC, MC and DC and stick only with KOC (and change the prizes rules quite a bit), since ingame the mon only gets any kind of experience (aside from day care and stuff like that) when an opposing mon is KOed.
Gotta play the naysayer here, unfortunately.
4) Also against the change on training items on the grounds of it being hilarious. Aside from Amulet Coin, the pokemon I want to train are usually the weaker mons, the ones that hardly ever get a KO (specially in singles). The change you are proposing is like saying: "use your training item on your strongest mon if you want to see results", which is IMO hilarious, as the whole point of training items (again, aside from Amulet Coin) is to speed up the growth of weaker mons.
Also regarding the "ingame" argument, if you want to keep going on that route, you will need to abolish EC, MC and DC and stick only with KOC (and change the prizes rules quite a bit), since ingame the mon only gets any kind of experience (aside from day care and stuff like that) when an opposing mon is KOed.
Counter Counterfarming:agree and state that it does not require discussion
Auto-learn TMs:disagree but think that it merits more discussion.
Training Items nerf:disagree and thinks it does not merit discussion.
Block:Agree to it and does not require discussion requires discussion
Fake Out:Agree to the change and that it needs no discussion.
Even if it goes through, though, I'd say that something that increases damage to this degree should probably cost a little more than 6 EN.
Stat boosts/drops suck. They're low power, obscenely complex and n ear always less powerful than simply attacking. Let's propose a new system!
- Atk, Def, SpA, SpD, Spe boosts and drops do not decay.
- A boost to Atk, Def, SpA, and SpD increases the corresponding rank by one. A drop lowers the corresponding rank by an equal amount.
- A boost/drop to speed multiplies speed by 1.5^(Stage), where Stage is the overall stage.
- Increases in accuracy and decreases in evasion do not decay. if a Pokémon's accuracy stage is below 0, or a Pokémon's evasion stage is above 0, at the end of a round, then move the corresponding stat one step towards 0.
Simplifies and strengthens stat boosts, whilst keeping the safety mechanism against the more hax-based moves.
To be honest I prefer having them decay and speed multiply by 1.75. The first because in ASB pokemon tend to last for a while and you have the potential to turn a problem into...another problem.
The second because it's close to reality. A 80 speed mon with max EVs with +1speed is faster than a 120 mon with max EVs. I am too lazy to give actual calcs here, but if you just stick with raw 80*1.5=120 math, you will end up with an underpowered boost that isn't what happens in-game. Remember that, unlike in-game, you can't just sweep with extra speed. Its good, yeah, but not that good.
As for just sticking the boost in the BAP, I am all for it, as long as you just make it +1.5 always, so it goes from +1 to +3.375. If you just say its an additional rank, there is a big chance you will pass through rank 5 and end up with an actually weaker boost ._. .
Instead of altering ranks, which will actually be a nerf, it should be a multiplier of *(1+.1*Att)*(1-.1*Def) where Att is the offensive stat and Def is the defensive stat.
Examples:
+1 Mild Salamence Outrage vs. +0 Fidget:
-(12+3+1.5)+1.75=18.25 hp (now)
-(12+3+2.5)=17.5 hp (DF)
-(12+3+1.5)*1.1=18.15 hp (Me)
+0 Adamant Darmanitan Flare Blitz vs. +6 Whimsicott:
-(12+3+3+4)*1.5-10.5=22.5 hp (now)
-(12+3+3-4.5)*1.5=20.25 hp (DF)
-(12+3+3+4)*1.5*.4=13.2 hp (me)
+2 Modest Ninetales Fire Blast in sun vs. Tomohawk:
-(12+3+3+1.5)+3.5=23 hp (now)
-(12+3+3+4)=22 hp
-(12+3+3+1.5)*1.2=23.4 hp
-2 Adamant Flygon Earthquake vs. Mild Nidoking:
-(10+3+4.5)*1.5-3.5=22.75 hp (now)
-(10+3+1.5)*1.5=20.25 hp (DF)
-(10+3+4.5)*1.5*.8= 21 hp
+6 Adamant Snorlax Frustration (Lower hp) vs. Gallade
-(10+3+3)+10.5=26.5 hp (now)
-(10+3+9)=22 hp (DF)
-(10+3+3)*1.6=25.6 hp (me)
+2 Volcorona vs. -1 Alakazam
-(9+3+3)*1.5+5.25=27.75 hp (now)
-(9+3+6)*1.5=27 hp (DF)
-(9+3+3)*1.5*1.2*1.1=29.7 hp (me)
DF's proposal actually nerfs offensive stat boosts, while mine doesn't seem to do much until we start talking extremes (See Whimsicott) or layered bonuses (See Volcorona). Also, both proposals need SE to be better than the current one.
Obviously, it needs work, but I feel like that's in the general range that it should be.
Stat Boosters are still going to be so shitty, even if we try & buff them...
That is, in order to get stat boosters to even become usable with regular frequency (i.e. worth using on any Pokémon), outside of taking advantage of some moves like Protect, you have to break the things, & that would be a terrible idea, especially when the only Pokémon that can use Stat Boosters viably under the current system (e.g. Swoobat, Volbeat w/ Power Lens) can become broken as fuck if we did decide to "break" them.
So, in essence, if we are going to buff Stat Boosters, personally, I would just remove the decay, possibly increase the boost increment to 2 from 1.75, & be done with it. The only thing that confuses most users is the decay system, so just get ridding of it is an acceptable buff alone. Affecting Ranks is a pretty bad idea, since even w/o decay, all it does is reduce power, which kinda defeats the purpose of trying to buff them, since you are reducing their strength. Furthermore, most Pokémon do not tend to last long enough nowadays for something to fully decay, & if you are being haxxed with shit like accuracy drops & stuff, you can always just switch out, or use a phasing move.
This leads to the biggest problems as to why Stat Boosters will always suck on 95% of Pokémon, even with a minor buff like no decay: Not only is the boost so little to the point that you have to hit multiple times to deal more damage in the long run, but you are also completely vulnerable to anything while using them.
With the first point, basically, if you use something like Swords Dance with no items, you are wasting an action & 7 energy, just to deal an extra 3.5 Damage. 3.5. That means if you deal like 14 damage an action to an opponent normally, it will take you 4 actions of flat out dealing damage just to make up that lost action. And that is assuming no decay. The more damage you deal normally, the more actions you have to spend dealing damage to make up the lost action. The reverse is also true, but in reality, the lost action to boost, is generally not worth it, especially in a damage race.
With the second point, when you are using that action to raise your stats, you are a complete sitting duck that leaves you wide open for your opponent to take advantage of, using shit like Taunt, Torment, a recovery move, or even worse, one of: Haze, Clear Smog, Roar, Whirlwind, Circle Throw, & Dragon Tail. These 5 moves in particular are killer to the stat boosting user, since they wipe out your boosts, resulting in all those actions wasted for nothing (At the end of the round in Switch=OK for the last 4), & worse yet, the stat reducing moves you use can be wiped out as well with shit like U-Turn, Volt Switch, Teleport, etc.
All in all, Stat Boosters/Droppers are always going to be bad moves to use, unless you break them, & breaking them would be terrible for ASB Game Balance. So imo, just remove decay, possibly increase the boost increment to 2 from 1.75, & be done with the issue.
To be honest I kind of like the decay system since it encourages strategic play with your stat-changing attacks. All removing decay would do is encourage using the attack in the first couple of actions and that's really it.
I'd also like to note that stage-boosting attacks have become less useful as power creep has come into play (most notably items and our strange urge to make things better and better), since it's additive. For example, using Swords Dance on A2 gives you four actions of +2 Atk and three actions of +1 Atk, which comes out to 19.25 DMG over three rounds; the real payout, though, comes when you use it again later, which, due to the fact that stat changes only drop by one stage per round, means you can theoretically get up to 26.25 DMG purely from the second change, which is pretty good but not too great given Dogfish's point that ASB Pokemon don't tend to last for more than three rounds. Unfortunately I have to agree with IAR above here and say that they're really only going to be useful in pinch situations. Increasing the effect of each to +2 or -2 DMG could work, but then it might get a little out of hand for Simple users or Tail Glow; I haven't run calculations on these yet.
I think Speed stat-changing is a different matter entirely, though. They're pretty convoluted as it stands now and the system makes absolutely no sense whatsoever (1x, 1.75x, 3.5x and /1, /1.75, /3.5 what) and really powerful actually. A system I've been thinking about is essentially the same as the accuracy and evasion system we have, except with numerator and denominators of 2 instead of 3. That is to say:
It makes a lot of sense, and is more reasonable; in addition, it also emulates more closely the in-game Speed system. Below is a chart for the current system v my proposed system, given a Base Speed of 100.
- The Speed multiplier starts out with a fraction of 2/2.
- Each positive Speed stage increases the numerator by 1.
- Each negative Speed stage increases the denominator by 1.
- The Speed stage is determined by the sum of the positive boosts with the negative boosts (that is to say, +2 and -1 results in +1, not +2-1.)
As you can see the proposed system is a lot less ridiculous, particularly as the stage boosts are increased. This also makes overcoming the Speed drop from paralysis more difficult than it is now, as it should be in my opinion (a Scary Face right now drops Speed almost as much as paralysis, while it would only go halfway under my proposal).Code:Stage Boost | Current Sys | Proposed Sys -3 | 19 (.190) | 40 (.4) -2 | 28 (.285) | 50 (.5) -1 | 57 (.571) | 66 (.67) +0 | 100 (1) | 100 (1) +1 | 175 (1.75) | 150 (1.5) +2 | 350 (3.5) | 200 (2) +3 | 525 (5.25) | 250 (2.5)
tl;dr - Removing decay is bad. The current stat system for Atk / Def / SpA / SpD is probably as good as it's going to get. The current Speed system needs a change; a proposal is given.
Even if the pokemon increases from Rank 3 to 5 the damage increases by a total of 3, which is lower than the current system (3.5), while a SE attack does come out on top with 4.5 damage it's still barely enough to justify the nerf on most other cases which would only increase their damage output by 2 or 2.5, with a SE hit doing an extra 3 / 3.75 (4x SE doesn come out on top but again the number of cases does not justify the nerf in a majority of mons)
I'm in favor that Atk, Def, SpA & SpD increase/reduce total damage in 2 and to avoid the decay, this should boost them enough while avoiding breaking the mons that abuse them the most, also it could make some interesting strategies like boosting spread moves or making some powerful walls, considering that we have Focus Energy, Phazing Moves, Psych Up, etc... to control this moves I don't think we have to worry to much that such a boost will make them too good
I admit that the decay system is confusing. However, it is currently the only thing that gives any incentive (lol incentive and stat boosts) to use a +1 move over a +2 move or +1/+1 move. If you remove it, moves like Howl will be completely outclassed by moves like Swords Dance and Bulk Up unless you buff the Howl-like moves in some way.
I propose that, if we remove stat stage decay, that non-damaging +1 and non-damaging -1 moves will prevent the respective stat stage from being lowered or raised respectively for the rest of the round.
The other thing about the attack, defence, special attack and special defence stages as to why they suck is because their boost is calculated after weakness and resistance. For the most part, unless your name is Haxorus, you will want to try to hit your opponent on a weakness. If the opponent has a single weakness to the move, a 1.75 boost in damage is equivalent to a 1.1666... boost to BAP, which is really rather weak. If the opponent has a double weakness, it's equivalent to a measly 0.777... boost to BAP. Having the damage be calculated after weakness and resistance is really only significantly benefitting neutral and NVE moves.
Therefore, I propose that we keep the damage increase/decrease per stage at 1.75, but have it calculated before weakness/resistance. If you are worried about it getting out of hand for Simple users and Tail Glow users, you can simply increase the energy costs of Simple-boosted stat boosters and Tail Glow. I reckon 3 for Tail Glow and 2 or 3 per move's normal boost for Simple should do the trick.
Note that these two things I have proposed are independent of each other.
For the attack/defense/SpA/SpD boosts:
I agree with most people here that at the moment they suck in an unacceptable way, but some of the solutions I saw proposed seem just excessive or convoluted to me. In my opinion, the most simple thing to do is:
1) Bring the boost from 1.75 to 2
2) Put it before weakness/resistance multiplier
3) Remove decay
This way, these moves should become fully viable. And to be honest, much of the concern about their "brokenness" is completely unwarranted. Ask yourselves: how many Pokemon don't learn at least one of: Psych Up, Roar, Dragon Tail, Storm Throw, Haze, Heart Swap, Perish Song... There are a lot of ways to counter stat-up moves that I doubt they will ever risk to become broken. Not to mention that most Pokemon, at worst, can stat up alongside the foes.
As for Speed.... I was the main supporter of the change from 1.5 to 1.75, so let me explain. The idea was to try and reflect more closely the effect of in-game speed boosts, especially on +1 boosts. I gotta agree, though, that the progression is currently flawed. In my opinion, instead of 100, 175, 350, 525... it should've been 100, 175, 250, 325... and so on. This way you would possibly get the best approximation possible. As for negative boosts, I agree with everyone else in that they're too steep. In my opinion, it'd be better if, for the negative boosts, we returned to the old progression. So, what I'm advocating for is:
Speed Boosts
-6 0.25
-5 0.285
-4 0.33
-3 0.4
-2 0.5
-1 0.66
0 1
+1 1.75
+2 2.5
+3 3.25
+4 4
+5 4.75
+6 5.5
This should solve most of our issues, without returning to a system that unjustifiably underpowers Speed boosts, compared to in-game.
P.S.: I understand a lot of people are concerned about stat boosts, but I'd also like some comments on my crit proposal.
Frankly, 16 DMG from a single attack is ridiculously low. One SE 10 BAP attack (Thunderbolt, Ice Beam, Flamethrower, Stone Edge, Earthquake...) with any positive rank difference completely nullifying confusion or sleep pretty much means that if you put the status on the enemy, not only does the opponent have to worry about hitting himself, but the user has to severely limit the damage output of his or her own attacks so that they don't accidentally get rid og the status they put on the opponent.Current Sleep/Confusion said:If a sleeping Pokemon is hit with a single attack that causes sixteen (16) or more damage, it will wake up one action sooner.
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When a Pokemon receives sixteen (16) or more damage from a single attack, its Confusion Stage is lowered to 0; this means that the Pokemon snaps out of confusion when it moves next.
Taking a page out of Outrage's book, with this proposal, the user of sleep move/confuse Ray/whatever can still actually deal any worthwhile damage, while really powerful moves like Overheat and combos will still instantly snap the opponent out of its confusion/sleep.Proposed Sleep/Confusion said:If a sleeping Pokemon is hit with a single attack with a Base Attack Power greater than 12, it will wake up one action sooner.
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When a Pokemon is hit with a Base Attack Power greater than 12, its Confusion Stage is lowered to 0; this means that the Pokemon snaps out of confusion when it moves next.
Dat's Original Block said:Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to two (2) multiplied by the Block user's Weight Class. In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.
Attack Power: -- or Fixed Damage = 2 * User's Weight Class | Accuracy: --| Energy Cost: 6 | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive
New Block said:Block: The Pokemon moves with unnatural speed to block off an opponent’s exit or attempts to gain distance. When used against a non-damaging evasive action, Block will nullify that action and do fixed damage equal to the user's Weight Class + the user's Size Class minus the target's Size Class multiplied by two (2). In a switch battle, the Pokemon also moves with an unnatural speed to block any attempt to switch the opposing Pokemon and the move's energy prevents the opponent from switching out that Pokemon in between rounds for the duration of the battle.
Attack Power: -- or Fixed Damage = (User's Weight Class + User's Size Class -Target's Size Class) * 2.5| Accuracy: --| Energy Cost: 6 + (user's WC * 1.5) | Attack Type: Other | Effect Chance: -- | Contact: N/A or Yes | Typing: Normal | Priority: 0 or 2 | CT: Passive
Since when did confusion "suck"? Apart from the fact that confusion always lasts one action less than advertised, there is no escaping from its mega-disruptive potential. Furthermore, the proposed solution simply causes mega-inconsistency & does not make sense. "Oh no, that 4× Super Effective Ice Beam on my Dragonite did not stop confusion, but that Hi Jump Kick did? What is this?!" Same goes for Sleep, but the counter for it could do with a little alteration, especially if the near-universal moves proposal goes through, since everything will be able to pack Sleep Talk to abuse Sleep.waterwarrior said:Damn it, I've had enough with Confusion and Sleep sucking.
We all know that both of these statuses suck, and there's really no argument about it.