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Old Nov 18th, 2012, 4:06:29 PM   #1
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Default Mechanical Differences Between the Gens

Alright, so, I'm making a letter detailing the major mechanical changes that occurred between each generation, so current gen players can pick up on key differences and have an easier time learning past gens. Similarly, past gen players could check it out in reverse to learn up on how the game's mechanics have changed over time should they wish to learn BW. Stuff like a move's Base Power, accuracy, or a slight change in how an ability works probably won't be included, though competitively relevant move mechanics (RBY Hyper Beam, BW Explosion nerf, etc.) should be listed. I'm compiling this mostly from memory, so I'm sure I'll be missing shit, which is where you all come in. Let's try to fill in any cracks here to make this as all-encompassing as possible~

Changes from BW to DPP
  • A Pokemon's sleep counter does not reset when switching out. Also, sleep lasts for 1 to 4 turns rather than BW's 1 to 3.
  • The moves Explosion and SelfDestruct temporarily halves the opponent's Defense, effectively doubling their Base Power.
  • Wish heals the target by 50% of its HP, rather than 50% of the user's HP.
  • The trapping effects of Mean Look can be Baton Passed.
  • Taunt lasts for 2 to 4 turns.
  • Encore lasts for 3 to 7 turns.
Changes from DPP to ADV
  • All Dark, Dragon, Electric, Fire, Grass, Ice, Psychic, and Water moves are special moves. All Bug, Fighting, Flying, Ghost, Ground, Normal, Poison, Rock, and Steel moves are physical moves.
  • Sleep lasts for 1 to 6 turns.
  • When the faster Pokemon faints, the opposing Pokemon does not get to move.
  • Taunt only lasts for 2 turns.
  • Encore lasts for 2 to 6 turns.
  • Counter and Mirror Coat treat Hidden Power as physical, regardless of type.
Changes from ADV to GSC
  • IVs range from 0-15 rather than 0-31.
  • A Pokemon can have 255 EVs in every stat.
  • Natures and Abilities do not exist.
  • If a badly poisoned Pokemon is switched out, it will be afflicted with regular poisoning.
  • If a burned or poisoned Pokemon KOes its opponent, it will not take burn or poison damage that turn.
  • A frozen Pokemon cannot attack on the turn it thaws out.
  • If Sleep Talk chooses Rest, the Pokemon will regain all of its health and have its sleep counter reset. If Sleep Talk chooses Roar or Whirlwind and the user is faster than the opponent, it will fail.
  • Phazing moves, Counter, and Vital Throw must go second in order to succeed.
  • Only one layer of Spikes can be set.
Changes from GSC to RBY
  • Rather than Special Attack and Special Defense stats, Pokemon simply have a Special stat that functions as both.
  • Items do not exist.
  • Sleep lasts for 0 to 6 turns. Also, a Pokemon cannot attack on the turn it wakes up. A Pokemon using Rest will wake up after 2 turns rather than 3.
  • If a Pokemon uses Rest while burned or paralyzed, it will retain the respective Attack or Speed drop until switching out. If a Pokemon uses an Attack or Speed boosting move while burned or paralyzed, respectively, the drops will be removed and the stat will raise as if no status was inflicted.
  • The probability of critical hits is determined by base Speed. The formula used is %CH = Base Speed x 100/512. Critical hits ignore all stat changes for both Pokemon, as well as the effects of Light Screen and Reflect.
  • Bug is super effective against Poison and has normal effectiveness against Ghost, Poison is super effective against Bug, Ghost has no effect against Psychic, and Ice has normal effectiveness against Fire.
  • If a Pokemon KOes an opposing Pokemon or breaks a Substitute with Hyper Beam, it does not have to recharge the next turn.
  • A frozen Pokemon will not randomly thaw out.
  • The accuracy and critical hit rate of all moves is reduced by 0.4% (except Swift, which will never miss).
  • A poisoned or burned Pokemon loses 1/16 of its health rather than 1/8. Similarly, Leech Seed drains 1/16 of health rather than 1/8.
  • A Pokemon hit by a partial trapping move cannot attack for the duration of the attack. However, it can switch out of the partial trapping move.
  • Steel and Dark do not exist as types.
  • Night Shade and Seismic Toss hit everything, regardless of type.
  • If Explosion or SelfDestruct is used against a Pokemon behind a Substitute and breaks the Substitute, the user will not faint.
  • Roar and Whirlwind have no effect.
  • Haze removes major status conditions from the opponent.
  • Horn Drill, Fissure, and Guillotine will always fail if the opposing Pokemon has higher Speed.
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Last edited by Jellicent; Nov 27th, 2012 at 3:56:46 PM.
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Old Nov 18th, 2012, 5:11:17 PM   #2
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Quote:
Originally Posted by Fat Jellicent View Post
Changes from GSC to RBY
  • Rather than Special Attack and Special Defense stats, Pokemon simply have a Special stat that functions as both.
  • Items do not exist.
  • Sleep lasts for 1 to 7 turns. Also, a Pokemon cannot attack on the turn it wakes up. A Pokemon using Rest will wake up after 2 turns rather than 3.
  • The probability of critical hits is determined by Speed.
  • Bug is super effective against Poison and has normal effectiveness against Ghost, Poison is super effective against Bug, Ghost is not very effective against Psychic, and Ice has normal effectiveness against Fire.
  • If a Pokemon KOes an opposing Pokemon with Hyper Beam, it does not have to recharge the next turn.
  • A frozen Pokemon will not randomly thaw out.
  • A poisoned or burned Pokemon loses 1/16 of its health rather than 1/8.
  • A Pokemon hit by a partial trapping move cannot attack for the duration of the attack.
  • Steel and Dark do not exist as types.
It would be good to clarify that critical hits are based on *base* speed, and not actual speed (ie, critical hit chances aren't affected by speed boosts or drops) - that's something people get confused about a lot.

Also, in Gen I, Psychic is actually immune to Ghost, rather than not very effective as you state.

EDIT: In Gen I, when you rest off a burn or paralysis, you maintain the attack and speed drops, respectively, until you switch out. Is that true in later gens?
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Old Nov 18th, 2012, 5:18:21 PM   #3
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I wrote this around 2 years ago. It's on the PO wiki but whatever

RBY mechanics
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Old Nov 18th, 2012, 5:58:54 PM   #4
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Here`s some pretty competitive relevant move oddities in GSC:

Changes from ADV to GSC
  • Rest won`t fail when chosen by Sleep-Talk, if the Pokémon has less than full health. The user will "fall back to sleep", and the sleep-counter will reset.
  • A phazing move (Roar/Whirlwind) will, on the contrary, fail when chosen by Sleep-Talk
  • When two Pokémon use a phazing move at the same turn, the fastest user will fail.
  • Only one layer of Spikes can be placed on the opponent`s field at any given time.


Feel free to reword if needed.
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Old Nov 18th, 2012, 6:13:43 PM   #5
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Roar/WW won't necessarily fail when chosen by Sleep Talk, but when the user goes before the opponent. This rarely happens when the move is used under normal conditions as Roar/WW have negative priority, but behind sleep talk, you'll see misses much more often since it'll just depend on whether you are slower or faster than your opponent.
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Old Nov 18th, 2012, 6:27:43 PM   #6
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Implemented all of those, thanks guys (especially Crystal_. Damn was that useful! ^.^)
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Old Nov 18th, 2012, 7:24:09 PM   #7
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I'm pretty sure that sleep lasts 0 to 6 turns in RBY.

This website:
http://www.dragonflycave.com/status.aspx
says that sleep is 1-7 turns in both RBY and GSC, except that in RBY, the counter is decremented before it is checked, which makes it 0-6 in RBY.
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Old Nov 18th, 2012, 8:00:56 PM   #8
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Quote:
Originally Posted by Fat Crystal_ View Post
Roar/WW won't necessarily fail when chosen by Sleep Talk, but when the user goes before the opponent. This rarely happens when the move is used under normal conditions as Roar/WW have negative priority, but behind sleep talk, you'll see misses much more often since it'll just depend on whether you are slower or faster than your opponent.
You are obviously correct. My apologies
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Old Nov 18th, 2012, 8:05:52 PM   #9
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taunt last for two turns in adv
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Old Nov 19th, 2012, 5:19:12 AM   #10
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This was weird to follow.
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Old Nov 19th, 2012, 8:28:34 AM   #11
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Quote:
Originally Posted by Fat Zowayix View Post
I'm pretty sure that sleep lasts 0 to 6 turns in RBY.

This website:
http://www.dragonflycave.com/status.aspx
says that sleep is 1-7 turns in both RBY and GSC, except that in RBY, the counter is decremented before it is checked, which makes it 0-6 in RBY.
Yes, this is true. However, since you're incapacitated when waking up from sleep, you might as well think of it as 1-7 turns.
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Old Nov 19th, 2012, 1:26:10 PM   #12
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Corrected the sleep in RBY thing. Also, added in Taunt for ADV (and DPP), as well as changes to Encore.

Quote:
Originally Posted by Fat Borat View Post
This was weird to follow.
Right now, I'm just hammering out the actual mechanical changes. The final letter should reflect these differences just as well to an RBY player as they would to a BW player. This is just a rough draft to find any missing major changes~
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Old Nov 21st, 2012, 9:08:55 AM   #13
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Something should be mentioned about Counter/Mirror Coat treating Hidden Power as Physical regardless of its type in ADV (not sure about GSC)
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Old Nov 21st, 2012, 1:56:34 PM   #14
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Quote:
Originally Posted by Fat Jellicent View Post
Corrected the sleep in RBY thing. Also, added in Taunt for ADV (and DPP), as well as changes to Encore.


Right now, I'm just hammering out the actual mechanical changes. The final letter should reflect these differences just as well to an RBY player as they would to a BW player. This is just a rough draft to find any missing major changes~
I guess it's just from an order view. I would've expected RBY -> GSC changes, GSC -> ADV changes, etc. Kind of like an evolution of the Pokemon game. Rather than going back in time, so to speak.
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Old Nov 21st, 2012, 2:18:55 PM   #15
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Quote:
Originally Posted by Fat Borat View Post
I guess it's just from an order view. I would've expected RBY -> GSC changes, GSC -> ADV changes, etc. Kind of like an evolution of the Pokemon game. Rather than going back in time, so to speak.
I see where Jellicent is coming from with the order - the majority of players are latest gen players, and if they're going to test the waters of old gens, they'll probably start at the latest and work backwards from there. From that perspective, learning what mechanics differ going back in time is the best way to present the info.

As a Gen I and II player only, I also had a hard time following at first, but I'm not the target audience for this letter, so I dig it :)
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Old Nov 21st, 2012, 8:52:50 PM   #16
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Quote:
Originally Posted by Fat meteor64 View Post
Something should be mentioned about Counter/Mirror Coat treating Hidden Power as Physical regardless of its type in ADV (not sure about GSC)
Does the same in GSC.
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Old Nov 21st, 2012, 10:29:38 PM   #17
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Fair enough. Also for DPP to ADV, in ADV when the faster mon faints (either from boom or switching in and taking spikes) the opposing mon doesnt get to move, which can be a pretty crucial mechanic to abuse.
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Old Nov 23rd, 2012, 8:31:21 PM   #18
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maybe mention that night shade and seismic toss hit everything in rby. clears up the thing about counter not hitting ghosts even in the instance of countering seismic toss and it's a notable difference anyway.

also about roar going second in gsc maybe just mention that phazing moves, counter, and vital throw must go second in order to succeed and the slower mon goes second in an instance when two negative priority moves are used at once. something like that.
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Old Nov 27th, 2012, 3:59:43 PM   #19
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Big thanks to all you guys ^.^

Mmk, everything's been updated. If there's anything else missing, let me know. Otherwise, I'll be writing it up fully, moving it to Letters, and getting GP on this in the coming days. If you find anything vital missing after it's up, I can always edit it on the SCMS~
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Old Nov 28th, 2012, 6:42:35 AM   #20
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You might want to point out that the HP DV (we didn't call 'em IVs in my day) pre-ADV is based on the other four stats, rather than having its own individual value. It's not competitively relevant in RBY, since Hidden Power didn't exist yet to justify non-max stats, but it's a good reason you'll never see anyone use HP Grass Electrics in GSC. (i.e. Quagsire will setup on them.) Gender in GSC is also based on the Attack DV, with females occupying the lowest values based on the gender ratio of the species, so you know every physical attacker that isn't a genderless or always-female species will be male.

Counter in RBY only works against Normal and Fighting attacks rather than all physical attacks.
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Old Nov 28th, 2012, 10:07:11 PM   #21
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Gah, I keep missing out important things- in Adv sandstorm doesn't boost the sp.def of rock types, and additionally a freshly sent out pokemon can gain lefties recovery.

I keep thinking of tidbits here and there so I'll just keep this updated.
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