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Old Dec 6th, 2011, 6:54:52 PM   #126
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From this old SotG:
Quote:
3a. Ending Toxic cap.

5 DPA is pretty strong, but Toxic really doesn't have an in-game limit. And really, if your opponent even gets to the point where Toxic would go above 5 DPA, you're either hopelessly outmatched or they are ridiculously good at stalling.
From Toxic's description in the DAT
Quote:
Over time the Toxic damage will gradually increase each round from 1 HP per action to 5 HP per action.
Can we get this inconsistency sorted out please?
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Old Dec 6th, 2011, 10:59:52 PM   #127
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Was that actually officially voted in? I wasn't sure if it was or not.
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Old Dec 6th, 2011, 11:18:09 PM   #128
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I thought it was just implemented by fiat or something.

EDIT:
Quote:
Originally Posted by Fat Deck Knight View Post
Bad Poison:
Gains in strength each round. It starts off dealing one (1) damage per action and increases by one (1) damage each round. Bad Poison has no damage per action limit.
Yep, it was.
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Old Dec 7th, 2011, 5:49:52 AM   #129
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As I mentioned in the current leadership battle between Kaxtar and Toast, there seems to be no mention in the DAT of Hurricane's effect on Flying foes, and there's no mention of it (or Gust, Twister, etc) in Bounce as well - I'm pretty sure this needs to be changed.
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Old Dec 7th, 2011, 6:29:17 AM   #130
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Baton Pass has absolutely no mention of any switching capabilities.
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Old Dec 7th, 2011, 9:56:28 AM   #131
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Quote:
Originally Posted by Fat SimonSays View Post
Baton Pass has absolutely no mention of any switching capabilities.
I did double-check this with Deck once and he did confirm that Baton Pass can be used to switch out. I would assume that, like Volt Switch and U-Turn, the user of Baton Pass would be required to order first. Now we just need to wait for someone to put this in the DAT. I'd do it myself, but I don't have the power to edit posts in the DAT.
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Old Dec 7th, 2011, 1:25:13 PM   #132
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I believe DAT editing powers were supposed to be given to Leethoof, IceBug, me and a fourth user I've completely forgotten (sorry!) but that hasn't materialised yet.
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Old Dec 12th, 2011, 11:42:07 PM   #133
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There is a line in the attract status description that says the status can only occur if the target is in the same egg group as the user. This should be in the move Attract's description in the DAT.
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Old Dec 20th, 2011, 9:51:03 PM   #134
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Just postin' to say that Krillowatt should be updated to Protowatt since it was decided on quite a long time ago in the Create a Pokemon forums.


Edit: oops, seems that Flame already posted that at the bottom of last page. Here's the sprite though since all that exists at the moment is the whole 192 x 384 sprite sheet.
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Old Dec 22nd, 2011, 6:01:04 PM   #135
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Why does Secret Sword cost 6 energy, when all other moves in the 9-10 power bracket cost 7?
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Old Jan 4th, 2012, 8:26:44 PM   #136
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Something I am going to point out right now is that, in Safeguard's DAT description, it says the Safeguard disappears if the user switches out. However, this is inconsistent with the other screens, which remain if the user switches, and according to Veekun, Safeguard does not disappear if the user switches out.

So ... is there a reason for this discrepancy?

EDIT: And another thing, how come Magical Leaf costs 5 energy when all the other 6 BAP perfect accuracy moves cost 4?
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Old Jan 31st, 2012, 12:50:43 PM   #137
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Quote:
Cursed Body:

Type: Innate

When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Pokemon with this ability: Shuppet, Bannette, Froslass, Frillish, Jellicent, Kitsunoh, Voodoll.
This is incorrect, at least assuming it is meant to be consistent with in-game. Cursed Body works with any kind of move, not just contact moves (I just saw it when I used Shadow Ball against a Jellicent a while ago). Can we change this please?

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Old Feb 5th, 2012, 8:11:43 AM   #138
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Can we remove TM03 Water Pulse from Protowatt's 5th Gen TMs on the principle that Water Pulse is not a TM anymore?

AlchEdit: Yep.
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Old Feb 8th, 2012, 6:01:14 PM   #139
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So, uh, why were Screens altered without telling anyone? At all?
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Old Feb 8th, 2012, 9:01:40 PM   #140
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Agreeing with Lou. I just reffed screens illegally I guess.
That's kind of a big change.
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Old Feb 8th, 2012, 9:16:36 PM   #141
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Thirding the above notion. This could be a big issue when reffing, even though I'm not a ref.
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Old Feb 8th, 2012, 11:11:18 PM   #142
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SDS mentioned it on IRC, I guess he never posted about it, which he probably should have done :/
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Old Feb 11th, 2012, 11:04:17 AM   #143
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The Referee Training Grounds desperately needs to be updated. At the very least, substitution rules and Toxic poison (there is no cap anymore) need to be updated in there, but I am sure there would be more things if I checked.
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Old Feb 13th, 2012, 11:36:39 AM   #144
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Quote:
Originally Posted by Fat Referee Training Grounds View Post
For the Speed stat, it will follow in-game rules in terms of multipliers for stage boosts; however, calculations are done with the Pokemon's base Speed stat. For instance, a 70 Speed Pokemon using Agility will wind up with 140 Speed, while a 70 Speed Pokemon slowed by Mud Shot will have 46.9 or 47 Speed.
Speed boosters don't work like in-game anymore, now it's x1.75 per stage.
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Old Feb 22nd, 2012, 8:52:54 PM   #145
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Yo
So I'm sure many of you have thought "damn I wish CAPs had Veekun pages"
This is of course because the layout of Veekun is much easier to follow in terms of movesets compared to the DAT.
So today I began working on this:
https://docs.google.com/spreadsheet/...1ZHNWE5SW9FY0E
As you can see it lists the movesets (currently just Syclar and Syclant) in the same fasion as Veekun.
Thoughts? Will people find this useful, and shall I keep working on it (ie do the other CAPs)?
I've considered condensing the movelist to be more ASB-Relevant, getting rid of the gen 4/5 colums and just listing the MC cost of the move.
Any ideas or criticisms welcome.
edit: I might also add other ASB relevant things like ASB stats, types and abilties with descriptions, move details (bap, acc, description - this is less likely though, especially the latter)
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Old Feb 22nd, 2012, 9:13:16 PM   #146
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YES! Praise the Lord (Jesseus)! I know I'm not the only one who's been agitated with trying to sift through the Gen IV movepools and compare them to Gen V. I will definitely use this for my two CAP 'mons in the future!
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Old Feb 22nd, 2012, 9:23:17 PM   #147
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I've just made a modified version. Instead of learned level/tm number etc it just lists the cost of the move.
https://docs.google.com/spreadsheet/...nBtOXkzZXpFMXc
0 is lvl up under 25, 1 is level up over 25, 2 is 5th gen tms/tutors, 3 is egg moves, previous gen moves.
Simple enough yeah?
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Old Feb 22nd, 2012, 9:48:53 PM   #148
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Damn, that's just plain awesome! Keep up the badass work for the rest of the CAPs! :D
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Old Feb 23rd, 2012, 12:28:50 AM   #149
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https://docs.google.com/spreadsheet/...jNGdUJtdVVYMEE
The first four CAP lines.
There are some oddities in the TM lists which might be errors, highlighted in yellow.
(Namely there are moves which appear in 4th gen TM movesets but not 5th gen, even though the tm exists in both)
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Old Feb 27th, 2012, 10:25:59 PM   #150
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Bulldoze is listed before Bulk Up for no discernible reason.

SoSedit: Fixed.
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