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Old Jan 17th, 2013, 3:24:14 PM   #26
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As per this council vote, Forewarn's description has been changed to the following:
Forewarn:

Type: Innate

This Pokemon is more adept than usual at sensing and reacting to the opponent's attacks. As a result, it gets a bonus move substitution that must have a condition in the format "If Pokemon X uses move Y", with no further qualifiers or additional clauses allowed. This bonus substitution may go anywhere in the list of substitutions the pokemon makes, but it must be indicated with "Bonus" or "Bonus Sub" or something similar in front of the bonus substitution.

Pokemon with this ability: Drowzee, Hypno, Jynx, Smoochum, Munna, Musharna, Necturna.

Furthermore, as per this council vote, the rules regarding UC payouts to refs of battles that end in player DQ have been changed to the following:
A referee shall be compensated for a match ending is disqualification based on the cumulative number of Pokemon sent out in battle. To calculate UC gain, input into the standard formula [Above] the average number of Pokemon send out by each team. In a match where KO bonus would be included - including a match which did not last long enough to normally warrent KO bonus - the bonus is applied as normal.

The Forewarn change is effective immediately in all new battles and challenges.

The change to UC payout for battles that end in DQ is effective immediately in all new and ongoing battles and challenges. Note, however, that this is a temporary measure and the UC payouts for refs of all battles may still change.

As of this post, the proposed change to Huge Power and Pure Power is now being voted on.
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Old Jan 18th, 2013, 5:56:26 PM   #27
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As per this vote, Huge Power & Pure Power gets changed to the following:
Huge Power:

Type: Innate

This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Pokemon with this ability: Marill, Azumarill, Azurill.

Pure Power:

Type: Innate

This Pokemon has immense inner strength that grows with its development, raising its Attack and its Base Rank Total by one Rank for each evolution level (Baby = 1, Basic = 2, Stage 1 = 3). If Skill Swapped, the swapped Pokemon's Attack and Base Rank Total is only raised by one Rank.

Pokemon with this ability: Meditite, Medicham

Furthermore, the following Pokémon get alterations to their stats as such:
Pokémon

This change is effective immediately in all new battles & challenges.
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Old Feb 7th, 2013, 8:08:54 PM   #28
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As per this vote, Arena Trap's description has been changed to the following:
Arena Trap:

Type: Innate

This Pokemon has great knowledge of the field and can always remain close to an earthbound foe no matter where it runs. All Pokemon that are not of the Flying-Type, or possess the Levitate Ability, may not be switched out of battle while this Pokemon is on the field. This Pokemon may still switch out of battle as normal, unless there is another Pokemon on the field with Arena Trap.

Pokemon with this ability: Diglett, Dugtrio, Trapinch.

This change is effective immediately in all new battles and challenges.

Furthermore, as per this vote, Baton Pass' description has been changed to the following:
Baton Pass: The Pokemon focuses all of its energies into a white aura that maintains its current state. This energy holds all of the information on the Pokemon's stat increases and decreases as well as whether it is in a state of confusion or other temporary ailments. This move has two distinctive uses:

Baton Pass [Switch] (Switch=OK Only): The user is sent back to its trainer's Poke Ball at the end of the round. The Pokemon that is switched in to replace the user is chosen by the player from their remaining Pokemon, however the trainer that commanded Baton Pass [Switch] must attack first the next round. The replacement gains the same temporary status changes (Such as stat boosts/drops, confusion, etc.) that the user had upon entry.

Baton Pass [Pass] (Doubles+ Only): The user can pass on all its temporary status changes (Such as stat boosts/drops, confusion, etc.) to an active teammate. The teammate will gain all temporary status changes that the user had, and all temporary status changes the user had are removed.

Attack Power: -- | Accuracy: -- | Energy Cost: 10 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Passive

This change is effective immediately in all new battles and challenges.

That is all for now.
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Old Feb 10th, 2013, 5:11:52 AM   #29
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As per this vote, users who wish to set up matches like "Crush the Combee" must now beware, as Project Moderators now have to power to revoke counters from you if you decide to deliberately stage such a match.

This warning will be posted in the OP of the Prize Claiming, & Battle Tower threads:
Project Mods have the power to veto blatant counter farming matches. Should a PC approver think a match is counter farming, they may check with a project mod and then render a veto verdict.

This change is effective immediately in all battles, new & current.

Just be aware that the huge majority of matches will (well, should) be unaffected by this, but this power is reserved for "Crush the Combee"-style matches.
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Old Feb 14th, 2013, 3:06:46 AM   #30
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As per this vote, Fake Out's effect will change to the following in all new battles (but not in current ones):
Fake Out: The Pokémon strikes the opponent with immense swiftness using their hands/paws, creating a shockwave of air that pushes the opponent back, causing them to flinch. In Switch=KO, Fake Out only flinches on the Pokémon's first use of the move, even if resetting effects like Circle Throw, Dragon Tail, Roar, U-turn, Teleport, Volt Switch, or Whirlwind used by it or against it. In Switch=OK, Fake Out may only flinch if the Pokémon using the move hasn't used it since it was last sent out. Fake Out can still damage opponents after its first use since the Pokémon was sent out; it simply cannot flinch them. Fake Out is the fastest priority attack, beating out even ExtremeSpeed.

Attack Power: 4 | Accuracy: 100% | Energy Cost: 4 | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 3 | CT: Set


As per this vote, the CC bonus for maxed out mons immediately changes to [FLOOR]Total Moves/15.

As per this vote, it is no longer possible to permanently obtain a Rotom appliance item by having a Rotom enter one found in an arena (or in fact by any method other than purchasing the item). This rule is in effect immediately.
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Old Mar 15th, 2013, 12:52:37 AM   #31
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Okay, I should have done this earlier, but yeah.

Log (Snipped to only show relevant parts)


So yeah, Acid Armour & Barrier were updated according to Deck's word, which is basically that the evasive effect of Acid Armour, & the protective effect of Barrier, only work when the initial Defence Stage of the user was 0 or less, so yeah, no more Acid Armour/Barrier brokeness, if there was any.

The updated Acid Armour/Barrier for reference:
Acid Armor: The Pokemon melts into an external body of water, increasing its defense two (2) stages, and if this Pokemon's Defense stage was initially at 0 or lower, this Pokemon dodges all physical attacks the action it is used. While all Pokemon with Acid Armor can melt into water (even Slugma and Magcargo), any substance similar to their original body structure can also be used. If no external fluid source that a Pokemon is compatible with is available, the move fails.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Poison | Priority: 0 | CT: Passive
Barrier: The Pokemon erects a sphere of energy around itself, rebuffing any oncoming physical attack if this Pokemon's Defense stage was initially at 0 or lower. The barrier also increases the Pokemon's Defense by two (2) stages.

Attack Power: -- | Accuracy: -- | Energy Cost: 7 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Psychic | Priority: 0 | CT: Passive

Yes, rebuff == block.

This change is effective immediately in new battles & challenges. /me gets shot despite this change being a deck ruling & not some implemented proposal
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Old Mar 16th, 2013, 10:53:49 PM   #32
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As per this vote, Endeavor and Helping hand have a "must have enough energy" clause added to them, so now their descriptions are as follows:

Endeavor: The Pokemon recalls the hardships of the match and tries its hardest to pound that experience into its opponent. Will not work if the user has more health than its target. Endeavor can only be used once if Endure was used that round. This move cannot be used unless the user has enough Energy to afford the resulting attack.

Attack Power: Fixed Damage = (Target HP - User HP) / 1.75 | Accuracy: 100% | Energy Cost: 6 + (Calculated Damage / 1.75) | Attack Type: Physical | Effect Chance: -- | Contact: Yes | Typing: Normal | Priority: 0 | CT: Force
Helping Hand: The Pokemon releases a bolt of blue energy, doubling the Base Attack Power of another ally’s move in the same action. The doubling occurs before the 75% Base Attack Power reduction on a spread attack. The minimum increase in Base Attack Power that can be offered by this move is six (6). This move cannot be used unless the user has enough Energy to afford the resulting attack.

Attack Power: -- | Accuracy: -- | Energy Cost: 4 + (Adjusted BAP of Ally's Move / 2) | Attack Type: Other | Effect Chance: -- | Contact: No | Typing: Normal | Priority: 5 | CT: Passive


This change is effective immediately in new battles & challenges.
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Old Mar 22nd, 2013, 10:08:26 PM   #33
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Update on Forecast and Smoke Moves:

Forecast
White Smoke


Clear Smog
Haze
Mist
Smog
Smokescreen


And Defog:
Defog
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
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[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Deck Knight; Mar 23rd, 2013 at 6:16:45 AM.
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Old Mar 23rd, 2013, 1:45:08 PM   #34
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As per this vote, all new pokemon start with 5 egg moves and BW TMs (or tutors if applicable) and all new Tynamo start with 15 MC.
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Old Apr 19th, 2013, 6:45:38 AM   #35
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Okay, so the Stat Boosts stuff finally ended... For now...

As of this vote, the new stat boosting system (Found in the DAT) looks like this:
Stat Changing Moves:

Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. At the end of each round, all stats will begin to reset towards 0, but only under special circumstances, can a stat change be locked in at the end of that round. These circumstances are as follows:
  • A move that raises/lowers a single stat by 1 stage will always lock the stat change in for the round.
  • A move that raises/lowers more than one stat by 1 stage only locks the stat change in for the round if the last use of that move in that round was not on the first action.
  • A move that raises/lowers at least one stat by 2 or more stages only locks the stat change in for the round if the last use of that move in that round was on the last action of a round.
The actual impact on damage is as follows:

Each stage (+1/+2 etc.) adds/subtracts 2 damage from the final calculated damage. This is applied before any final rounding of the numbers. Below is a reference for how much damage to add/subtract for each stage.

Code:
Stage  Boost     Speed (100 Base)
+6     +12.00    0550
+5     +10.00    0475
+4     +08.00    0400 
+3     +06.00    0325
+2     +04.00    0250
+1     +02.00    0175
+0     +00.00    0100
-1     -02.00    0057
-2     -04.00    0040
-3     -06.00    0030
-4     -08.00    0025
-5     -10.00    0021
-6     -12.00    0018
Calculating Speed Boosters:

For Speed, each of these acts as a multiplier on Base Speed for positive values, and a divisor on negative values (no boosts uses the regular Base Speed). Ex: A Pokemon with 100 Spe at +1 has 175 Spe, and the same Pokemon at -1 has 57 Spe. Always Truncate the Speed. This makes Speed Boosters and droppers about equivalent to how they act on actual speeds in the cartridge, even though the values are increased.


General Rules:
  • Boosts only ever reset +1 or -1 toward 0 at the end of a round.
  • Boosts will always reset towards 0 at the end of a round, unless a boosting/lowering move was used, depending on when the final instance of said move was used. This is as follows:
    • A move that raises/lowers a single stat by 1 stage will always lock the stat change in for the round.
    • A move that raises/lowers more than one stat by 1 stage only locks the stat change in for the round if the last use of that move in that round was not on the first action.
    • A move that raises/lowers at least one stat by 2 or more stages only locks the stat change in for the round if the last use of that move in that round was on the last action of a round.
Examples:

<Examples go here>


The Referee Resource Thread will also be updated to reflect this, among some other wordings.

This change is effective immediately in all new battles & challenges. For current matches & challenges, please refer to here.
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Old May 3rd, 2013, 7:25:38 PM   #36
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Whee...

As per this vote, the Energy Cost of Splash has now been reduced to 1 from 3. The new Splash Description is as follows:
Splash: The Pokemon flops around strongly eliciting a perception of overconfidence (or stupidity) from the trainer. While odd-looking, Splash can be used as form of propulsion. Splash can allow a Pokemon to jump quite high.

Attack Power: -- | Accuracy: -- | Energy Cost: 1 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Normal | Priority: 0 | CT: Deferring

As per this vote, the number of moves boosted by Sheer Force got increased, to make it be modelled closer to the in-game effect, minus the item interactions & shit. The new Sheer Force description is this:
Sheer Force:

Type: Can be Enabled

This Pokemon can energize all its attacks with a secondary effect (These are damaging moves that either lower the target's stats, raise the user's stats, or inflict a status condition on the target). When Enabled, the Base Attack Power of every move with a secondary effect increases by two (2), but they will never have their usual secondary effect.

Pokemon with this ability: Nidoqueen, Nidoking, Krabby, Kingler, Tauros, Totodile, Croconaw, Feraligatr, Steelix, Makuhita, Hariyama, Mawile, Trapinch, Bagon, Cranidos, Rampardos, Timburr, Gurdurr, Conkeldurr, Darmanitan, Druddigon, Rufflet, Braviary, Landorus.

Also, as per this vote, Council members when voting to alter powers, now have to be approved externally by Deck Knight, but this does not affect the game itself.

The changes to Splash & Sheer Force are effective immediately in all new battles & challenges.
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Old May 16th, 2013, 7:48:58 PM   #37
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As per this vote, The cap for Dodge has been raised to 75% from 50%. The new description for Dodge is as follows:
Dodge: The Pokemon uses its innate speed and evasiveness to dodge an opponent's attack, reducing an incoming attack’s base accuracy (ie, before accuracy/evasion stage) by a flat percentage produced by the Dodge formula below. The Pokemon's Size Class determines its Base Dodge: 40, 20, 10, 5, 2.5, 1 and 0 for Size Classes 1 through 7 respectively. If a move's accuracy would be increased by the Dodge command, the Dodge command instead simply fails and the move has normal accuracy. Dodge can evade any attack except for attacks that do not have an accuracy check (this includes Thunder in Rain and Blizzard in Hail) or are influenced by Lagging Tail, Lock-On, No Guard, Mind Reader, or Telekinesis. This command fails if used consecutively, or after Protect, Detect, Wide Guard, Quick Guard, Agility (Evasive), or Teleport (Evasive).

In normal conditions, the formula is Base Dodge + ((User's Speed - Opponent's Speed) / 5) + (Accuracy boost from user's +Spe Nature OR -10 if -Spe Nature)

In Trick Room, the formula is Base Dodge + ((Opponent's Speed - User's Speed) / 5) - (Accuracy boost from a +Spe Nature OR +10 if -Spe Nature)

Whichever formula is used, Dodge has a maximum value of 75%.

Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 4 | CT: None


As per this vote, Aqua Ring's effect now lasts 6 actions, restoring 4 HP per action. Furthermore, Aqua Ring now uses a recovery move yet Ingrain does not... The new descriptions for both moves are as follows:
Aqua Ring: The Pokemon surrounds itself in looping rings of water that pulsate with healing energy, restoring four (4) HP per action for the next six (6) actions.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Water | Priority: 0 | CT: Passive

Ingrain: The Pokemon grows roots that burrow down into the ground, restoring four (4) HP per action for six (6) actions. While Ingrained, the Pokemon is not affected by phazing attacks, and loses any Ground immunity it might possess. Ingrain does not use up a Recovery move.

Attack Power: -- | Accuracy: -- | Energy Cost: 9 | Attack Type: Other | Effect Chance: -- | Contact: N/A | Typing: Grass | Priority: 0 | CT: Passive


Both changes are effective immediately in all new battles & challenges.
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Old May 18th, 2013, 1:23:16 AM   #38
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Quote:
Originally Posted by Fat OP
03/23/2013: The number of starting egg moves, BW TMs and/or tutors each pokemon gets has been increased to 5. The number of MC Tynamo starts with has been increased to 15.
Pursuant to this: Any Pokemon with less than 5 Egg Moves / Tutors (No Egg mons only) may add 2 Eggs / BW Tutors (No Egg mons only) to the Pokemon on their next Prize Claim. Any Pokemon with less than 5 BW TMs may add 2 BW TMs to the Pokemon on their next Prize Claim. If both is the case, do both. If one is the case, do one. This change initially came about to fix the problems with the weakness of freshmons - this update removes the gulf that now exists between old freshmons and new ones. Because of BW Tutors being released between old freshmons and today, this means that Genderless Pokemon may select 2 Tutors instead of 2 Level-up moves.To claim this prize, post the Pokemon as it currently exists for review, then your updates below.
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[17:53] <&Deck_Knight> If I Cite and Prune CiteandPrune's post, what does that make me?
[17:54] <Birkal> a citeandprune cite and prunner
[17:54] <%DHR> O_o lol
[17:54] <+Mos_Quitoxe> Cite and Prune doesn't do enough of either
[17:55] <+Mos_Quitoxe> can we make him change it or force him to pay damages
[17:55] <&Deck_Knight> It would be a lot easier for him to Cite and Prune if we made him a mod.
[17:56] <&Deck_Knight> I delegate this task to Birkal.
[17:57] <Birkal> >:|

Last edited by Deck Knight; May 18th, 2013 at 3:15:35 AM.
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Old May 24th, 2013, 5:36:15 PM   #39
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As per this vote, if a Pokemon using Acrobatics is holding a Flying Gem, or any consumable item that has been used at least once already, Acrobatics has its full BAP. It also means Unburden won't activate on multiple uses of the same item, even if the Pokemon switches between uses. This applies to all new battles.
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