|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Fare thee well.
![]() ![]() Join Date: Sep 2008
Posts: 2,038
Floccinaucinihilipilification
|
So this is now a thing
---- This is the stage where we set limits to Aurumoth's movepool ahead of the actual movepool submissions. According to the B2W2-updated Base Stat Ratings, Aurumoth's stats generate a rating of 384.059 (Excellent). According to the on-site article, an Excellent BSR corresponds to a Good movepool limit of 65 total moves and 30 "Very Good Moves". However, we may end up going higher or lower depending on the Pokémon. That is where this thread comes in. The list of VGMs can be found in this article. Be forewarned that there is no poll for this stage of the CAP. The Topic Leader (ArthropodMasterRobert) will decide the movepool limits for CAP 4 upon the conclusion of this thread. ------ Below is CAP 4 so far: Name: Aurumoth ![]()
Concept
Typing: Bug / Psychic Abilities: Weak Armour / Illusion / No Guard Base Stats: 110 HP / 120 Atk / 99 Def / 117 SpA / 60 SpD / 94 Spe
__________________
Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth Last edited by capefeather; Oct 31st, 2012 at 3:18:56 PM. |
|
|
|
|
#2 | |
|
Fare thee well.
![]() ![]() Join Date: Sep 2008
Posts: 2,038
Floccinaucinihilipilification
|
So, we come to our final preparation stage for our movepool submissions, and indeed the penultimate competitive stage. This is, my dears, the movepool limits. Since this stage isn't up on site yet (a matter I have tried to rectify, so the TL for CAP 5 shouldn't have to explain this), I'll go through it quickly. In essence, what we must accomplish is to decide the Maximum Total Number of moves that all movepools will be allowed to have, as well as the Maximum Total Number of Very Good Moves that movepools will be allowed to have. For a reference on what moves we are considering to be Very Good Moves, please see the Movepool Submissions guide on-site.
Now, this CAP has a BSR of "Excellent", which recommends a Total Maximum of 65 and a VGM maximum of 30. However, I personally believe that this is not enough – a large part of our Pokemon's success will likely come from versatility, and more to the point, I want to ensure that both offensive and support options are being given equal footing. Thus, I am upping the limits from 65/30 to 75/35. So, this is the base we are going to build the limits around. Here's the important info: Number of Attacking VGMs: 39 (2 potential repeats) Number of Non-Attacking VGMs: 39 (7 potential repeats) Bear in mind that clearly not all of these will be able to fit on the movepool. As a reference, Dragonite and Gengar have around 50 VGMs each, as a mark of "this is stupidly high versatility". Granted that they can't use most of these moves, but still. Mollux had a limit of 40, Necturna had a limit of 30 (though with Sketch) and Tomohawk had a limit of 35. So, I think the following question is really the most important: Is a limit of 35 or 40 VGMs optimal for this CAP, or somewhere in the middle?Of the work-in-progress movepools I have currently seen, all of them function perfectly well as cohesive movepools with the 35 VGM limit, but at the same time all lack some moves that could be nice little niche or flavour options. So, food for thought. Of course, you are all more than free to argue for any number above or below the starting number of 35 if you wish. I would prefer not to exceed the total move count of 75, but you can argue on that count too if you really must – not that it makes much difference, competitively speaking. ----- BMB's obligatory Topic Leader footnote gimmick - My Top 15 Arthropods #3 The Robber Crab ![]() Quote:
__________________
Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth Last edited by bugmaniacbob; Oct 31st, 2012 at 3:39:59 PM. |
|
|
|
|
|
#3 |
|
hey, even pirates need attorneys
![]()
Moderator
Join Date: Apr 2009
Posts: 2,603
especially internet pirates
|
Definitely go for 40. A lot of VGMs fit the flavour of Aurumoth (or, at least, strongly fits the typing and/or abilities and/or in-demand moves) that are next to useless on it.
__________________
If we cannot take joy in things that are merely real, our lives will always be empty. <+joshe> im a registered sex offender for up to calc 3 <+Reflect_Suicune> i was thining of fucking jellicent for some reason <DetroitLolcat> I AM AROUSED BY BIMETALLIC CURRENCY! Last edited by capefeather; Oct 31st, 2012 at 4:44:59 PM. |
|
|
|
|
#4 |
|
Join Date: Oct 2012
Posts: 71
Not Nevada
|
I agree with Capefeather; Aurumoth should get if not 40 VGM's then at least close to it. One of the cool things about Aurumoth is that it seems to be really versatile, and we don't want to put too much of a damper on that.
__________________
The foe's GladOS |
|
|
|
|
#5 |
|
Join Date: May 2012
Posts: 155
Is probably the only person who doesn't do IRC.
|
I support 40 VGMs because 50, like BMB said is stupidly high versatility, and considering Aurumoth is a psudo-legend, I feel as though it would overpower itself. 30 is too low to effectively go around battling, because then movesets get predictable and stale.
__________________
<Scarfwynaut> can't people just sit around and eat a cheese wheel? <Scarfwynaut> that is my kind of social gathering Last edited by fryfrey; Oct 31st, 2012 at 4:37:29 PM. Reason: Typo |
|
|
|
|
#6 |
|
Join Date: Jun 2012
Posts: 203
Poland
|
I also find 40 VGMs to be a good number. Although Aurumoth may not need too many moves to operate as a sweeper, I really want to see some attempt at a support set with options to choose from happen - and for that, there's no way around how most of them add to the VGMs already present. Therefore 75/40 seems right (75 total moves should also be enough for our purposes).
__________________
I'm a casual Smogoner that mostly frequents the forums - chances are you won't find me on IRC that often. If you want to talk shoot me a PM please, I'm not on every day but I'll eventually reply. |
|
|
|
|
#7 |
|
likes his numbers
![]() ![]()
Moderator
Join Date: Sep 2010
Posts: 2,242
Strong as a Corsola
|
Well, while I would have no problem with 40, I really don't think we need that many, and I feel making it higher will encourage people to throw in more competitive moves just for the hell of it. Personally I would prefer something a bit lower, say, 38, as it will make people have to think a bit more rather than just throwing a few more competitive VGMs in. Though, as I said, if we end up with 40, I think it would be fine. As cape said, there are plenty of VGMs that are more about flavor for Aurumoth that would be cool to have room for.
__________________
<jas61292> I record everything <nyttyn> prove it. <nyttyn> WHAT WAS THE VERY FIRST THING I EVER SAID IN THIS CHANNEL. <jas61292> [06/02/12 | 12:43] <NyttyN> Huh what deo you know shelll smash did get banned <nyttyn> what. <nyttyn> well congratulations jas your stalker nexus has reached an all time high. |
|
|
|
|
#8 |
|
Join Date: Oct 2012
Posts: 46
|
40 ought to give it all the versatility it needs to be effective.
|
|
|
|
|
#9 |
|
Join Date: May 2012
Posts: 155
Is probably the only person who doesn't do IRC.
|
Just a quick question, will we be discussing the total no. of moves Aurumoth has later in this thread?
__________________
<Scarfwynaut> can't people just sit around and eat a cheese wheel? <Scarfwynaut> that is my kind of social gathering |
|
|
|
|
#10 |
|
We have the technology.
![]() ![]() ![]() ![]() ![]()
|
I am gonna be "that guy" and suggest that 40 is both unnecessary and a big jump from the recommended 30 for an excellent BSR. I personally think the job can be done just fine in 35.
|
|
|
|
|
#11 | |
|
Join Date: Mar 2012
Posts: 1,148
Malaysia, GMT +8
|
Was only here during that same discussion last CAP, so I'm gonna compare a little...
Quote:
__________________
<Birkal> if pwnemon was my little brother, I would beat some sense into him <Birkal> and then take him out for tea and scones <Birkal> and then we'd talk ASB and grow facial hair together <Birkal> like proper brothers ASB Player | ASB Ref |
|
|
|
|
|
#12 |
|
Join Date: May 2009
Posts: 352
|
I think 32-36 VGMs is perfectly sufficient; realistically, Aurumoth probably isn't going to need a massive movepool to be effective; it just needs the right moves for the right situations. I'm naturally more inclined to a minimalist approach - in my opinion the less we clutter its movepool, the better.
|
|
|
|
|
#13 |
|
Join Date: May 2012
Posts: 155
Is probably the only person who doesn't do IRC.
|
To, support my argument of 40 VGMs, I reccommend going over the moves allowed/required for Aurumoth and thinking "What does it need?" Personally, I found 40 VGMs to be a comfortable number to make "risky" movesets and offered just the right amount of versatility.
__________________
<Scarfwynaut> can't people just sit around and eat a cheese wheel? <Scarfwynaut> that is my kind of social gathering |
|
|
|
|
#14 |
|
Distilled, 80 proof
![]()
Moderator
Join Date: Mar 2009
Posts: 2,004
Minneapolis
|
This post may come as a surprise to anyone who's been on IRC recently, but I actually think we should stick with 35 VGMs. I happen to have constructed my draft movepool already, a challenging process that I sloppily poured onto the #cap room over a period of several days and often resulted in me cursing the 35 VGM limit as though it had harmed me or my loved ones personally, to everyone. HOWEVER as I look at my "complete-but-changeable" movepool with its 75/35 limits agonizingly reached, I see what is in my opinion a completely viable and cohesive set of moves. Yes, I had to make sacrifices of moves I really wanted Aurumoth to have, and I included all the terrible "required VGMs" like Frustration and Rain Dance, and I let the Type-Move and Move-Move lists eat up my VGM slots as much as the TL-list would allow, and still in the end I wouldn't write off my movepool as "incomplete" or "less-than-desirable." It is focused, for sure, because of the limit, but I wouldn't say that's a bad thing. Some people will focus on one group of things, others will focus on other groups of things, and in the end I presume one of the focused movepools will be chosen by the community as the one with the most popular focus. Versatility (which isn't even related to the concept as far as I can tell, besides being "good to have") can be achieved with 35 VGMs, as can good flavor; just because it's more difficult than usual to make movepool decisions doesn't mean we should skirt the rules any further than we already have by upping the limit from 30.
__________________
"You may say I'm a dreamer, but I'm not." - John Lennon |
|
|
|
|
#15 | |
|
Fare thee well.
![]() ![]() Join Date: Sep 2008
Posts: 2,038
Floccinaucinihilipilification
|
Near enough 24 hours so let's wrap this up.
My qualms with 35 VGMs were not about any loss of versatility; rather, they stemmed from a fear that people would sacrifice interesting support options to ensure Aurumoth's sweeping ability remained intact. Quote:
As such, I feel that, given support in this thread, I am in favour of going above 35 VGMs, but that 40 is somewhat excessive. Ergo, I'll put down limits of 75/38 as a compromise, which should allow for cohesive movepools, with a bit of leeway, without going overboard. And now, crunch time. Stay tuned...
__________________
Art / C&C / The Smog / Longest Ever Analysis MkI / Longest Ever Analysis MkII / Warstories / Stupid Poem / CAP 4: Aurumoth |
|
|
|
![]() |
| Thread Tools | |
|
|