Dodge 2.0

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Its_A_Random

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Dodge 2.0

Well this is going to be a long voting slate that is going to be going over several phases. Should the current term expire before the vote finishes, the current Council will still ultimately decide the outcome of Dodge. Anyhow, apparently, Dodge sucks, & well, we should do something to Dodge, whether it be negative or positive. Here is the Post that started it all, & Dodge at the moment respectively:
2) Dodge cap

Can we please just remove this? Dodge is terrible, especially now with CT=None. I know a few people object to it because it's not included in the substitution class for evasive moves, but we can change that if we decide to remove the cap (or we can do it anyways because it makes sense to include it even though Dodge currently sucks). For those that care about nomenclature, we can change the substitution class to evasive actions or something too if necessary.

There might be other things to bring up regarding Dodge, but I can't think of any and just want to get discussion of it on the table. Perhaps raising the energy cost if we do remove the cap, idk.
[BOX]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 50%.

Command Type: Universal | Accuracy: -- | Energy Cost: 5 | Priority: 4 | CT: None[/BOX]
Now, then, here will be the parts for this vote:

  1. Remove Dodge?
  2. IF No to removing Dodge...
    1. Dodge's Substitution Status (Could be done at the same time as the below)
    2. Dodge Cap (Could be done at the same time as the above)
    3. Dodge's EN Cost
Now then, this first part of the Dodge Vote is simple. Should we remove Dodge or not? Your options are:
[BOX]Remove Dodge
Keep Dodge[/BOX]
A vote for removing Dodge is a vote to remove Dodge & reduce it to RP Action status. A vote for keeping Dodge is a vote for keeping Dodge the way it is for now, & a vote for making this Dodge Vote go through all controversial facets of Dodge, i.e. the later parts of the vote.

First to four is a majority. Other than that, time to take evasive action as we vote.
 
Keep Dodge because I'd rather we have a (shitty or otherwise) codified version of this generic command than leave it in the hands of ref discretion.
 
Keep Dodge

And that is majority. Dodge will remain an official command.

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Part 2 of the vote—I have decided—will be about the Substitution class status of Dodge, since the results of that can have an influence on the Dodge Cap. This is a simple vote where we decide if Dodge should be considered an Evasive Move in the Substitution Classes or not.

Your options are:
[BOX]Classify Dodge as an Evasive Move for Substitution Classes
Do not classify Dodge as an Evasive Move for Substitution Classes[/BOX]
Once again, first to four votes is a majority, vote we shall.

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Do not classify Dodge as an Evasive Move for Substitution Classes

Here is the problem with classifying it. The whole reason why we are here in the first place, is because users wanted a buff to Dodge. If we classify it, then let me put it this way. Dodge will end up being far less useful than what it is now, irrespective of whether we remove the cap or not. We want things to be viable, right? Well, classifying it defeats the whole point of attempting to improve it, because it just becomes a completely inferior Protect/Detect & a completely inferior Agility (Evade)/Teleport (Evade), because in most cases, you are always going to have a superior option when dealing with a set of orders.

"It makes sense" does not cut it in the slightest here, nor does the whole semantics/nomenclature thing; if we did classify, then we might as well do the same thing to the Intimidate command (As an Attack Lowering Move) for the sake of consistency. That is, however, beside the point. What we have here is a last-ditch effort to try & get out of a bind when you have no other options left. That is its niche. Classifying it ruins this niche, & the whole point of having Dodge, especially given we as a council voted to keep Dodge in the first place. Furthermore, we also tolerate a lot of hax options, so why not Dodge?

tl;dr, Classifying Dodge ruins its viability. We are here to give Dodge a buff. Not classifying it means we do not ruin any sort of viability it has.
 
Do not classify Dodge as an Evasive Move for Substitution Classes

Yeah, if we do put it in the substitution class, then the only way it will ever be actually useful is if we make it have the exact same effect as Protect, at which point energy cost will determine whether Dodge outclasses or is outclassed by Protect.
 
Majority. Dodge will remain outside of the substitution classes.

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Part 3 of the vote deals with the Dodge Cap & whether we should keep it, raise it, or remove it entirely. This will be an IRV Vote where order of preference matters & yadda yadda yadda. Your options are (As discussed in the discussion):
[BOX]Keep the Dodge Cap at 50%
Raise the Dodge Cap to 70%
Raise the Dodge Cap to 75%
Remove the Dodge Cap completely[/BOX]
First to four first preferences is majority, time to vote. Remember that only the old council members are permitted to vote in this.
 
Raise the Dodge Cap to 75%
Raise the Dodge Cap to 70%


Equiv. of a Double Team [3 Clones], which should suffice for a single action, keeping in line with EN costs and whatnot. 70% is viable enough I reckon, whilst 50% is too weak and 100% is a smidgen too much on a few mons, so I'm simply not voting them.
 
Raise the Dodge Cap to 75%
Raise the Dodge Cap to 70%
Keep the Dodge Cap at 50%
Remove the Dodge Cap completely


EM/Texas/Engineer/zarator can still vote on this... -.-'
 
Raise the Dodge Cap to 75%
Raise the Dodge Cap to 70%
Keep the Dodge Cap at 50%
Remove the Dodge Cap completely


Seems most in line with fairness and balance
 
Majority. Dodge will actually be altered! :o

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Final part of the vote, where we deal with the new Energy Cost for Dodge. This will be an IRV Vote where order of preference matters & yadda yadda yadda. Your options are (As discussed in the discussion):
[BOX]Keep the Energy Cost at 5
Raise the Energy Cost to 7
Make Dodge's Energy Cost the same as Protect/Detect
Adjust the EC of Dodge based on the Dodge Rate (EC = Rate / 14)[/BOX]
First to four first preferences is majority, time to vote. Remember that only the old council members are permitted to vote in this.

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Keep the Energy Cost at 5
Raise the Energy Cost to 7
Adjust the EC of Dodge based on the Dodge Rate (EC = Rate / 14)
Make Dodge's Energy Cost the same as Protect/Detect

Dodge's EC is fine... There is no point in changing it... -.-'
 
Keep the Energy Cost at 5
Adjust the EC of Dodge based on the Dodge Rate (EC = Rate / 14)
Raise the Energy Cost to 7
Make Dodge's Energy Cost the same as Protect/Detect
 
Keep the Energy Cost at 5
Raise the Energy Cost to 7
Make Dodge's Energy Cost the same as Protect/Detect
Adjust the EC of Dodge based on the Dodge Rate (EC = Rate / 14)
 
Ayup, implementing. It can be announced in implementation when the Aqua Ring vote ends. We are finally done with this... -.-'
 
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