A few questions:
1. What does it mean, exactly, to go up or down a stage from a stat increasing/decreasing move? If swords dance is used on a pokemon with low attack IV/EV/Base Attck and it gains 2 stages of attack, is that equivalent to adding 100 attack to that pokemon, or less? Would a pokemon with higher base attack gain more attack power?
2. Are quick claws broken in PBR? I just played someone who had a whole quick claw team (doubles, 4v4) where it went off 9 times in an 11 turn match. He had all slow pokemon, so it feels like he was intentionally or knowingly abusing some sort of glitch. The chance to proc is 10% right? I mean, there were like 5 turns where quick claw went off on one pokemon, that's like a 1/100,000 chance of just that happening... nevermind it happened on other pokemon and easily more than 5 times overall.
3. Is there any evidence to conclude that the RNG for any pokemon game is anything but random? I realize that there's no such thing as a "RNG" in computer terms (a RNG has to be based off of something, an algorithm or an equation using a value like time/position) and I know of RNG abuse for getting pokemon with specific qualities, but the RNG I want to know more about it the battle RNG. It feels like a lot of the time, the game purposely orchestrates my key moves to miss or fail whenever I'm doing too well, when statistically they should work (one time I was goofing off with my friend, I double teamed 6 times with my shuckle and then flashed his last pokemon 6 times – yet he was still able to land a OHKO crit on him).
4. While I'm on the subject, what rules do lowering/raising evasiveness follow? Does flash lower accuracy by 10% per application? Is it possible for a move to be lowered to 0 accuracy? At what point do double team / flash become useless (before the obvious 6 use mark). How many sweet scents would you need to guarantee a horn drill?