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Data Data Audit Thread MkII [fairies Fairies FAIRIES! See Post 272]

Discussion in 'ASB' started by Deck Knight, Aug 3, 2011.

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  1. Maxim

    Maxim

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    Hmm, one minor issue I'm not sure of. The Data Audit Thread and the Referee Resource Thread have differing mechanics for how stats decay.

    Referee Resource Thread (open)

    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 a Round (after the damage is calculated and applied to the opponent), whatever boost/drop a Pokemon has will be moved towards a zero stage boost, and any boosts/drops they would get from their 3rd action are moved forward to apply to the next Round:

    +1 Stat Boosters/Drops from non-damaging moves (Meditate, Leer) last for the Round in which the move was used, as well as the following Round, before decaying back to zero.

    +2 and +3 Stat Boosters/Drops (Swords Dance, Tail Glow) have different rates of decay depending on which Action they were used:
    • Action 1: Moves one stage toward zero at the end of the current Round and continues this way until the stage boost reaches zero.
    • Action 2/3: Moves one stage toward zero at the end of the following Round and continues this way until the stage boost reaches zero.
    +1/+1 and +1 Boosters/Drops with Damage (Bulk Up, Dragon Dance, Charge Beam, Close Combat, Low Sweep) have different rates of decay depending on which Action they were used:
    • Action 1/2: Resets to zero at the end of the following Round.
    • Action 3: Resets to zero at the end of the following two Rounds.
    For Speed stat boost, each stage boost multiplies or divides the Pokemon's Speed by a factor of 1.75, calculated using the Pokemon's base Speed stat. For instance, a 70 Speed Pokemon using Agility will wind up with 70*(1.75*2)=245 Speed, while a 70 Speed Pokemon slowed by Mud Shot will have 70/1.75=40 Speed.


    Data Audit Thread (open)


    • Boosts only ever reset +1 or -1 toward 0 at the end of a round.
    • +1 Stat Boosts/Drops received from non-damaging moves (Meditate, Leer, etc.) have that stat maintained at the end of the round in which they were used. To continue to lock the stat for future rounds, the moves must be used again in those rounds, otherwise they will begin to decrement as normal. Otherwise, these are treated the same as the +1/+1 Stat Boosts/Drops as noted below. Moves treated this way have the phrase "This move locks its changed stat for the round within which it was used." in their Data Audit thread description.
    • +2 and +3 Stat Boosts/Drops (Swords Dance, Tail Glow, etc.) and +2 or +3 Boosting/Dropping components of other moves (Shift Gear's Speed boost, etc.) changed from 0 last for at least 2 actions after the usage action before being prone to resetting toward 0.
    • +1/+1 Stat Boosts/Drops (Calm Mind, Quiver Dance, Bulk Up, etc.) and +1 Stat Boosts/Drops with Damage (Charge, Close Combat, Low Sweep, etc.) changed from 0 last for at least 4 actions after the usage action before being prone to resetting toward 0.
    • The action counts above do not include the action taken to activate the boosting or dropping move itself.



    So...which set of rules is more up to date?
  2. Flamestrike

    Flamestrike

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    Both descriptions are technically right in the general case, but the DAT description is more accurate. In particular, the Ref Thread description becomes inaccurate when referring to triples matches or any match where Pokemon only get two actions a round. So you should probably go with the DAT description.
  3. Pwnemon

    Pwnemon judges silently
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    Mist Ball: is typoed as Mist Bal:l

    also Moonlight restores 15/25/35 instead of the standard 10/20/30
  4. Pwnemon

    Pwnemon judges silently
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    iron fist says "known attacks effected" - this should be affected
  5. Gerard

    Gerard

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    Morning Sun does the same, they're supposed to be that way
  6. Pwnemon

    Pwnemon judges silently
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    Well then i suggest that synthesis be changed to match morning sun and moonlight, since they do the exact same thing in-game
  7. Objection

    Objection

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    Actually, Pwnemon, in ASB, Morning Sun has its healing halved in night-time arenas and Moonlight has its healing halved in daytime arenas, whereas Synthesis' healing is not affected by day and night. That's why Morning Sun and Moonlight heal more.
  8. waterwarrior

    waterwarrior

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    Why is the EN cost for Spite 6 EN while similar moves, such as Disable, cost 7 EN?
  9. EspyOwner

    EspyOwner

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    Why are you associating Disable with Spite? :|

    Spite raises EN cost, Disable prevents the use of the move completely.
  10. Dummy007

    Dummy007

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    In Mean Look's description, "Hypnosis" is misspelled as "Hynosis."
  11. Elevator Music

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    OK, I've fixed pretty much everything posted except the above two, because I didn't know what to change them to (or if they were intended to be that way).
  12. Aweshucks

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    So I noticed a lot of references to what I assume to be the older names of counters. "Trainer Counters" are especially mentioned a lot
  13. EspyOwner

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    Trainer counters are old CC.
  14. Aweshucks

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    Yeah, I figured that, but it still needs to be updated
  15. typon77

    typon77

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    In response to Alex mentioning Horn Leech having a lower EN cost, this may have something to do with it being a much more exclusive move?
  16. Objection

    Objection

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    I doubt it. From what I have seen, the distribution of a move does not affect that move's attributes in any way, shape or form (except for that one time Chatter got 100% confusion rate). And if you need to know why move distribution is irrelevant, two words: Unown Soup.
  17. waterwarrior

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    In the section where the stats of all Pokemon are listed, Sandslash's HP stat is mistakenly listed as "HP 100:" instead of "HP: 100"

    EDIT (Elevator Music): Fixed
  18. rickheg

    rickheg

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    Stockpile's description seems just a bit wrong. It states that it can only be used 3 times, when I feel like it should say that its effect can only be stacked up to 3 times.

    ObjEDIT: Fixed.
  19. SubwayJ

    SubwayJ

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    Just minor but the CT of Power Trick is listed as "Pssive" instead of, "Passive"

    ObjEDIT: Fixed.
  20. Eternal Drifter

    Eternal Drifter

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    Pay Day, the attack, as listed, is out of date. This relevation comes from the responses in the question and answer thread.

    First, the move references TC, which, from what I gather, no longer exists. TC was converted to CC before my arrival here, and so Pay Day should also reflect this change.

    Second, it has been shockingly brought to my attention that you only get the CC from Pay Day if you win the battle. This throws a large wench in my plans, and should be put into the description to prevent others from making a mistake like I have.

    EDIT (Elevator Music): Fixed
  21. EndQuote

    EndQuote

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    If you don't want her, I'll take her off your hands...
  22. Elevator Music

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    I've updated the stat listing to show the modified WC for Light Metal and Heavy Metal Pokemon instead of their weight.
  23. Its_A_Random

    Its_A_Random Solves issues recursively
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    DeepSeaTooth & DeepSeaScale are misspelt as DeapSeaTooth & DeapSeaScale respectively. /random pc++ post

    EDIT (Elevator Music): fixed
  24. EndQuote

    EndQuote

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    Simple C+P Error, I think.
    This links to one of IAR's Hall Runs.

    EDIT (Elevator Music): Fixed. The one below it was also wrong but its correct now.
  25. waterwarrior

    waterwarrior

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    Poison Jab's description is missing a sentence:

    Current: The Pokemon extends a fist, horn, or other appendage coated in poison and strikes the opponent hard.

    Should be: The Pokemon extends a fist, horn, or other appendage coated in poison and strikes the opponent hard. It also has a good chance to poison the target.

    Or something along those lines.

    ObjEDIT: Fixed.
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