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Data State of the Game - 4/22/2011

Discussion in 'ASB' started by Seven Deadly Sins, Apr 22, 2011.

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  1. Deck Knight

    Deck Knight Well-shuffled and flush
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    ASB, like life, isn't fair.

    One thing we could do is create a specific challenge type (like Open Battle and Challenge) Called "Beginner Battle" Where Only unevolved Pokemon (that have not had any other tokens applied) used in up to 3 battles may be selected from.

    I also have made fairly large changes to STAB. In addition to zarator's Ghost type suggestions, I have also fleshed out some more benefits of STAB to replace the energy costs and been more specific about what I mean by "not losing focus."

    New terminology:

    Not Losing Focus: In addition to increase the Base Attack Power of attacks by 3 and Reducing Energy cost by one, certain STABs may allow certain moves to keep their focus in all conditions, except when struck by a multi-hit attack (which always disrupt these moves). Whenever using one of the attacks below, moves of their STAB will not break any required focus unless it would directly alter their continuance of the attack.

    There are two broad categories:

    Partial Trapping Moves: Pokemon will have a much easier time using commands that don't use the appendages sourced in these attacks or else will be able to maintain their mental focus while using other attacks. This effect applies to Bind, Fire Spin, Clamp, Magma Storm, Sand Tomb, Whirlpool, and Wrap.

    Uncontrollable Attacks: Pokemon will not be subject to the disruption of Petal Dance, Outrage, and Thrash when hit by moves with greater than 12 Base Attack Power.

    Bug (open)

    Bug:

    Summary: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.


    Dark (open)

    Dark:

    Summary: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.


    Dragon (open)

    Dragon:

    Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

    Electric (open)

    Electric:

    Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

    Fighting (open)

    Fighting:

    Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Fire (open)

    Fire:

    Summary: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

    Flying (open)

    Flying:

    Summary: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Ghost (open)

    Ghost:

    Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.


    Grass (open)

    Grass:

    Summary: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Ground (open)

    Ground:

    Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Ice (open)

    Ice:

    Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

    Normal (open)

    Normal:

    Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Poison (open)

    Poison:

    Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Psychic (open)

    Psychic:

    Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


    Rock (open)

    Rock:

    Summary: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

    Steel (open)

    Steel:

    Summary: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Water (open)

    Water:

    Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
  2. Seven Deadly Sins

    Seven Deadly Sins ~hallelujah~
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    No offense, but that's a ridiculously bad decision. Note that every single Normal-type gets both Giga Impact AND Hyper Beam, and on top of that, it gives a huge ridiculous boost to the starter Pokemon as well as Rhyperior / Dwebble / Crustle. Access to a no downside 18 BP (after STAB) move is absolutely ridiculous, god forbid you get the good fortune to have an opponent weak to said attack.

    Instituting this change without even consulting with people is a terrible idea. These moves have drawbacks for a reason, and on top of that, the only Pokemon that would viably be using these moves are Pokemon with STAB, merely because of the fact that other than HB/GI, every single Pokemon that gets one of these Hyper Beam clones has STAB on it.

    I get that STAB should offer a benefit, but I really don't think it needs to be any stronger than just the 3/1 bonus and the environmental benefits.
  3. Lord Jesseus

    Lord Jesseus

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    This is so so wrong. By the very definition of percent, 10% of 100 is 10. 15% of 100 is 15. If you decrease 100 by 10%, you are decreasing it by 10, because 10 is 10% of 100. 100-10=90.

    If you want a 15% decrease you must multiply by 0.85. Alternatively you can just type "X-15%=" into a calculator.
  4. Seven Deadly Sins

    Seven Deadly Sins ~hallelujah~
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    What Jesseus said. Reducing something by 15% means taking 15% of it and subtracting it from the original. Nothing is wrong with the formula.

    (also the elemental hyper beams change still sucks)
  5. Rediamond

    Rediamond

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    In one SotG we are going to abolish two 18 BP attacks without drawbacks (Rain-surf, Sun-flamethrower) and create several more in thier place. That is all. (P.S. Adamant Rhyperior does 24 damage with a neutral Rock Wreckler to a Rank Three defense Pokemon. God forbid he faces something rock weak.)
  6. Showsni

    Showsni

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    Can we also implement more consistency in ability boosts, as mentioned in my previous post? The worst one currently seems to be the Dry Skin boost, which is not only still a multiplier, but actually an even greater multiplier than the games themselves use.

    Removing any drawback from using a charge up/recharge move seems to be a bad idea; these moves are overpowered in game speicifically because the charge turn balances them out. How about simply making them moves with no penalty, but that take two actions of the three you get per round? So, you could use
    Giga Impact - Slash
    with no penalty, but they would be your only actions in the round.

    And agreeing that, mathematically, 15% less means multiplying by 0.85.
  7. Deck Knight

    Deck Knight Well-shuffled and flush
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    The STAB changes were still intended to be put up to a vote. When I said large changes I meant from the previous post. My attempt was to give every type a certain niche field where they'd have some sort of sensory advantage.

    For the Hyper Beams, increasing their Energy Cost to 15 could be a balancing drawback to the STAB effect, making them among the most inefficient attacks energy-wise in the game. 18 Base for 14 Energy with STAB makes them hella strong, but they cost more energy than a Chill recovers.

    This change can also be implemented to a +1 Energy cost on all attacks with 10 or more BAP.

    Abilities:

    I've worked through the listings and changed a few things. Several of them listed damage instead of Base Power, I've attempted to standardize and rectify errors pointed out by Slowsni. All relevant abilities should now effect Base Attack Power.

    Adaptability is a 1.33 boost in game, and a +2 boost here
    Aftermath has a +10 boost to Selfdestruct and Explosion for 5 more energy.
    Analytic is a 1.3 boost in game, and a +2 boost here
    Blaze is a 1.5 boost in game, and a +2 boost here here
    Defeatist is a 0.5 drop in game, and a -3 drop here
    Dry Skin is a 1.25 boost in game, and a +2 boost
    Filter is a 0.75 drop in-game and a -2 boost here
    Flare Boost is a 1.5 boost in game, and a +2 boost here
    Flash Fire is a 1.5 boost in game, and a +2 boost here
    Flower Gift is a 1.5 boost (to two stats) in game, and a +2/-2 here
    Friend Guard is a 0.75 drop in game, and a -2 drop here
    Guts is a 1.5 boost in game, and a +2 boost here
    Huge Power is a 2.0 boost in game/1.5 when skill swapped, and a +1.5/+3/+4.5 (Rank increase based on evolution) or +1.5 when skill swapped boost here
    Hustle is a 1.5 boost in game, and a +3 boost here
    Iron Fist is a 1.2 boost in game, and a +2 boost here
    Marvel Scale is a 1.5 defence boost in game, and a -2 to incoming attacks here
    Overgrow is a 1.5 boost in game, and a +2 boost here
    Normalize adds a +2 boost to Normal attacks when in effect.
    Plus is a 1.5 boost in game, and a +2 boost here
    Pure Power is a 2 boost in game/still 2 when skill swapped, and a +1.5/+3/+4.5 (Rank increase based on evolution) or +1.5 when skill swapped boost here
    Reckless is a 1.2 boost in game, and a +2 boost here
    Rivalry is a 1.25 / 0.75 boost in game, and a +2 / -2 boost here
    Sand Force is a 1.3 boost in game, and a +2 boost here
    Sheer Force is a 1.3 boost in game, and a +2 boost here
    Solar Power is a 1.5 boost in game, and a +2 boost here
    Solid Rock is a 0.75 drop in game, and a -2 drop here
    Sturdy has a -1 drop on regular attacks and a -10 drop on OHKO moves.
    Swarm is a 1.5 boost in game, and a +2 boost here
    Toxic Boost is a 1.5 boost in game, and a +2 boost here
    Torrent is a 1.5 boost in game, and a +2 boost here

    Nature Multiplier:

    Incidentally, I still like the multiplier/divisor at 1.15. Less Speed ties is a good thing. So the easiest way to phrase it is a positive nature multiplies the Base by 1.15 and a negative nature divides the Base by 1.15. Which I suppose on the dividing end isn't a true 15% decrease as it's commonly understood, but it avoids more speed ties and thus decreases turn order confusion, which is why I originally selected that method instead of 1.1 vs. 0.9.

    Street Brawls:

    Street Brawls as they currently exist will be banned.

    I have seriously considered rescinding any and all tokens garnered from such battles as well. This may be a beta, but some things that went on with them are just stupid. As they currently exist they have the original Triples problem on steroids.

    All battle formats with more than 3 Pokemon at once per player will be conducted with orders via private messaging to the referee. This will also apply in Melee battles with more than 4 players, and any Melee format outside of Singles. In Tag Team Matches, Players on the same team may coordinate their attacks through PM.

    All battles must be conducted with the same number of Pokemon per side. No exceptions. Battles are thus functionally capped at the number of Pokemon of the player with the fewest.

    Finally, the maximum number of tokens to be given for reffing in any format is 15. If you wish to ref a match with more than 15 Pokemon involved, feel free. This limit may be waived for official tournaments (Like a Grand Melee), but not for regular matches.
  8. Deck Knight

    Deck Knight Well-shuffled and flush
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    This will be the Implementations and Vote Slate for this SotG.

    Implementations:

    Implementation 1: Confusion Mechanics Revisted

    Codifies the effect of a Pokemon hitting itself in confusion as the attack failing and expending 3 energy on the 4 Base Power, typeless self-damaging attack. The Energy Cost of the originally called move is ignored.

    Implementation 2: Burn Mechanics Revisited

    Burn will now reduce the Base Attack Power of an affected move by 2 or 3 depending on Burn severity instead of 2 or 3 final damage.

    Implementation 3: Lowered Rarity counters:

    Because of changes in the stat system the following Pokemon would have their TC cost lowered:

    Spinda, Plusle, Minun: 3 -> 2

    Delibird, Misdreavus, Pachirisu: 4 -> 3

    Because of changes in the stat system the following Pokemon would have their TC cost increased:

    Cranidos 2 -> 3

    Implementation 4: Weather Mechanics

    Sunny Day and Rain Dance will no longer boost fire and water moves by 1.5x. They will now add +3/-3 Base Attack Power to their respective buffed and debuffed attacking types.

    Implementation 5: Stat Boost Changes

    +1/+1 Boosts and +1 or -1 with Damage:

    Whenever a move with multiple +1 boosts are used for a state of +0/+0, those boosts/drops last for 4 actions before the boosts start deteriorating instead of 2. This makes the moves more viable (or less in the case of Close Combat/Superpower) on the first and third actions.

    The summary on stat boosters will be changed to reflect this. This change buffs +1/+1 Stat Boosters and +1 Boosters with damage or other effects.

    Implementation 6: Compensation

    Ref Tokens will be increased by 1 for each stated category of battle. Street Brawls and other unlisted multiple battle formats will still follow the 1 Token per Pokemon per Side rule.

    Move Counters will be increased to 2 per Pokemon release in Battle. So when a Pokemon is released, it will receive 1 EC, 2 MC, and 1 DC.

    The Compensation increases shall take effect for all battles starting on May 1st or after.

    The maximum number of tokens to be given for reffing in any format is 15. If you wish to ref a match with more than 15 Pokemon involved, feel free. This limit may be waived for official tournaments (Like a Grand Melee), but not for regular matches.

    Implementation 7: Codified Switching Rules

    Voluntary switches occur only during a switching phase.

    A Switching phase may only be initiated by the trainer moving first that round. Instead of issuing commands, the trainer may instead initiate a switch and offer their opponent a chance to switch their Pokemon. If the opposing trainer accepts and switches their Pokemon, that trainer forfeits the advantage of moving second that round.

    A Switching phase has only two possible outcomes:

    1. Player A Switch > Player B Declines Switch > Player A Orders > Player B Orders.

    2. Player A Switch > Player B Counterswitch and Orders > Player A Orders.

    Tag Team Battles operate the same with both team members on the same team switching their Pokemon first. The team which performs the most switches in the switch phase moves first. (e.g. if both trainers on a two person tag team switch, but only one of their opponents does, their opponents still move second)

    Melee battles go through each trainer next in the order. Attack Order is then determined in the reverse order of trainers who switched. (eg. Trainer A initiates switch phase. Trainer B makes a switch, Trainer C declines to switch, then Trainer D makes a switch. The attack order would now be D > B > A > C. Because D was able to see the decisions of all other players, D is punished the most for deciding to switch after B switched and C declined.

    Any Battle large enough to require orders via PM will automatically be set to Switch=KO

    Implementation 8: Long Form Damage Calculator Clarification

    As noted, the Long Form Damage Calculator had a notation error present in it. However every iteration of the damage calculator, starting with the original one, had assumed only five ranks and treated ranks above 5 as a kind of separate bonus for extreme stats. It was my original intent that there only be five official ranks and so it shall remain that way. This becomes especially important with the implementation of some items that base their effect on the ranking system.

    As such, this is how the Long Form will appear after considering the changes to ranks:

    ((Base Attack Power + STAB + Critical Hit + [Rank Difference 1-5] *1.5 + [Rank Difference 0 or >5] * 1 + Ability Effects + Field Effects - Reflect/Light Screen - Burn Degree) * Type Effectiveness) + (Stage Boost Difference *1.5).

    Legend:

    Base Attack Power: The Base Attack Power of an Attack. Most attacks in ASB have Base Attack Powers equal to their game values divided by 10 and rounded up. However a floor has been implemented on most attacks, resulting in no attack having less than 4 Base Attack Power. Check the Attack List for data on specific attacks, as they can have other effects on damage.

    STAB: Same Type Attack Bonus. It provides +3 Damage and -1 Energy Cost to moves a Pokemon uses that match its type.

    Critical Hit: A chance all attacks have of doing additional damage. When a critical hit lands, Base Attack Power is increased by 3.

    Rank Difference 1-5: Differences in Rank between 1 and 5.

    As these comprise the most Pokemon they have the strongest effect, worth 1.5 damage each.

    Rank Difference 0 or >5: Differences in Rank resulting in Rank 0 or Ranks greater than 5. In the case of Rank 0 Defense, they take 1 more damage from relevant attacks, and Rank 0 Attacks do 1 less damage with all relevant attacks. In the case of Defenses Rank 6 and Above, they take one less damage from all relevant attacks for each rank above 5. Attacks Ranks 6 and Above add one damage to all relevant attacks for each rank above 5.

    Ability Effects: Guts, Hustle, Sturdy, and the like, applied from both Pokemon.

    Field Effects: Primarily Rain, Sun, and the Sandstorm boost to rock type special defense.

    Reflect/Light Screen: These attacks reduce the Base Attack Power of incoming attacks by a flat 5 damage.

    Burn Degree: This is the degree of Burn, and can reduce Base Attack Power by 2 or 3 depending on severity.

    Type Effectiveness: Effectiveness based on type, with the multiplies 2.25x, 1.5x, 1x, 0.67x, and 0.44x respectively for 4x weak, 2x weak, neutral, 2x resist, and 4x resist.

    Stage Boost Difference: The differences in Stage Boosts brought on by attacks like Swords Dance and Bulk Up.

    Implementation 9: Street Brawls and Multiple Battle Regulations

    Street Brawls as they currently exist will be banned.

    I have seriously considered rescinding any and all tokens garnered from such battles as well. This may be a beta, but some things that went on with them are just stupid. As they currently exist they have the original Triples problem on steroids.

    As such the following regulations will be put in place:

    • All battle formats with more than 3 Pokemon at once per player will be conducted with orders via private messaging to the referee.
    • This will also apply in Melee battles with more than 4 players, and any Melee format outside of Singles.
    • In Tag Team Matches, players on the same team may coordinate their attacks through PM.
    • All battles must be conducted with the same number of Pokemon per side. No exceptions. Battles are thus functionally capped at the number of Pokemon of the player with the fewest.

    Vote Slate:

    1. Speed Modifying Natures

    A YES vote would change positive speed natures to increasing accuracy equal to (New Base Speed^2/Divisor) [Capped at 30] and negative speed natures to decreasing evasion by a flat 10, which is applied to an opponent's accuracy (e.g. 90 becomes 100).

    The Divisors will be applied to keep the benefit for generally slower, lower stage Pokemon. The Divisors are as follows:

    Fully Evolved: 1000
    Second of Three: 700
    First of Two: 500
    First of Three: 350

    This link provides some practical examples.

    A NO vote would keep speed at its current effect of flat +5 Accuracy for boosting natures and -5 Evasion for dropping natures.

    2. Critical Hits for multi-hit moves.

    A YES vote would change the mechanics of multi-hit moves to provide +2 damage for each critical hit on a two-hit attacks and Triple Kick and +1 damage for each critical hit on a two-five hit attacks

    A NO Vote would give multi-hit moves the same one-time crit chance as other moves.

    3. STAB Summary Changes

    A YES vote would remove the additional energy cost reductions for non-STAB moves and replace the summaries with more terrain-oriented effects.

    The exact effects are listed below:

    New terminology:

    Not Losing Focus: In addition to increase the Base Attack Power of attacks by 3 and Reducing Energy cost by one, certain STABs may allow certain moves to keep their focus in all conditions, except when struck by a multi-hit attack (which always disrupt these moves). Whenever using one of the attacks below, moves of their STAB will not break any required focus unless it would directly alter their continuance of the attack.

    There are two broad categories:

    Partial Trapping Moves: Pokemon will have a much easier time using commands that don't use the appendages sourced in these attacks or else will be able to maintain their mental focus while using other attacks. This effect applies to Bind, Fire Spin, Clamp, Magma Storm, Sand Tomb, Whirlpool, and Wrap.

    Uncontrollable Attacks: Pokemon will not be subject to the disruption of Petal Dance, Outrage, and Thrash when hit by moves with greater than 12 Base Attack Power.

    Bug (open)

    Bug:

    Summary: Bug STAB; More mobility in dense brush or forest conditions. Gain an extra guaranteed attack on multi-hit moves.


    Dark (open)

    Dark:

    Summary: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.


    Dragon (open)

    Dragon:

    Summary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.

    Electric (open)

    Electric:

    Summary: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.

    Fighting (open)

    Fighting:

    Summary: Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

    Fire (open)

    Fire:

    Summary: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

    Flying (open)

    Flying:

    Summary: Flying STAB; immunity to Ground attacks outside extremely odd circumstances even for ground-based flying Pokemon. Enhanced aerial mobility. Superior senses in open air arenas.

    Ghost (open)

    Ghost:

    Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.


    Grass (open)

    Grass:

    Summary: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

    Ground (open)

    Ground:

    Summary: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

    Ice (open)

    Ice:

    Summary: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

    Normal (open)

    Normal:

    Summary: Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

    Poison (open)

    Poison:

    Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

    Psychic (open)

    Psychic:

    Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.


    Rock (open)

    Rock:

    Summary: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.

    Steel (open)

    Steel:

    Summary: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Bomb, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

    Water (open)

    Water:

    Summary: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.


    A NO vote would keep the old summaries and descriptions.

    4. Substitution Rules

    A YES vote would implement the following Substitution rules:

    Attack Substitution:

    For each of their Pokemon, a Player acting first may create a substitution based on one specific Attack or Command the opponent can issue and substitute their called actions. This conditional can only be triggered by one of the opponent's actions, however it may apply to multiple consecutive actions for the trainer's Pokemon in that round.

    Chance Substitution:

    For each of their Pokemon, either player may create a substitution based on the success or failure of a previously ordered Attack or Attack effect. This conditional can only be triggered by the success or failure of a previous action, and as such cannot be applied to the first action of a round. A Player acting first can make either an Attack Substitution or a Chance Substitution, but not both.

    KO Substitution:

    For each of their Pokemon, either player in a multiple battle (doubles or more) may order an alternative set of actions based on a specific opponent fainting on a specific action. A KO Substitution can be ordered in addition to an Attack Substitution or a Chance Substitution.

    A NO vote would push the issue off until a later proposal or codification can be implemented.

    5. Combination Attacks

    A YES vote would implement the following Combination rules.

    • 1. Combination attacks are largely at the discretion of the referee of that match as to the result of the move. There can definitely be an "intended effect", but combo moves are not guaranteed to work if the referee doesn't think the combo would or should work.
    • 2. Combination attacks have an energy cost equal to (Attack A's Energy Cost + Attack B's Energy Cost) * 1.2
    • 3. Combination attacks generally have the damage of both of their combined attacks, provided those attacks flow smoothly together using the same appendage (or full body assault as the case may be). Damage may be reduced slightly based on the complexity of the combo, such as comboing a multi-hit move with a stronger, more focused attack where possible.
    • 4. Some combinations may change the typing of an attack, at which point STAB is applied if relevant. The ending type of dissimilar attacks is heavily influenced by player preference, however they must explain the mechanics of the change as part of their orders, such as adding the elemental attribute of an attack before they strike or directing the energy from a full body assault into a single point or points of impact if transitioning to a fighting attack for example.
    • 5. Combination attacks combine two attacks into the original action's slot, but due to their complexity give that combination a lower priority bracket than regular attacks. The turn after a combination leaves the Pokemon entirely vulnerable. Because of this combination attacks can only be issued on the first or second action of a round.

    A NO vote would require further discussion on combination and their implementation or disbanding.

    6. Changing the TC Rarity Cost of certain Pokemon

    A YES Vote would lower the TC Cost of every 5 TC Pokemon to 4 and change the formula for a single-stage Pokemon selected outside a starter to TC Cost + 3. This reduces the maximum TC Cost for a Pokemon from 10 to 7.

    A NO Vote would retain the current TC model for single-stage Pokemon, doubling their rarity cost when selected outside of an initial team.

    Notes:

    These are notes on various abilities that have been tweaked recently.

    I've worked through the listings and changed a few things. Several of them listed damage instead of Base Power, I've attempted to standardize and rectify errors pointed out by Slowsni. All relevant abilities should now effect Base Attack Power.

    Adaptability is a 1.33 boost in game, and a +2 boost here
    Aftermath has a +10 boost to Selfdestruct and Explosion for 5 more energy.
    Analytic is a 1.3 boost in game, and a +2 boost here
    Blaze is a 1.5 boost in game, and a +2 boost here here
    Defeatist is a 0.5 drop in game, and a -3 drop here
    Dry Skin is a 1.25 boost in game, and a +2 boost
    Filter is a 0.75 drop in-game and a -2 boost here
    Flare Boost is a 1.5 boost in game, and a +2 boost here
    Flash Fire is a 1.5 boost in game, and a +2 boost here
    Flower Gift is a 1.5 boost (to two stats) in game, and a +2/-2 here
    Friend Guard is a 0.75 drop in game, and a -2 drop here
    Guts is a 1.5 boost in game, and a +2 boost here
    Huge Power is a 2.0 boost in game/1.5 when skill swapped, and a +1.5/+3/+4.5 (Rank increase based on evolution) or +1.5 when skill swapped boost here
    Hustle is a 1.5 boost in game, and a +3 boost here
    Iron Fist is a 1.2 boost in game, and a +2 boost here
    Marvel Scale is a 1.5 defence boost in game, and a -2 to incoming attacks here
    Overgrow is a 1.5 boost in game, and a +2 boost here
    Normalize adds a +2 boost to Normal attacks when in effect.
    Plus is a 1.5 boost in game, and a +2 boost here
    Pure Power is a 2 boost in game/still 2 when skill swapped, and a +1.5/+3/+4.5 (Rank increase based on evolution) or +1.5 when skill swapped boost here
    Rebound is now an ability than can be activated and will move one layer of hazards for 5% instead of rebounding all hazards on the switch-in.
    Reckless is a 1.2 boost in game, and a +2 boost here
    Rivalry is a 1.25 / 0.75 boost in game, and a +2 / -2 boost here
    Sand Force is a 1.3 boost in game, and a +2 boost here
    Sheer Force is a 1.3 boost in game, and a +2 boost here
    Solar Power is a 1.5 boost in game, and a +2 boost here
    Solid Rock is a 0.75 drop in game, and a -2 drop here
    Sturdy has a -1 drop on regular attacks and a -10 drop on OHKO moves.
    Swarm is a 1.5 boost in game, and a +2 boost here
    Toxic Boost is a 1.5 boost in game, and a +2 boost here
    Torrent is a 1.5 boost in game, and a +2 boost here
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