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Research Legends: Z-A Mechanics Research

Doesn't that mean that Attack Power and Special Attack Power are directly inferior to Move Power? Even though Resistance Power is worse than Defense Power and Special Defense Power?
I'm not sure why you would compare them when they're not exclusive?
 
I'm not sure why you would compare them when they're not exclusive?
Just noticed it and felt like asking.

Also this is more of a base game question than DLC, but do the different Cafe drinks raise friendship by different amounts? Cause it seems to vary slightly how many it takes to raise a Pokémon's friendship high enough to evolve even with two Pokémon of the same species.
 
The Swords of Justice get a similar passive Atk/SpA stage boost after using Sacred Sword. I guess being their former sig counts for something.

https://www.serebii.net/legendsz-a/passiveeffects.shtml
If this means all of them will get Sharpness as a Hidden Ability come Gen 10... I fear for 35 Pokes. If Gallade was a pain already... welp, don't think Cobalion can last long there without being banned from ever being in a 35 Pokes meta ever again. Virizion might stay.
 
I was looking through the waza parameter JSON and was wondering if you happened to know how the "EffectiveRange" number translates to actual in-game distance?
Bit weird that you are asking me directly when I haven't analyzed that file at all or reported anything about it, and the quoted message is... completely unrelated?

I uploaded those files for other people to study and research. Some of the other people on this thread have been analyzing the data files so I will let them answer the question if they know. I don't think you need to start tagging people to answer questions. Just ask and anyone who knows or wants to find out can respond.
 
This doesn't hold true for the multistrike moves added by the DLC that I've tested so far — the rule seems to be that only 5-hit moves receive an extra hit when used as Plus moves, but only if they're not simultaneous (like Icicle Spear).
Water Shuriken seems to have a power difference between its normal and plus version, 15 vs 75, which makes that pretty easy to detect the difference on. Icicle Spear however is just 25 in both forms, as is Comet Punch (with 30). I can't seem to find where this difference is laid out, but I guess it's like "these moves just hit all 5 hits at once"?
 
Tri Attack now hits 3 times. Each hit is 40 BP and has a 10% chance to inflict a status. The 3 statuses are equal chance (rand3).
That gives you a 1 - 0.9^3 = 27.1% chance of a status!

Water Shuriken seems to have a power difference between its normal and plus version, 15 vs 75, which makes that pretty easy to detect the difference on. Icicle Spear however is just 25 in both forms, as is Comet Punch (with 30). I can't seem to find where this difference is laid out, but I guess it's like "these moves just hit all 5 hits at once"?
I tried Plus Icicle Spear and it's still hitting up to 5 times despite the animation.
 
An update to this original move archetype analysis, now that we have a lot of new moves with the DLC update. I haven't finished my Dex yet, so haven't gotten a chance to see all these moves myself. But there are a lot more categories/combinations now, including long-range contact moves.

I'll put an updated table here, in case anyone wants to take a stab at it.

EDIT: In addition to Ranked battles, another benefit of archetypes is getting around Hyperspace's horrible pathing. For Mewtwo, I switched back to Psychic from Psystrike, due to the latter being a projectile that can be blocked by scaffolding when trying to hit a floating Poke Ball. Grounded moves like Earthquake and Stone Edge are also pretty terrible for clearing quests.


View attachment 793226

I wanted to follow-up on this now that I've seen more of these new moves:

SpawnOrigin -- this appears to denote, on a high level, where the move will spawn from.
  • 0 -- These moves originate from the user's location
  • 1 -- These moves lock onto the target's location.
  • 2 -- Fast dash moves that reposition the user to the target's location.
  • 4 -- Ground AOE that originates from the user's location
  • 5 -- Ground AOE effect from the target's location
  • 6 -- User disappears then locks onto target's location.
  • 7 -- User disappears then locks onto target's location, attacking from above
SpawnLocator -- this appears to be like a secondary value of how moves hit-boxes originate, relative to SpawnOrigin
  • origin -- this appears to be the default value. Hit-box is centered on the origin location.
  • eff_center01 -- Hit-box begins above the origin's location.
  • eff_headcenter01 -- This doesn't appear to be significantly different from eff_center01. They mostly just include status moves and Dream Eater.
  • eff_rangeattack02 -- Hit-box begins in front of the origin (always the user)
    • For attacks, this creates a linear-moving projectile or beam
  • eff_directionattack01 -- This doesn't appear to be significantly different from eff_rangeattack02. It's unique to Oblivion Wing.
  • eff_face01 -- Doesn't seem too different from eff_rangeattack02. Unique to Snarl.
  • eff_front01 -- Some appendage spawns in front of the user to attack the target (a fist, teeth, etc). This normally requires the user to walk up to the target if not in range.
Now some notes on SpawnOrigin/SpawnLocator pairs:
  • 0/origin appears to be a pair of default attributes that behave very differently depending on PlayWazaMoveType (range) and IsTouch (makes contact) WazaRangeMax.
    • For contact moves (and Sky Attack, which is non-contact for whatever reason), the user's body is the hit-box. Non-dashing gap-closers often fall in this category.
    • For non-contact moves, these appear to fire projectiles or AOE outward from the user. Surf and Muddy Water also reposition the user.
    • If WazaRangeMax >= 3, this move causes the user to travel towards the target (slow gap closer)
    • If WazaRangeMax < 3, this move creates an AOE effect around or in front of the user.
    • These moves generally synergize well with Alpha Pokemon
  • 1/eff_center01 is really good because they lock onto the target's position and fire from above their heads, rather than from the user. This means they can't be blocked by scaffolding, trees, user being too tall, etc. Also very good for breaking hard-to-reach floating Balls in Hyperspace.
  • 0/origin and 4/origin are usually the same in Ranked. But in Hyperspace, 4/origin is grounded and cannot hit floating Poke Balls at high elevations.
  • 5/origin -- ranged moves appear to originate from the target's position; close moves fire a projectile from the user to the target.
 
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