aw +10 looked way more fun.
Maybe there should've just been like a max BP like 140 or something.
I just really don't like stall.
if stall is unviable this will be stabmons on steroids. first one to setup a sweep wins. Well see how the meta plays out when it is being played and go from there k?aw +10 looked way more fun.
Maybe there should've just been like a max BP like 140 or something.
I just really don't like stall.
I do want both playstyles to be equally viable but 8point increments nerfs way too many mons. a power cap of 100 or so would be cool. the other guy to mention power caps was saying a power cap of 140 which is way too high. though I'm not sure whether this would be a better way to make stall viable than the current system
Just one more suggestion maybe increment it to where it's +10 for the first few then the increment goes down after those by an amountNo, +8 seems fair. Capping it at 100 just makes it no fun, you'll see base 100 moves everywhere.
Just one more suggestion maybe increment it to where it's +10 for the first few then the increment goes down after those by an amount
So how is Gyro Ball supposed to work? Trying to code this now, got everything but that done I think. Just gotta test some stuff.
So GyroBall has 8 characters, so it would be base 64, or would it still vary? Also, do I make status moves do damage?
Do I make Toxic do damage, for example. Also, what do I do about Nature Power? Nature Power calls different moves based on terrain, should I just leave it like that, and the BP is based on the terrain?
I think he means that when, let's say, Chansey uses Toxic, it is also a 40 BP move. (I might just be absolutely reading too much into his words but wtv)Yeah Nature power is based on terrain. Status moves are the same, so toxic does damage.
I think he means to ask if toxic should become an attacking move with 40BP (5 letters)Yeah Nature power is based on terrain. Status moves are the same, so toxic does damage.
Great minds think alike ;DI think he means that when, let's say, Chansey uses Toxic, it is also a 40 BP move. (I might just be absolutely reading too much into his words but wtv)
I think he means that when, let's say, Chansey uses Toxic, it is also a 40 BP move. (I might just be absolutely reading too much into his words but wtv)
Yes, that's what I mean.I think he means to ask if toxic should become an attacking move with 40BP (5 letters)
Yes, that's what I mean.
So no, since toxic is a move that doesn't do direct damage that isn't fixed.For each letter there is in the name of a move that does damage, that move gets +8 Base Power. Spaces count.
Drain Punch will help a lot for bulky attackers (read: conkeldurr), but it's honestly not too much of a buff from 75 to 88. I mean, it's a buff, but compared to PuP, it's outclassed. Who needs health when you can just kill everything instead?By the way, anyone think about Drain Punch? It's not as OP as Parabolic Charge, but is now base 88 power and recovers health. It could be the new Fighting STAB of choice, but I think PuP takes that role
Drain Punch will help a lot for bulky attackers (read: conkeldurr), but it's honestly not too much of a buff from 75 to 88. I mean, it's a buff, but compared to PuP, it's outclassed. Who needs health when you can just kill everything instead?
252+ Atk Talonflame Acrobatics (110 BP) vs. 252 HP / 0 Def Conkeldurr: 302-356 (72.9 - 85.9%) -- guaranteed 2HKOYeah, the only niche I see for the buffed Drain Punch is a better move of choice for bulky attackers. And even then, Conkeldurr is in danger with Talonflame's new OP Acrobatics
Itemless acrobatics has 160 BP in this meta252+ Atk Talonflame Acrobatics (110 BP) vs. 252 HP / 0 Def Conkeldurr: 302-356 (72.9 - 85.9%) -- guaranteed 2HKO
ORLY NAO????? <:
asdfaowregnoainaorngoqgtowrhg;ihsdgnItemless acrobatics has 160 BP in this meta
exports.BattleScripts = {
init: function() {
for (var i in this.data.Moves) {
var name = i.id;
var basePower = i.basePower;
if (name.substring("hiddenpower") > -1) {
name = "hiddenpower"; // hidden power is a fixed bp
}
basePower = name.length * 8;
if (i.multihit != null) { // check for multihit, not sure if this works
basePower = 30;
}
this.modData('Moves', i).basePower = basePower;
}
}
}