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Data ASB Feedback & Game Issues Thread - Mk II

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we don't have an active sqsa thread anymore so just asking in here so rulings can be disputed

Do called moves from attacks such as Copycat, Sleep Talk, and Metronome activate substitutions? Ie: Will "IF (damaging Ground-type attack) THEN (do whatever)" activate if I use say, Assist, to call Mud-Slap?
 
If the move calls randomly from a list of moves like Assist and Metronome do, then definitely not. Move substitutions rely on knowing what your opponent will do before the first action begins and you cannot know beforehand what move is going to be called. Even if all the possible moves fit the substitution's criteria (for example, an Assist that calls Earthquake, Earth Power or Mud Bomb fitting the criteria for damaging Ground-type move), technically he didn't order the move that's being called.

For ones like Copycat and Mirror Move, there is a risk of causing an infinite loop. Like, say your first action is Surf, and you sub for "if damaging water-type move then change that action to Dig" and your opponent uses Mirror Move on action 1 to copy your Surf. Suddenly, your action 1 would change to Dig, which would mean his Mirror Move would call Dig, so your sub wouldn't activate so you'd use Surf, which means the Mirror Move would call Surf, so your sub does activate and ...

Yeah, I think moves that call other moves do not activate move subs based on the properties of the called move. Using Sleep Talk or Copycat only activates move subs for Sleep Talk or Copycat.

Using Assist to call Mud-Slap could, however, trigger a chance substitution for "if your accuracy stage is below X by action Y" or "if your HP is below P on your turn on action Q".
 
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I am not sure if I agree. In theory it is a chance sub combined with an attack sub. I am not sure if those can be combined for starters (something like IF X faints AND Y uses A AND A burns Z THEN blah blah blah), but personally I see no harm.

But it works like a chance sub. According to the referee resource thread: "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". So the loop thinge mentioned isn't possible, as you can't create a chance sub to activate before the chance whatever happens. Unless can see the future or something.

But say, if my sub is "IF Magnet Rise THEN use Brick Break on all future actions" then a magnet rise will trigger that just as much as an assist-called magnet rise.

To be honest the whole subs thinge must be ironed out eventually. Right now it is extremely subjective.
 
the rule where you can evolve a mon when you send it out for 20 en:

00:21 Pwnemon: can we abolish that dumb rule
00:22 Pwnemon: or at least make it so if you evolve a pokemon on sendout in an lc match your account gets deleted
 
Or we could rule that you cannot evolve a mon on sendout in a LC match, nor can you in an NFE match unless you're evolving it into the second stage of the three-stage line. So Squirtle -> Wartortle = OK in NFE matches but not LC matches, while Sandshrew -> Sandslash = not OK in LC or NFE matches.

But removing the evolve-on-sendout rule entirely would be legit too, since iirc the whole point of a mon having to participate in at least one battle before it can evolve is that it forces the player to use the Pokemon in all of its evolution stages. 3 to 5 UC + 20 EN = getting around this.
 
I would be fine removing the ability to evolve mid-battle (or unlock DW ability mid-battle, which I'm 90% sure is illegal but usually allowed). If not remove it entirely, I would be fine with dictating that a Pokemon must still complete an entire battle in one stage to evolve to the next.
 
At the very least more clarity is needed on evolution, I was completely unaware of the restriction of a Pokémon needing to participate in a battle to in one stage to evolve to the next until yesterday (I have a Caterpie with 2 EC in three battles right now because of this). Between lack of a codified (to my knowledge) method of approving a mid battle evolution and the general vagueness of what information I could find about it (all of it it in the Battle Tower) and the potential for abuse (such as evolving at the start of an NFE/LC match) it might be easier to abolish the rule altogether.
 
Is there a minimum accuracy boost for +Speed natures? People on IRC seem to think that it is +5%, but we cannot seem to find this information anywhere.
 
A minimum has definitely existed in the past, and it is definitely +5%, but I cannot find where it is. It might have been removed (Intentionally or otherwise) when descriptions have been edited? I have no idea as to why it's vanished, but it should still be the case.
 
I too can confirm that such a minimum has existed but I can't find it either, they're even in the speed tiers since every mon with 60 Spe or less will at least get 5 Acc boost, I wonder why was it "removed"
 
I do not know who removed it, but there has always been a 5% minimum in the Accuracy Boost. This was Deck confirmed ages ago (the minimum), is noted again & again in places like the Threat List, & should have never been removed in the first place. Editing it (back) into the Data Audit Thread.
 
There is discrepancy in DAT.

Ability list I said:
Intimidate:

Type: Trigger

When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing their Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again as a Command, and will affect all opponents.
Ability Based Commands said:
Intimidate: The Pokemon makes an intimidating roar or battle cry that lowers the Attack of all opponents by one (1) stage. The drop is maintained at the end of each round. Intimidate can only be used the round after an opponent sends out a new Pokemon after after a KO.

Command Type: Ability Based | Accuracy: -- | Energy Cost: 5 | Priority: 0 | CT: None

Can we please agree whether your opponent has to sac a mon and bring another in (or not) before you're allowed to spend one action using Intimidate command? Thank you!
 
That "after a KO" should probably be changed to "after the opponent sends in a different Pokemon" to match what the ability says. If nobody has any objections within the next 24 hours, I'll go change that.

EDIT: Due to lack of disagreement in over 24 hours, the "after after a KO" has been removed from the Intimidate command's description.
 
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motion to ban infinite recover/chill matches from asb

I disapprove of this motion. Infinite Chills and Recovers can force people to think of what to do next as they run low on energy. Do they rest up more? Or strike with low energy to make sure that the enemy gets in dire straits?

I can see where it could be a problem, though. It may be particually problemsome for referees...
 
what's sad is this is actually the third time iar and emma have hit a stalemate like this. the worst part is, the referees don't get any extra bonus.

edit @ texas: even if it's super rare, infinite recover/chill is just begging for an unwinnable match which, unfortunately, has to be called outside of the criteria of who won. that's retarded as hell. if you actually use all the chills and recovers in a 10/20 match or whatever then you've clearly passed the point E_D is talking about and are now engaged in a stupid stall war
 
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Why not make the two mutually exclusive? Of course I believe that "infinite recover/chill matches" implied the two in combination, but clarification is rarely a bad thing.
 
I think that problem could be down to the fact that we agreed that in Gym Matches like that, ties are broken by making the user who took themself out lose the match. :|

Perhaps alter it to make it that the user who took their opponent's last Pokémon out wins the match, & codify ties induced by moves like Destiny Bond to hand the win to the user of that move. It is prolly a not a great idea, but you know, this is what happens when people play to not lose in infinite recovers/chills...

Probably a better solution than outright banning Infinite Recovers/Chills, but basically the way the ties are codified is probably the reason why my match with EM is in the stalemate it is in. Otherwise, that match would have had a result by now lol.

Of course, this is based off the match Pwne linked.
 
I support the motion to make the killing move decide the victor, rather than silly "who dies first." We can go with in-game effect order when a mon is KO'd by poison, sand, etc.

Forcing two deadlocked players to look for chances to snatch victory from their opponent is far more exciting than seeing who can go the longest without losing on accident.
 
Can we make delibird have some buff other than a permanent +1 evasion because lord knows that's gay

edit: and lord condemns homosexuality
 
Battle Tower OP said:
The KO Bonus:

Every time one of your Pokemon knocks out one of your opponent's Pokemon, you get a one point KO Bonus that you can apply to any of the four counters described below. It doesn't matter if this KO was obtained by taking out 100% of your Opponent's Pokemon's HP or the 20% they had remaining when they KOed your first Pokemon. A KO Counter will be added either way. A Pokemon can only apply a KO counter to their stats if they made the KO. These counters can be applied either after a KO or held in reserve until the end of the battle.

emphasis added by me

Only bringing this up because a) seems like a very unknown mechanic (I had no idea this was a thing until now) and b) seems like a potentially powerful mechanic (learning moves or unlocking a DW ability or whatever mid battle???)
 
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