I have no idea if this has already been mentioned, but the so called Sheer Force glitch that disabled Life Orb recoil has not been fixed in the Western versions (yet).
Nor can I, especially seeing as how I traded one earlier in the week. I have had problems with Marshtomp though.A small update on the GTS fail swear filter situation. For some reason, someone on Serebii is having trouble trying to trade his Archeops, pretty much exactly how we have trouble trading Cofagrigus, Skuntank, and Marshtomp. I cannot for the life of me see the possible profanity in "Archeops", though.
Thanks, poccil; this seems to be correct.This is the new formula for calculating experience in the Black and White games.
Whenever a Pokémon defeats another Pokémon in an internal battle, each Pokémon that participated in the battle against it gains Exp. Points (or experience points). The number of Exp. Points a Pokémon gains this way is based on a formula shown below. Each multiplication and division given is rounded down unless noted otherwise.
Exp. Points = (sqrt(X)*(X*X))*Z/(sqrt(Y)*(Y*Y))+1
If a Pokémon has a different 32-bit Trainer ID and/or OT name from the player's, the experience it earns is multiplied by 1.5, or if it also comes from a different language version from the player's, by 6963/4096, and rounded to the nearest whole number. If the Pokémon is holding Lucky Egg, the experience it earns is multiplied by 1.5 and rounded to the nearest whole number. If the player received the "Exp. Point Power" from another player, and that power is active, the experience the Pokemon earns is multiplied by the following ratios and rounded down:
- X = opponent's level + opponent's level + 10
- Y = opponent's level + participant's level + 10
- Z = (opponent's base experience * opponent's level / 5), rounded down. If this is a Trainer battle, Z is multiplied by 1.5 and rounded down. Then, if at least one Pokémon in the player's party is holding Exp. Share, Z is halved and rounded up. Z is then divided evenly, rounded down, among all participants, and again among all Pokémon in the player's party holding Exp. Share. (Thus a Pokémon can earn more Exp. Points both by being a participant and by holding Exp. Share.)
- "sqrt(N)" means "the square root of N". The result of the square root function is not rounded and is accurate to the nearest 1/4096.Power ↓: 50/100; Power ↓↓: 66/100; Power ↓↓↓: 80/100; Power ↑: 120/100; Power ↑↑: 150/100; Power ↑↑↑, Power S, Power MAX: 200/100.
My best guess to why you can't trade Archeops and Marshtomp is the "arch" portion of their name. I dunno, maybe it's some weird substitute for "crotch"?
Alright I figured it out now. Has to be SAME TURN. And in doubles it was just confusing at first and I didn't really read each thing carefully. Before I thought Assurance basically always doubled if the foe had less than 100%, always. But then I realized that was wrong. They had to have had their health taken away within the same turn; not say first turn and then a few turns later you decide to use Assurance against that pokemon.Assurance will deal 2x dmg if the foe was previously damaged in the same turn. In doubles its essentially the slower teammate deals more damage with Assurance, but in singles you can only replicate this effect if the foe was hit through recoil, switched into SR, etc.
Sometimes GameFreak's logic defies me. Why use a weak move on someone using Protect, when you can at least do something useful while they protect i.e heal/free switch/set up/sub etc. Its respectable if it was at least 80 damageOld news. To compensate, it's base damage was also reduced from 4th gen.
When you use Feint on a pokemon that uses Protect, the effect is nullified from the rest of the turn. In doubles this allows the Feint user's teammate to hit a pokemon using Protect hard, giving it strategic value. I believe Omegadonut was using a Feint+Explosion strategy in VGC a few years ago.Sometimes GameFreak's logic defies me. Why use a weak move on someone using Protect, when you can at least do something useful while they protect i.e heal/free switch/set up/sub etc. Its respectable if it was at least 80 damage
I believe Whirlwind and Roar always fail against a Pokémon that has a higher level than you. That's how it's been for a while, I think.I've had a very strange experience involving Sigilyph and Whirlwind. I was in the Desert Resort and a wild Lv20 Magic Guard Sigilyph appeared. I switched to my female Lv23 Motor Drive Blitzle (which is from another trainer if that matters) and when it used Whirlwind on me, it failed. I proceeded to capture it.
Then I withdrew the Sigilyph from its box and took it back to the Desert Resort to see if I could reproduce that against random Pokemon. I succeeded in Whirlwinding everything for a while, but then this one Sandile appeared that I couldn't Whirlwind no matter what. I tried about 5 times in a row and it kept failing. I got distracted when it appeared and didn't notice if it was a Moxie or Intimidate Sandile.
Eventually another Magic Guard Sigilyph appeared. I immediately switched to my Blitzle again and it's Whirlwind failed four times. In both battles I had Paralyzed the enemy Sigilyph with Blitzle's Thunder Wave but on this fight it Whirlwind on the switch, so the Paralysis doesn't seem to have anything to do with it. However, when I switched back to my own Sigilyph, its Whirlwind succeeded.
It seems someone else has experienced this before. http://www.gamespot.com/ds/rpg/pokemonds3/show_msgs.php?topic_id=m-1-58395932&pid=989552