By the way, according to the B/W research thread:
Confirmed Wonder Skin changes the accuracy of non-damaging attacks against its bearer to 50% (before other accuracy-modifying effects). Does not reduce the chance of a status effect occurring as a damaging move's side effect (like Thunder's paralysis)(Slipperjeans, mien, Ultimario, poccil)
Think we should change Wonder Skin to match this?
No, but when issuing the command to use Rest, you may specify a number of turns. You can Rest (1), Rest (2), or Rest (3). Rest heals 12 HP on every action, including the action Rest was used. Thus, Rest (3) heals 48 HP over 4 actions.Objection said:Also, it says that Rest causes the user to fall asleep for up to 3 actions. Does this include the turn Rest is used on?
Gust: The Pokemon creates a small but vicious whirlwind, usually by flapping its wings, that can toss lighter Pokemon around. It can be used to clear the air of smogs, smokes, and powders. If Gust is used against a Pokemon in the first stage of Fly or Bounce, Twister's Base Attack Power increases from 4 to 8.
I think it should be:Chip Away
The Pokemon carefully observes the foe, looking for weak spots. When one is found, it attacks. Stat changes do not affect this move.
Yes, they do. Both energy penalties occur together.Objection said:OK thanks. One more thing. If I use Sleep Talk twice in a row and it selects the same move both times, do both energy penalties occur (meaning the second sleep talk costs 8 more energy than the first)? I think the answer is no but I want to double check.
OK, I'm a newbie, so bear with me for a moment.
I was looking over the Dodge command formulas, and I noticed that the formula was:
(Your Speed - Opponent's Speed)/5
So, hypothetically speaking, a 35-speed Pokemon trying to dodge an opponent's 75-speed Pokemon would give the opponent an 8% accuracy boost, or am I reading this wrong?
Dodge under Trick Room follows the normal Formula, but Slower Pokemon are faster under Trick Room & Vice versa, hence the multiplication by -1. Also, Speed Ties are essentially decided by a coin flip, like in cartridge Pokemon.Also, what does the Trick Room dodge formula mean? I don't really understand how to calculate it.
Another thing: I can't find how speed ties are handled in the data audit. How do speed ties work?
Dodge under Trick Room follows the normal Formula, but Slower Pokemon are faster under Trick Room & Vice versa, hence the multiplication by -1. Also, Speed Ties are essentially decided by a coin flip, like in cartridge Pokemon.
...grrr...This is true. The dodge command was designed to be unusable by slower Pokemon.
Also, I understand that they are decided by coin flip, but how many times does said coin flip occur? Is it once every action, or once every round?
That's funny, because in this battle (reffed by pimpgangster), the speed tie was calculated at the beginning of each round, not each action. I thought that was how it worked, until I read some other completed battles and saw that their speed ties were calculated each action. That, and because nowhere in the data audit does it explain what to do, was why I asked.It's every action.
What exactly does "more mobile" and "superior senses" mean? Does it gain speed outside in sunlight (like a weak Chlorophyll for all Grass-types)? Is it able to evade better when in a forest or grassland? Personally, I interpret it as "evasion boost that is activated when outside/in a forest (~5-10%), and gets boosted further in Sunny Day (to ~10-15%)." Thoughts?Data Audit said: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.
STAB (Same Type Attack Bonus): When using a damaging or non-damaging move of the same type as the Pokemon, Energy Cost is reduced by 1. Damaging attacks do 3 more damage regardless of the initial attack strength. 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.
Whatever the referee interprets them to mean.FlamingFighter said:What exactly does "more mobile" and "superior senses" mean?
Well, then obviously that is wrong.FlamingFighter said:That's funny, because in this battle (reffed by pimpgangster), the speed tie was calculated at the beginning of each round
Clearly you should follow in-game precedent here.FlamingFighter said:That, and because nowhere in the data audit does it explain what to do, was why I asked.
If you look at the damage formula, it is clearly inside the Weakness/Resistance parenthesis bracket.
I see your point; however, in-game mechanics have only turns, while ASB mechanics have rounds divided into actions. I wasn't sure how the mechanics translate between the two. Thanks regardless!Clearly you should follow in-game precedent here.
Unrelated question: I require a subref for the battle I posted above. Where should I post to request one?
Veekun has a tendency for being incorrect on proper mechanics of moves. It's only good for its PokeDex information. Always follow Bulbapedia in the matter of mechanics.Objection said:According to Veekun, SmokeScreen hits one opponent.
According to Bulbapedia, SmokeScreen hits all adjacent opponents.
Which is it in ASB?
I was not being patronizing, and it is inappropriate for you to accuse me blatantly of such. The reason it is not clarified is because it does not change the Base Attack Power of the move. The BAP of the move is unchanged by STAB (this is an important distinction for effects such as being Sluggish or ability effects like Technician and Light Metal), but the damage, however, is increased by 3. If you want to know where the damage gets increased, it would make sense to examine the damage formula. To me, the wording is fine as-is because it tells it exactly as it is.Dogfish44 said:Still should be clarified/changed - right now it's conflicting details (I knew it was BP from the start, it was a request to alter the wording. Thanks for being patronising)
Generally, a single ASB action translates to a single in-game turn. Each Pokemon get one move, passive damage from sandstorm/poison/burn/etc. take effect, and so forth all within both one ASB action and one in-game turn. That's why I suggested to follow in-game precedent, as it would suggest too that things like Speed ties would be on a per-action basis.FlamingFighter said:I see your point; however, in-game mechanics have only turns, while ASB mechanics have rounds divided into actions. I wasn't sure how the mechanics translate between the two. Thanks regardless!