Yeah, sorry buddy. People typically don’t like RNG elements like this because it removes player agency from the game.
People want to be in control of their wins and loses.
Basically if a pokemon like salazzle uses gunk shot, which has a 30% chance to poison the foe, the chance would be increased the less EV points you use.that went completely over my head please explai
Unfortunately this isn’t possible on Showdown and would be beyond OMs since its an entirely new stat.You can in Luckmons, unused EV points form a new luck stat that boosts the chance of luck based mechanics all the way up to 3x for no EVs used!
Covert Cloak looks like it has steeply increased viability in this meta, as 3x a 0% chance is still a 0% chance. Of course, the Cloak users aren't wearing Boots, and Knock Off does away with both items, so I'd leave Covert Cloak unbanned for now.Please forgive me if someone has suggested something near identical to this idea, the other day I realised that if you wanted to make an OM with a custom stat you could use the number of unused EVs for that custom stat, and this was my first immediate idea. I know this idea is similar to the not allowed "Consistency mons" idea, but I would argue that this incarnation of the idea is easy to understand and somewhat balanced.
Luckmons
Have you ever been annoyed at luck based effects and wished you could improve your odds and make new strategies that are otherwise too improbable to use? You can in Luckmons, unused EV points form a new luck stat that boosts the chance of luck based mechanics all the way up to 3x for no EVs used!
Rules:
Mechanic: Unused EV points linearly improve the chance of chance based effects from 1x at all EVs invested to a maximum of 3x at no EVs invested.
Clauses: Standard OMs, Sleep moves clause, Terastal clause.
Bans: Razor fang, King's rock, Quick claw, Serene grace, (Most fast pokemon that could abuseflinchmaxxingannoying flinching)
Strategy:
With inconsistent effects able to be more consistent at the cost of power and/or speed, new strategies emerge and new kinds of counterplay are possible.
Increased viability: Pokemon who try to inflict non voliatile status conditions without using status based moves, e.g Salazzle can invest half its EVs in speed, and poison almost any pokemon, including Gholdengo who would normally wall status based methods of inflicting poison. (I need help in thinking of what is better in this section)
Decreased viability: Gholdengo - effects inflicted by moves, Most status moves as an attack can likely do the same role but better.
Q&A:
Q: What is the exact formula for how luck affects things?
A: Effect base chance * (1 + Unused EVs / 254)
Q: What about moves that exceed 100% chance after being boosted?
A: Its capped at 100%, You should invest some of those EVs.
Q: If an attack triggers two different chance based effects how does luck affect them?
A: They are each individually boosted before the calculation.
Q: Does luck affect or reduce the chance of my opponent's effects from activating
A: Unfortunately not.
Q: Does luck affect accuracy.
A: Unfortunately not.
I would like to know if you think this is a viable idea and shakes up the metagame enough whilst being simple enough to understand.
I would also like to know if the general premise of unused EVs contributing to a custom stat is a unique idea or not, and what else you personally think the idea could be used for.
It just the absence of EVs out of 508, we can measure that at any hook in the simulator, such as before the secondary chance of moves occurs, change the number of rolls the RNG system uses appropriately and this OM would essentially be done.since its an entirely new stat.
That's just a fancy way of saying a new stat. It's still some number that you can measure and alter by distributing EVs. It is effectively the same as any other stat, but invisible and can invest more into it than other stats.It just the absence of EVs out of 508, we can measure that at any hook in the simulator, such as before the secondary chance of moves occurs, change the number of rolls the RNG system uses appropriately and this OM would essentially be done.
I only say its a new stat because functionally it would behave like one for luck based scenarios.
If I have some free time this weekend, I'll look into coding this concept to work in the simulator.