Eating a random Hax is frustrating for many players, yet you always have to factor in that 4.xx% crit chance or 10% freezehax.
This may cause some rage atleast, and I wondered, what about making a Pokemon format that eliminates all the randomness in the game?
Sounds impossible? Well, not really. Let me elaborate:
1) no random hax
1.1 secondary status effects
No random hax-then how does Scald work? - With burn counters.
Instead of a 30% chance to burn, each attack that can burn like Scald (30%) or Flamethrower (10%) will place X/10 burn counters on the target.
So Scald puts 3 burn counters on a target, meanwhile Flamethrower only puts 1 burn counter on it.
These burn counters stay on the affected Pokemon even after switching out and can not be removed by anything.
Once a target is affected by 10 or more burn counters, it will suffer the burned status.
Same principle with other status effects like para or freeze.
1.2 flinchhax
Like above, we'll use counters for that.
So every time your Pokemon uses a flinch-attack, it will get a X/10 flinch counters.
Once your Pokemon has 10 or move flinch counters, it's flinch attacks will get 1 guaranteed flinch. Then, the counter is subtracted by 10.
20% flinchahx Dark Pulse will give you 2 flinch counters, Iron Head will give you 3 flinch counters, and so on.
The ability Serene Grace will double the amount of counters your Pokemon gets or pust on the target.
Example:
turn 1) your Togekiss with Serene Grace uses Air Slash, gets 6 flinch counters, does not flinch,
turn 2) your Togekiss with Serene Grace uses Air Slash, gets another 6 flinch counters, 6+6=12, flinches the target for the price of -10 counters = 2 flinch counters remaining
turn 3) your Togekiss with Serene Grase uses Air Slash, gets another 6 flinch counters, 2+6=8, does not flinch
turn 4) your Togekiss with Serene Grase uses Air Slash, gets another 6 flinch counters. 8+6=14, flinches the target for the price of -10 counters = 4 flinch counters remaining
turn 5) your Togekiss with Serene Grase uses Air Slash, gets another 6 flinch counters, 4+6=10, flinches the target for the price of -10 counters = 0 flinch counters remaining
...and so you get 3 flinches in 5 turns guaranteed and without randomness.
1.3 stat lowering/boosting effects
same principle as 1.1, with the difference that we'll need 1 type of counter for each stat lowering and each stat boosting.
So Shadow Ball puts 2 "Minus-1-SpDef" counters on the target. When the target has 10 or more counters, it will recive the debuff.
As mentioned before, these counters do no vanish by switching out and once they hit more than 10, like 11 or 13, their remaining counters stay on the target after -10 subtraction.
The same thing is true for stat boosting effects like Metal Claw or Charge Beam.
Charge Beam puts 7 "Plus-1-SpAtk" counters on your Pokemon.
So here's an example:
turn 1) your Zam uses Charge Beam, gets 7 "Plus-1-SpAtk" counters, does not boost
turn 2) your Zam uses Charge Beam, gets another 7 "Plus-1-SpAtk" counters, 7+7=14, boosts SpAtk by 1 stage for the price of -10 counters, 4 counters remaining
turn 3) your Zam uses Charge Beam, gets another 7 "Plus-1-SpAtk" counters, 4+7=11, boosts SpAtk by 1 stage for the price of -10 counters, 1 counter remaining
turn 4) your Zam uses Charge Beam, gets another 7 "Plus-1-SpAtk" counters, 1+7= 8, does not boost
2) no random crits
So the crit chance at all stages is 0%
Instead, high crit moves like Stone Edge (that have + 1 crit stage) will give your pokemon a crit counter.
Once your Pokemon has 4 crit counters, it will land a guaranteed critical hit. After that, the counter resets to 0 and unlike previous examples above, can not be stacked beyond the treshold.
(I'm using a treshold of 4 here instead of 3 crit stages, factoring in mons like Seadraking, Unfeazant, Absol, etc. that could get away with perma-critting on a lower treshold of the counter system)
Items that increase crit by 1 stage will lower the crit treshold by 1.
Abilities that increase crit by 1 stage will lower the crit treshold by 1.
Focus Energy will give your Pokemon 2 crit counters.
Example: A crit ability Unfeazant with Crit Scope has a crit treshold of 2.
turn 1) it uses Night Slash to get +1 Crit Counter, does not crit.
turn 2) it uses Night Slash to get another Crit Counter, 1+1=love 2, treshold reached, crits the target, then loses all remaining Crit Counters.
Another Example:
Excadrill with a treshold of 4 uses Stone Edge 3 times, then gets the guaranteed crit on the 4th time when it reaches its treshold.
2.1 one Guaranteed "Z-crit" per game
this is to replace the 4.xx/6.xx % basic crit chance (depending on the generation)
So once in each game you can use a Z-crit that does more damage than a normal crit and that works independend from Crit Counters, basically ignores them and does not reset them.
3) no speed tiers
Pokemon that have the same speed will hit each other at the same time, simultaneously.
If both players last Pokemon would be knocked out this way, the battle ends in a draw and no player gains or losses ladder points.
Effects that would be applied through attacks, like burn or flinch, will be ignored same-time attacks, as both Pokemon treat their opponent as beeing the faster one. Said counters will still increase tho and may come to play on the next attack.
4) no min-max-damage spread
Instead of the damage spread, the middle value will always be taken.
5) no missing attacks
All attacks will have 100% accuracy. Low accuracy attacks will therefore lose a percentage of their base power to equalize them with their high-accuracy counterparts.
Example: a 80% accuracy 100 base power Stone Edge will instead have 100% accuracy, but lose 20% base power, ending up with 80 base power.
Work in progress.
To be continued...
This may cause some rage atleast, and I wondered, what about making a Pokemon format that eliminates all the randomness in the game?
Enter Chessmons
*insert chess picure here*
-no random hax
-no random crits
-no random speed ties
-no random min-max damage spread
-no random missing attacks
-guaranteed non-random hax will still happen, but calculatable for every player due to a counter system
*insert chess picure here*
-no random hax
-no random crits
-no random speed ties
-no random min-max damage spread
-no random missing attacks
-guaranteed non-random hax will still happen, but calculatable for every player due to a counter system
Sounds impossible? Well, not really. Let me elaborate:
1) no random hax
1.1 secondary status effects
No random hax-then how does Scald work? - With burn counters.
Instead of a 30% chance to burn, each attack that can burn like Scald (30%) or Flamethrower (10%) will place X/10 burn counters on the target.
So Scald puts 3 burn counters on a target, meanwhile Flamethrower only puts 1 burn counter on it.
These burn counters stay on the affected Pokemon even after switching out and can not be removed by anything.
Once a target is affected by 10 or more burn counters, it will suffer the burned status.
Same principle with other status effects like para or freeze.
1.2 flinchhax
Like above, we'll use counters for that.
So every time your Pokemon uses a flinch-attack, it will get a X/10 flinch counters.
Once your Pokemon has 10 or move flinch counters, it's flinch attacks will get 1 guaranteed flinch. Then, the counter is subtracted by 10.
20% flinchahx Dark Pulse will give you 2 flinch counters, Iron Head will give you 3 flinch counters, and so on.
The ability Serene Grace will double the amount of counters your Pokemon gets or pust on the target.
Example:
turn 1) your Togekiss with Serene Grace uses Air Slash, gets 6 flinch counters, does not flinch,
turn 2) your Togekiss with Serene Grace uses Air Slash, gets another 6 flinch counters, 6+6=12, flinches the target for the price of -10 counters = 2 flinch counters remaining
turn 3) your Togekiss with Serene Grase uses Air Slash, gets another 6 flinch counters, 2+6=8, does not flinch
turn 4) your Togekiss with Serene Grase uses Air Slash, gets another 6 flinch counters. 8+6=14, flinches the target for the price of -10 counters = 4 flinch counters remaining
turn 5) your Togekiss with Serene Grase uses Air Slash, gets another 6 flinch counters, 4+6=10, flinches the target for the price of -10 counters = 0 flinch counters remaining
...and so you get 3 flinches in 5 turns guaranteed and without randomness.
1.3 stat lowering/boosting effects
same principle as 1.1, with the difference that we'll need 1 type of counter for each stat lowering and each stat boosting.
So Shadow Ball puts 2 "Minus-1-SpDef" counters on the target. When the target has 10 or more counters, it will recive the debuff.
As mentioned before, these counters do no vanish by switching out and once they hit more than 10, like 11 or 13, their remaining counters stay on the target after -10 subtraction.
The same thing is true for stat boosting effects like Metal Claw or Charge Beam.
Charge Beam puts 7 "Plus-1-SpAtk" counters on your Pokemon.
So here's an example:
turn 1) your Zam uses Charge Beam, gets 7 "Plus-1-SpAtk" counters, does not boost
turn 2) your Zam uses Charge Beam, gets another 7 "Plus-1-SpAtk" counters, 7+7=14, boosts SpAtk by 1 stage for the price of -10 counters, 4 counters remaining
turn 3) your Zam uses Charge Beam, gets another 7 "Plus-1-SpAtk" counters, 4+7=11, boosts SpAtk by 1 stage for the price of -10 counters, 1 counter remaining
turn 4) your Zam uses Charge Beam, gets another 7 "Plus-1-SpAtk" counters, 1+7= 8, does not boost
2) no random crits
So the crit chance at all stages is 0%
Instead, high crit moves like Stone Edge (that have + 1 crit stage) will give your pokemon a crit counter.
Once your Pokemon has 4 crit counters, it will land a guaranteed critical hit. After that, the counter resets to 0 and unlike previous examples above, can not be stacked beyond the treshold.
(I'm using a treshold of 4 here instead of 3 crit stages, factoring in mons like Seadraking, Unfeazant, Absol, etc. that could get away with perma-critting on a lower treshold of the counter system)
Items that increase crit by 1 stage will lower the crit treshold by 1.
Abilities that increase crit by 1 stage will lower the crit treshold by 1.
Focus Energy will give your Pokemon 2 crit counters.
Example: A crit ability Unfeazant with Crit Scope has a crit treshold of 2.
turn 1) it uses Night Slash to get +1 Crit Counter, does not crit.
turn 2) it uses Night Slash to get another Crit Counter, 1+1=
Another Example:
Excadrill with a treshold of 4 uses Stone Edge 3 times, then gets the guaranteed crit on the 4th time when it reaches its treshold.
2.1 one Guaranteed "Z-crit" per game
this is to replace the 4.xx/6.xx % basic crit chance (depending on the generation)
So once in each game you can use a Z-crit that does more damage than a normal crit and that works independend from Crit Counters, basically ignores them and does not reset them.
3) no speed tiers
Pokemon that have the same speed will hit each other at the same time, simultaneously.
If both players last Pokemon would be knocked out this way, the battle ends in a draw and no player gains or losses ladder points.
Effects that would be applied through attacks, like burn or flinch, will be ignored same-time attacks, as both Pokemon treat their opponent as beeing the faster one. Said counters will still increase tho and may come to play on the next attack.
4) no min-max-damage spread
Instead of the damage spread, the middle value will always be taken.
5) no missing attacks
All attacks will have 100% accuracy. Low accuracy attacks will therefore lose a percentage of their base power to equalize them with their high-accuracy counterparts.
Example: a 80% accuracy 100 base power Stone Edge will instead have 100% accuracy, but lose 20% base power, ending up with 80 base power.
Work in progress.
To be continued...