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The time has comes for the official PMPL power rankings.
1.Daves: The Dave Dynasty has ruled Petmods for 4 years, following the collapse of the Gensokyo Dynasty in the early 2020's. Founded by Supreme Emperor Larry, their rule brought peace and prosperity on the lands of PMPL against many enemies such as the Slug horde. Sadly, supreme leader Larry was tragically assassinated in the solomods revolution of '26 by the nefarious Generals Annadeneko and Coruptedusername, which gave way for the short reign of the tyranical Emperor Noglastica, who led an uprising that ended with the death of the previous dynasty. The brother of the emperor Monai, partnered with Minister Lostmemories seek to keep their legacy alive by showing the pmpl daves are not washed. As always, the daves are the only team in the tournament with any sense on how to spend their money effectively, as they managed to keep 3 of their most important players in their captain Monai, Big Tony and Hellom for relatively cheap, alongside some people that went for pretty cheap like Mielke, LOOR, Spell and Runo. Their Polar Bear in Arlington Texas player is Zxgzxg, not a bad player at all by any means but its diffenitely shocking to see a team known for not drafting any petmodders drafting one of its more well respected users, especially Zxgzxg who at this point joins 2B from Nier and Joker from Persona in having birthday stripper status, what with him getting sent to different teams pretty much on every PMPL. As always they remain the most powerful team, but solopl showed us that even these titans can bleed if they don't keep their level.
2. Gigatons: After the Ironfistlandia's declaration of emancipation, Spammernoob became free from the cruel crutches of white slavery and can now lead a team of his own with the helps of another pmpl regular in Fragments, he still gonna gets squeezed for teams however. For a relatively new team they have managed to pull together a rather impressive team with their retains and buys. Spammer, naming and THE_CHUNGLER are a pretty good trio of players to retaid, and the likes of evakiyama!, OLK, Leroipolux and steam buns among others make for a pretty balanced team with no obvious weaknesses when it comes to their players, with decent pool of subs at their disposal as well. They are a potent team, that's to be sure, but it will take a lot for Spammer's PMPL manager debut to be a successful one.
3.Torchics RD: Hola, esta review va a ser exclusivamente en español, para acomodar al público hispanohablante que representa este equipo. Porque hago esto? Pues porque me sale de los hue-
Los Torchics han sido una franquicia popular en los espacios de hablahispana por un largo tiempo. Aunque JesusGp es nuevo en Petmods, Desi ha sido parte de la comunidad por un largo tiempo. A pesar de ser su primera vez en el torneo, este equipo tuvo la sabiduría de retener a HydreigonTheChild, la persona que salvo la tier Glacemons de puro testing. Su draft incluye un mix de jugadores hablahispana como tempo y haxlolo, otros buenos regulares de petmods como clas y about15gals, y jugadores estandar de buen nivel como Ainz, THR y Pixelbob. Sera muy interesante ver como le va a un equipo hispano en este torneo, y me emociona averiguar como les va a ir.
4. Furrets: What can I say about the furrets? No seriously, I got nothing, I got 0 material for them, only thing I know about them is that it's likely one of Cao Jie and RL disappear during the week, one of their players assumes the role of a manager for the rest of the tour, and that somehow nets them a place in Semis. They barely managed to keep TTTech and Tanny89k around for prices similar to what their retain would have cost them, but its good since these two shall serve well as the pseudomanagers for quite a bit, as well as being decently strong players in their own right. Other good players of their draft include necas, 1yr, qtfox and rarre, who all should slot nicely in the many tiers of the tournament. The french (?) duo have had a rocky history in the petmods tour scene, but if anything they should be bound to have a interesting season on the account of drafting the 2 players with the most aura in OSP and BIG ASHLEY.
5.Gourgs: It won't be long before the gourgs are forbidden for participating and banned alright due to breaking the sites rules; specifically the no NSFW rule. Cause their current 7, soon to be 8 tournament losing streak can only be explained by them having a humiliation kink. Ana and Beaf continue their yearly scheduled humiliation ritual of drafting a fifth of the entire player pool in the hope that at least 8 of these suckers can lock in and win enough games. Of their massive pool the more notable ones are Ana, electraine, Oculars, seraphz, Ihbst, mrfraud, white atoq, omar and smudge. A couple of other players like spoo, earthflax and mareep are also just generally decently good players to have due to being able to make teams when the going gets tough. But as you may imagine, we all know how this is gonna go, and I want all gourgs to look at the screen directly when I say this: Nobody, NOBODY believes in you. What are YOU preparing to do about it?
6.Gallades: If we were to give team comparisons to british football clubs for the recurring pmpl franchises, Dave's would be Manchester City, Gourgs would be the Spurs, Furrets the Aston villa and Gallades would be the Everton. They retained Jawabarat so you would assume they would have been more careful with their money, and then you see them dump 33k on NoName. Assuming that NoName doesn't go anything lower than X-0 (admitedtly not THAT outlandish for it to happen) you would still have a pool of just average players, with few standouts in the likes of Slikkles, Jojen, Sheepie and shreyashhy to get by. The weakest team in the lineup sure, but I have seen teams in this tour work with less, and gallades have always managed to punch above their weight class.
6.Gallades: If we were to give team comparisons to british football clubs for the recurring pmpl franchises, Dave's would be Manchester City, Gourgs would be the Spurs, Furrets the Aston villa and Gallades would be the Everton.
Okay so TeraMax is back on the PMPL menu, so I will make this post and hope that no coding errors badly influence the games. Here are my previous posts for PMPL 3 for further explainations. I will provide a TL;DR for your time's sake.
In-Battle Information:
- Beads of Ruin will show you that it drops Special Defense, both as a message and a multiplier. This is false though, it will lower Evasion by 25%.
- When a Pokemon with Power Spot switches out, its ally will receive a 30% boost to its next attack. This modifier does not show, but it...
Another update for TeraMax. I already did a post on the main thread yesterday, but I figured that I share it here as well, so that more people know it. Furthermore, there is an additional change to the builder.
Minor thing first, I added extra sets to the calculator. Some are just edited sets from vanilla, but I also included some custom ones specific to the mod.
Onto the meat and potatoes, I tested a bit yesterday and found out that some abilities are either bugged or not functioning.
-Self-Repair & Grim Neigh: Self-Repair heals the user by 25% when successfully using a Status move and Grim Neigh heals the user by 12.5% after a successful attack. These two abilities worked as intended, but there was a small visual bug. Eventhough they worked, the ability has been shown to activate on the opponent. That opponent didn't heal and its ability wasn't overwritten, but it was confusing none the less. This one has been fixed.
-Commander & Power Spot: These two give 1.3x power boosts under certain circumstances. These also worked, however there was a typo. The modifier was coded as "5324/4096" instead of "5325/4096". This does not matter in the grand scheme of things, but a typo is a typo.
-Quick Draw: Quick Draw boosts the Pokemon's next move once it is below 50% HP, same trigger as Berserk. This ability seemed to be coded correctly and it activated multiple times but the moves never gave priority. After checking the code, I realised that it has a "duration" section which is set to 1 turn. However, the turn it activates counts as that turn, so it gets wasted the turn it is activated. I gave a duration of 2, which allows you to have priority the next turn. I will optimize this at a later date, I was lacking time yesterday, but it should get the job done.
-Curious Medicine: This ability resets any stat changes at the end of its active turn, this has the same trigger as Speed Boost. This ability did not work at all. I fixed it, but I think there will be situations where this ability will activate without any stat changes being active. This will be an inconvinience however.
Lastly, and this is actually the main reason why I did this post, I changed the teambuilder. Previously, you had custom tiers in the builder, which is easier to implement at the start of a mod over editing the tiers of 1000+ Pokemon.
This has a downside however. In order to ban Pokemon, you have to either provide a block of code in the format's code or, in this case, create a tier for banned Pokemon. The main issue is that you cannot filter custom tiers, so whenever you sorted by stats, the ubers would show up and be annoying there.
I changed them back to vanilla tiers. Now you can sort them by OU and then stats, typing, moves and so on. This is just QoL change for builders. As a side note, I don't know why or how this happened, but as I was testing this on a custom server, the Uber didn't show up but now they still do in the builder. At least now they can be sorted out however. (should've refreshed the page first before writing this lmao)
An edit I'll do here, but I also made the spreadsheet better to look at. I'm not fully done and some changes now can be changed or reverted later.
I just wanted to make a post about the ruling that was made (here) and why PMPL's rules for replaying in case of bugs is super garbage.
The rule in question is as follows:
Should an element be judged to have been incorrectly mislabeled or functioning differently as it appears on a spreadsheet, you must notify any person responsible for the sheet or tour hosts to indicate the mistake prior to your match to fix it as soon as possible or notify all teams about it. Knowing about a bug or miscoded mechanic yet not reporting it on time could result in a match being redone. If a bug hasn't been fixed in time but all teams have been notified about it, it will be considered allowed until the fix goes through.
The replay in question is here: https://replay.pokemonshowdown.com/dragonheaven-gen9glacemons-15303-nullpw
On T9, you can see Land's Wrath removing Caltrops from Felilou's side of the field, while leaving up Toxic Spikes on my side. This contradicts thee described behavior both on sim (another user used !dt during the game) and on sheet, and I confirmed with tier leader HydreigonTheChild that the intended function is to remove all hazards.
My opponent clearly knew that Land's Wrath did not remove Toxic Spikes, because they had a team with both moves on the same Pokemon; if that wasn't enough evidence, they also spelled it out in chat.
The claim from the opposing manager is that their player thought the move was working as intended, because the original submission only specified that Land's Wrath removed Stealth Rock (https://www.smogon.com/forums/threa...e-read-post-553.3754844/page-11#post-10371498). However, if this were the case, why did they claim that it was also supposed to remove Caltrops? Surely, this would've been unintended behavior worth reporting? Additionally, if a discrepancy was discovered between what the player thought the intended effect was and the effect listed in the sheet, wouldn't that be worth bringing to the attention of the tier leader?
The fact that this game stands is a clear indication that this rule is useless. It's simply impossible to prove intent in these cases. Maybe I am a sucker for reporting / fixing issues like Gengar w/ Energy Ball in Teramax, or the Burning Jealousy / Self-Repairing bugs in Glacemons, rather than just loading them and then claiming I didn't know they were bugged.
Quinn was right about this policy, it is kinda just silly.
Should an element be judged to have been incorrectly mislabeled on a spreadsheet, you must notify any person responsible for the sheet or tour hosts to indicate the mistake prior to your match to fix it as soon as possible or notify all teams about it. Knowing about a bug or miscoded mechanic yet not reporting it on time could result in a match being redone.
What does this exactly mean? How will the host judge if someone will know it or not? I believe the iron fist rematch is a good example how would the host judge if ana knows it or not. This rule to me looks a bit vague and...
Hi, its me, evil Felilou appearently here to share my side of the story cuz spammers post puts me in a bad light.
Yes, I knew Land's Wrath didn't remove T-Spikes. No, I did not know it was bugged.
In testing we found out that Land's Wrath doesn't remove the T-Spikes set on the opposing site, but does remove the Stealth Rocks. At first we thought it was a bug too but I digged a bit deeper and looked where its explanation could be. For that I searched through the Glacemons Discussion Thread and found the inital submission by HydreigonTheChild:
Name: Meteor Mash / Ancient Power / Charge Beam / Ominous Wind / Silver Wind Power: 100 Accuracy: 90 PP: 10 Category: Physical / Physical / Special / Physical / Special Type: Steel / Rock / Electric / Psychic / Bug Effect: Has a 20% chance to raise the user's Attack / Attack / Sp. Atk / Sp. Atk / Sp. Atk by 1 stage. Priority: 0 Flags (ex: Contact, Sound): Contact (Meteor Mash) Potential Pokémon With This Move: Meteor Mash ()...
I quote: (It)"reforms the ground and causes stealth rocks, terrain, leech seed to be destroyed."
Furthermore I searched in the Glacemons discord and found following:
(When reading those messages for the first time I was not aware of the buffs it received later on)
I have not looked at the spreadsheet to see what it actually removes (cuz im dumb and forgot it existed since google docs on phones[i play pokemon on mobile devices only] are horrible) but I did so after the administrative decision.
In my opinion the hosts are right in their decision since the description didn't specify that it removes ALL hazards as I found out after the game. (Doesn't even specify which)
Quote from the sheet:
"Hazards/terrain/bind/Leech Seed get cleared from both sides of the field after this move is successful."
Hazards != All hazards
I have not known that it should have been buffed and I did think that Land's Wrath was working as intended. After finding HTCs submission post I was already content but I did dig deeper in the discord and got affirmed once more.
The fact I claimed it removes Caltrops too is cuz I just saw it in front of my eyes in the game. Seeing it being removed made me believe it was intended since I thought its not bugged. (It would have also made sense since Caltrops are steel type stealth rocks)
Also we reported a bug we found while testing. The fact that Nostalgia Trip falsely regards Ice as physical type was made from our side. We knew the risk of it revealing that I would bring Runerigus in the first place since you are Glacemons top coder.
Well our worries came true as seen below (I lowkey did not care since I liked the team)
While this was nasty, I still believed it was right to report it. I also wholeheartedly believed Land's Wrath was not bugged. If we would have known it didn't worked as intended we would have reported it alongside the Nostalgia Trip bug.
Not sure if you, Spammer, will believe me. But this is what I think. I do not want to be on bad terms with you either, so I hope we can move on from this matter.
In my opinion the hosts are right in their decision since the description didn't specify that it removes ALL hazards as I found out after the game. (Doesn't even specify which)
Quote from the sheet:
"Hazards/terrain/bind/Leech Seed get cleared from both sides of the field after this move is successful."
No one has ever been confused about what hazards Rapid Spin or Defog remove, so I'm not sure why this is even an argument.
As for the rest, it doesn't really matter atp, but it just shows how dogshit this policy is. Either all bugs are replay, or no bugs are replay imo.
I apologize that my post painted you in a bad light to where you felt the need to respond.
very clear example of how the rules regarding bugs can go wrong. Should bugs be reported? Absolutely. Should everyone be clearly made aware that there is a bug? Indeed. But in cases like this, where a bug actively occurs during an important match, hosts and staff should not be discussing things such as whether or not the effect of a move is intentional or not or if the offending player is being sincere in their statements. It is too abusable and makes issues like this less about the coding issue itself and more about unsportsmanlike conduct. How do you know with certainty that a player is being sincere when they say they didn't know that was unintentional? How do you know the owner of the mod is being sincere in their statement and not trying to get an edge? How do you know a resource sheet isn't being sabotaged to hide a bug? How do you know the complaining player isn't just trying to fish for a redo after losing a game? There's just a lot of ways to make this system incredibly scummy.
Just let any game that affected by a bug stand regardless of how known a bug is, as long as its not crashing the game. It's just not really fair for any party to have the status of the game arbitrarily decided by hosts. It is not a tour's job to make sure that petmods aren't buggy messes and it should not fall on the players or hosts to interpret what a description meant. If a petmod has bugs and they aren't fixing it, ok that's fine just remove it next tour and maybe seriously consider binning the mod entirely. This crusade against bugs people have is ridiculous. Like we are playing metagames that are known for having random ass bugs. You are going to get fucked over by a bug or discover one in testing at some point, that is part of the petmod experience, suck it up. People gotta stop being "b-but bug abuse!!" crybabies over this. Making sure PMPL/SMPL tiers had actually visible banlists solved like 90% of the bug abuse problem anyways.