10|10in the minimum and maximum hit fields? Triple Kick and Triple Axel have always had
3|3in those fields and Beat Up has
6|6. Do those moves always hit the maximum number of times? No.
I can guarantee using Scary Face against an Anger Point Tauros does nothing, so that claim smells like bullshit (unfortunately).I would like to request an investigation into the trigger mechanism of Anger Point. There's an unsubstantiated claim that activation is no longer dependent solely on receiving critical hits, suggesting that stat drops (in particular, speed debuffs) can also procure the attack boost; given that this would certainly have competitive implications, it seems worthy of verification.
Well, sadly I dont have a source; I was trying to see if it could be verified here, as until then its just a rumor. Ill take this into account for future questions.Their effects are not stat drops and most likely not something Clear Body would prevent, as it is p much the item version of that ability.
Just gonna link what I've already researched and that I'll get to the stuff I haven't got to yet eventually.
Otherwise try to keep this thread to stuff you want answers to or can definitely answer with a source. Commenting on research and its effect on competitive is just clutter.
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method: tera bug the bug type, hit a wild mon with stab bug bite. catch it, see how much damage it did and what the def stat is. put it into damage calc and see what bp makes the damage make sense. repeat as needed to get more damage rolls. ended up seeing damage ranges of 84-103 bp and 66-83 bp which is clearly impossible, but indicates that there was some rounding shenanigans going on (and that the bp was around low 80s). all of the damage rolls worked with 60 bp bug bite + adaptability.
probably should have someone else run some more tests as i've only done about a dozen, but i've seen what i'm pretty sure are min and max rolls and i'd be very surprised if the multiplier was anything but 4/3 (2x total stab bonus).
no idea if this was answered but is there confirmation that annihilape retains rage fist's power increases when it switches out?I've recieved an interesting report about Rage Fist: the power it recieves from being hit lasts the entire battle, even if switched out or fainted.
no idea if this was answered but is there confirmation that annihilape retains rage fist's power increases when it switches out?
Switching out and fainting does not reset the boost.
\/how much hp does fillet away take away is 50% like belly drum or 33% like clangerous soul or just some other random number
Can't confirm because I don't have a HA version myself, but Filet Away might be "boosted" by Sharpness: Instead of taking 50% HP when used by a Mold Breaker variant, it takes away 75% HP when used by a trainer who had one with Sharpness. Despite this, it still only boosts Atk/SpA/Spe by 2 stages each. Wack.
So, if switching out and fainting don't reset Rage Fist's power, what does reset this move's power exactly? Does Rage Fist's power reset on-use? Is there some other way to reset it?I've recieved an interesting report about Rage Fist: the power it recieves from being hit lasts the entire battle, even if switched out or fainted.
Context: someone sacked their Annihilape against a garchomp, revived it with a Max Revive, and then brought it back out. Rage Fist then 1 shot the Garchomp.
I was also curious about how Rage Fist interacts with Punching Glove, since we can assume punching glove is a multiplier boost, does it continuously stack with Rage Fist's continuous boosts? If so, does it even have a power cap?
If we can verify these things wuth our researchers Id appreciate it.
That and Punching Glove remain the two great unknowns, but I think someone in the other thread tested the auras and concluded that the stat drop is about 25%.Requesting the % modifier of the Dark-type legendaries Ruin abilities, it's been days since the rom dropped and we've had no confirmation on how much their abilities nerf the stats of pokemon around them.
I'm not sure if this is something that can easily be checked (somehow unflag the flag and try it...?), but Flag 2 being entirely status moves makes me wonder if it's related Toedscool's ability (the Status-only mold breaker but negative prioity). Like instead of checking for Status, it for some reason checks for the FlagI'm going to start infracting anyone who talks about the implications of battle mechanics on the viability of Pokemon and such. Stop it, it's literally the first line in the OP. It makes it very obnoxious for people who actually want to do research to be able to find things to test, not to mention the people who are trying to implement the findings.
There are at least five new move flags, listed below - what are they for? Please no wild speculation for these; some may very well be unused because the grouping of moves is so unrelated.