IMO this is partially correct. I don't understand why crits & misses have to be replaced by all these weird mechanics. Why not simply have a power nerf, or even a points system like the secondaries? Still waiting for Joim to get back on this one..
Going to change them on power, will explain further soon.
Going to test them after I change the implementation and possibly ban them.Agree, but those two moves are fine with the new mechanics in place (at least on paper). I'm worried about the more problematic ones like OHKO. Seriously, OHKO moves are broken and probably still are even with made luckless. I just don't understand why they should be allowed here when they're not in normal play.
Critical hits and misses are luck elements of the game.If this is true, what's with the obsession of removing crits & misses, to the point even their stats don't exist anymore? You're aware that many moves, abilities etc that feed on crits would then have to be changed, so doesn't this go against the "while modding the game as least as possible" part? Wouldn't a better way be to leave the stats alone, and only target the luck elements they cause? Get it - removing luck ≠ removing crit/accuracy/evasion stats. They're different things.
This is actually what I was doing for crits today lol. Need to finish changes and public them.I'm going to bring up a possible solution that I mentioned previously. For a typical move, the chance of crit is 6.25%. To remove luck caused by the crit (without removing the critRatio stat), adjust its damage output to the theoretical average:
power output = (BP * 0.9375) + (BP * 0.0625 * 1.5)
Simple. It's almost like to how you applied accuracy to base power. For a Super Luck mon, this becomes (BP * 0.875) + (BP * 0.125 * 1.5). For a Sniper mon holding Razor Claw using a 90% accurate move, ((BP * 0.875) + (BP * 0.125 * 2.25)) * 0.9. Basically:
[ (BP * (1 - ChanceOfCrit)) + (BP * ChanceOfCrit * CritMultiplier) ] * CapTo1(Accuracy)
All this needs is a slight tweak to the damage formula. It would bypass the massive mechanics and BP overhaul you currently have.
Something should be changed about low acc effects mechanics.
Dynamic punch has 50% chance to do 100 pow, and thus 50% to confuse.
So it should be, here, like 100% chance to do 50 pow, and thus, 50 points in confusion only.
In short, we could apply the acc modifier to points gained as well.
Going to add this as well. Give me time, I've been busy at work :(