HP: 100 / 100
En: 100%
Speed: 82
Ranks: 4/3/3/3
Chills: 10 remaining
Status: Reflect
HP: 110 / 110
En: 100%
Speed: 80
Ranks: 1/3/5/2
Chills: 10 remaining
Status: Reflect
HP: 100 / 100
En: 76%
Speed: 85
Ranks: 6/3/1/3
Chills: 10 remaining
Status: Attack -1, Defense -2, Sp. Defense -2, Reflect
HP: 47 / 90
En: 84%
Speed: 69
Ranks: 4/3/3/3
Chills: 5 remaining
Status: Attack +4, Defense +4, Accuracy +4
HP: 196 / 100
En: 267%
Speed: 100
Ranks: 4/3/1/3
Status:
Arbok - Gunk Shot (Xatu) | Flee
MOVE ORDERS: Move to Room 3.
Linoone - Helping Hand (Arbok) | Mud Sport
Combat Turn 1
Arbok reactivates Intimidate for the newcomers!
Reflect wore off!
Linoone used Helping Hand on Arbok!
Arbok's Gunk Shot was boosted!
-15 En
Achilles used Close Combat on Linoone!
Critical Roll: 625 > 3066 (No)
(12 + 3 + 8.5 - 4.5) * 1.5 - 3.5 = 25.75 ~ 25 Damage
-7 En.
Achilles' Defense and Special Defense fell!
Terrence used Psychic on Arbok!
Critical Roll: 625 > 1010 (No)
Sp. Defense Roll: 1000 > 7737 (No)
(10 + 3 + 4.5 - 4.5) * 1.5 = 19.5 ~ 19 Damage
-5 En
Nimbus used Hidden Power on Arbok!
Critical Roll: 625 > 2726 (No)
(7 + 7.5 - 4.5) * 1.5 = 15 Damage
-5 En
Arbok used Gunk Shot on Terrence!
Critical Roll: 625 > 4867 (No)
Poison Roll: 3000 > 2248 (Yes)
(12 + 12 + 3 + 6 - 4.5) + 7 = 35.5 ~ 35 Damage
Terrence was badly poisoned!
-7 En
Combat Turn 2
Arbok attempts to Flee!
[box]
Escape Formula Ruminations
Hmm, I have't figured out a formula for escape yet. Let's do that now!
Ideally, players should be able to flee
before a massacre. So, it will have the
same priority as switching does in-game, but it will be a command instead of having its own dedicated phase.
In-game, the success formula is predicated on speed, so we'll compare Arbok's speed to the average of that of the Explorers' Pokémon. 82, 80, and 85 average out to 82.3 repeating. Now, if we used (Retreater's Speed / Average Foes' Speed), we get 69 / 82.3 repeating = 0.83805668. Easy.
Now, let's make it into a multiplier for a base percentage. 50% sounds about right; effects like Paralysis will likely almost guarantee an escape. So, 50 * 0.83805668
= 41.90283401. Truncating to the nearest hundredth, Arbok has a
41.9% chance to escape battle. It doesn't really matter if it does or not, since
a Pokémon that flees is treated as defeated, just as if it had been KO'd. So, let's roll it![/box]
Escape Roll: 4190 > 3219 (Yes)
[box]...Now what? Where does Arbok go now that it's successfully fleeing?
I have an easier answer for this one, at least. I'll make the Flee command
immediately process your move order - normally, you'd wait until all Combat Orders had been processed to move to another room. In this way,
Flee allows you to Move Rooms early, ditching dangerous attacks if you can escape fast enough. Useful for self-preservation, as it should be!
Remember, Explorers, that discretion is the better part of valor![/box]
Arbok moved to Room 3!
Linoone used Mud Sport!
Linoone covered the battlers in mud!
Electricity's power was weakened!
-5 En
Achilles used Brick Break on Linoone!
Critical Roll: 625 > 7258 (No)
(8 + 3 + 8.5 - 4.5) * 1.5 - 3.5 = 19.75 ~ 19 Damage
-5 En.
Terrence used Psychic on Arbok!
Arbok left play...
Terrence lost 1 HP!
Nimbus used Thunderbolt on Linoone!
Critical Roll: 625 > 7643 (No)
Paralysis Roll: 1000 > 4337 (No)
(10 + 3 + 7.5 - 4.5) / 2 = 8 Damage
-6 En
Movement Turn
Arbok has already moved with Flee!
End of Round
Achilles' Attack, Defense, and Sp. Defense moved towards zero!
HP: 65 / 100
En: 95%
Speed: 82
Ranks: 4/3/3/3
Chills: 10 remaining
Status: Attack -1, Toxic (2 DPA)
HP: 110 / 110
En: 89%
Speed: 80
Ranks: 1/3/5/2
Chills: 10 remaining
Status: Attack -1
HP: 100 / 100
En: 64%
Speed: 85
Ranks: 6/3/1/3
Chills: 10 remaining
Status: Attack -1, Defense -2, Sp. Defense -2
HP: 136 / 100
En: 247%
Speed: 100
Ranks: 4/3/1/3
Status: Mud Sport (5 Actions)
Please post actions. You may also comment on the new action introduced herein.
[box]
Flee: The Pokémon decides that discretion is the better part of valor, and tries to turn tail on its opponents. The Pokémon attempts to take its Move Order early, ditching any subsequent rounds of combat. The success chance is equal to (User's Speed / Average Foe Speed) * 50%. If a foe can't reach the user or block them off (e.g. a swimmer can't block off something land-based, and only fliers can block other fliers, etc.), then that foe doesn't count for average foe speed. If none of the foes can block off the user, then Flee automatically succeeds. Standing between the user and the exit is assumed on the part of the foes, so ordering such has no special effect on Flee's success rate. Effects that prevent Switching in Switch = OK battles will also cause Flee to fail.
Attack Power: -- | Accuracy: -- | Energy Cost: -- | Attack Type: -- | Effect Chance: -- | Typing: -- | Priority: +8 | CT: None[/box]
A new rule was added:
Labyrinth-specific Commands: "Flee". All Explorers gain +1 CC upon exiting the dungeon for their assistance.