|
Post by WaterWizard on Nov 26, 2010 20:19:54 GMT -8
considering that by the end of this, all the moves will be useful, I would say Metronome could be too powerful... but might as well give it to everyone and then we can always have a Mimic clause.
maybe exceptions
|
|
|
Post by gunbladelad on Nov 26, 2010 22:47:39 GMT -8
I think there was a wire crossed with the answer to my last post.
My suggestion is to have flash either reduce evasion or increase accuracy, as a counter to double teamers. (as we all know, sand attack's cured by a switch). I was pointing out that sand attack and double team have the right modifiers to do this, but in the wrong direction, on the wrong pokemon.
Other moves which could have a similar effect could be whirlwind and roar (evasion reducers would be logical, while flash could be either way. In RP terms roar could briefly intimidate the opponent, causing it to remain stationary, and whirlwind could simply stop them from dodging by trapping them briefly.)
|
|
|
Post by t3h Icy on Dec 1, 2010 21:57:13 GMT -8
Thanks. =)
A thought occurred to me; perhaps we should give Ditto a second move. Since Ditto may be used more often and in the case that a match comes down to a Ditto ditto (lol), it would result in a never ending tie. I suggest something totally useless similar to Struggle, and when it runs out of PP, Ditto is able to Transform again, and go back to 5.
Maybe even give it something like 10% Lower Attack or Defense, so that you have to consider if you want to spend a turn Transforming early to negate the effect, or alternatively wait out until the opponent Transforms into you. It could be a fun way to spice up what is otherwise a modified Struggle fest. The massive defensive stats make it hard to decide on a good base power amount though.
|
|
|
Post by yellow on Dec 2, 2010 1:14:55 GMT -8
Thanks. =) A thought occurred to me; perhaps we should give Ditto a second move. Since Ditto may be used more often and in the case that a match comes down to a Ditto ditto (lol), it would result in a never ending tie. I suggest something totally useless similar to Struggle, and when it runs out of PP, Ditto is able to Transform again, and go back to 5. Maybe even give it something like 10% Lower Attack or Defense, so that you have to consider if you want to spend a turn Transforming early to negate the effect, or alternatively wait out until the opponent Transforms into you. It could be a fun way to spice up what is otherwise a modified Struggle fest. The massive defensive stats make it hard to decide on a good base power amount though. That sounds like a pretty neat way to confront the Ditto v. Ditto issue. I wouldn't worry too much about making things OP or trying new ideas. I'm sure the people playing will be happy to help and give their input on what's working well and what isn't. (Including me) It's not gonna be perfect on it's first go around. But those new ideas are what's really going to make the mod fun. It's the reason I'm interested in seeing how all the new stabbed explosions will work out, the revamped moves, the new unique moves, AND DRILL PECK ON ARTICUNO!
|
|
|
Post by WaterWizard on Dec 2, 2010 9:38:29 GMT -8
hehehe
|
|
|
Post by KiNGskruffi on Jan 5, 2011 5:49:37 GMT -8
Would you say dragon moves are special or physical?
|
|
|
Post by WaterWizard on Jan 5, 2011 15:03:17 GMT -8
Dragon is definitely special. For a number of reasons.
|
|
|
Post by Consumptus on Jan 10, 2011 19:35:56 GMT -8
Just read over a lot of the comments again. Gyardos's writeup, you mention it being a mixed sweeper with Dragon, but Dragon is Special, as is Water.
|
|
|
Post by t3h Icy on Jan 10, 2011 19:37:29 GMT -8
298 Attack with Normal moves is pretty good for Physical.
|
|
|
Post by Consumptus on Jan 10, 2011 19:49:02 GMT -8
298 is amazing ._.
Hrm, I guess the wording makes it sound weird to me...
|
|
|
Post by WaterWizard on Jan 10, 2011 21:35:17 GMT -8
good observation, Con. I just clarified it.
still can't wait!!!
|
|
|
Post by WaterWizard on Feb 16, 2011 2:56:33 GMT -8
I have an idea...
|
|
|
Post by t3h Icy on Feb 16, 2011 15:37:40 GMT -8
Except you're too cool to mention it to us.
|
|
|
Post by LucasBM on Feb 16, 2011 17:06:17 GMT -8
So, what do you have in mind, WW?
|
|
|
Post by t3h Icy on Feb 16, 2011 20:43:12 GMT -8
Well, on the topic of this, I was thinking of having Ditto know both Transform and Double-Edge. With the puny attack, Double-Edge is a very soft finisher at best, but in the case of Ditto dittos where you can endlessly Transform into each other, you just Double-Edge. Double-Edge helps speed it up too due to the recoil taken.
Thoughts?
|
|
|
Post by WaterWizard on Feb 16, 2011 21:00:26 GMT -8
heh! Let's make this happen!
I'll make my practice team.
|
|
|
Post by KiNGskruffi on Feb 17, 2011 2:41:59 GMT -8
Btw, for integrating it into my battle simulator (not that I was that far atm), it would be nice to have the basic stats of the pokes, else I need to calculate them all by myself. :/
|
|
|
Post by t3h Icy on Feb 17, 2011 9:25:21 GMT -8
The reverse formulas for base stats are pretty simple.
HP Base = (Max HP - 203) / 2 Other Stat Base = (Max Stat - 98) / 2
Also, the way we did it was every base stat ends in 5 or 0, instead of numbers like 61, 72, etc for a few Pokemon in RBY (Charizard, Nidoking, etc).
|
|
|
Post by Crystal_ on Mar 6, 2011 14:57:20 GMT -8
Venusaur: "Solar Beam and Solar Beam become options after their boosts" Mmh... and Solar Beam?
|
|
|
Post by WaterWizard on Mar 7, 2011 4:13:39 GMT -8
Nice. Mega Drain.
|
|
|
Post by t3h Icy on Mar 11, 2011 20:31:24 GMT -8
Hmm, I was thinking of making Struggle strong so that the ends of stall wars don't go on forever, plus players could work it into a strategy of having a Pokemon with say, 1 move with low PP, so that you can try to get to Struggle. Maybe say 150 Base Power?
Just shooting an idea. I also think Ditto should have Double-Edge and Transform as his moves. Currently, Double-Edge does 10%-12% to another Ditto so that would solve the problem of endless Ditto wars.
And if anyone else has input or ideas, definitely shout them.
|
|
|
Post by WaterWizard on Mar 12, 2011 8:13:54 GMT -8
wow I don't really like that... Since there aren't leftovers in RBY, struggle will KO the user in like 10 turns as usual. I wouldn't make it stronger than 50 base. And Ditto vs Ditto just ends in a struggle war, which is fine. I definitely think giving him an attack totally changes his dynamics. Struggle wars are very rare, and when they happen, it's supposed to be slow and ugly. That's the nature of struggling. ~ Here's one situation where that beefed up Struggle becomes absurd: Persian Payday 1pp Use that for 180 base, then use a base 150 move without the turn loss of HB. Nay, I say! ~ lol plus it's Dragon. So you've suggested creating a universal 150 base Dragon move cute
|
|
|
Post by t3h Icy on Mar 12, 2011 9:37:29 GMT -8
And Ditto vs Ditto just ends in a struggle war, which is fine. I definitely think giving him an attack totally changes his dynamics. No they don't because when you Transform, all PP for each move goes to 5, so it becomes an endless war of Transforming into each other. Here's one situation where that beefed up Struggle becomes absurd: Persian Payday 1pp Use that for 180 base, then use a base 150 move without the turn loss of HB. Good point, forgot about that. Thanks.
|
|
|
Post by WaterWizard on Mar 12, 2011 15:36:56 GMT -8
oh good point about the ditto thing; forgot how it worked. i still don't think that's a problem. the rare chance that that happens is amusing and worth a tie.
|
|
|
Post by WaterWizard on Mar 24, 2011 1:41:45 GMT -8
To break up a three way speed tie, and to accentuate Electrode's speed boost, I suggest we move the speed of Lickitung down ten points to 148 speed and the speed of Snorlax down 20 points to 138, so that a paralyzed Electrode still outspeeds them. Currently, he only outspeeds Slowbro (128) and Ditto (108). So: 149.5 Paralyzed Electrode *148 Lickitung *138 Snorlax 128 Slowbro 108 Ditto
|
|
|
Post by t3h Icy on Mar 24, 2011 16:26:25 GMT -8
Sounds good to me. Any opinions or thoughts against it?
|
|
|
Post by WaterWizard on Mar 27, 2011 21:12:09 GMT -8
Serveral comments about your underestimation of Lickitung...
The speed "nerf" on Lickitung will help him more than harm him. The reason is, that's a slightly less chance of getting a CH when he's attacking with +6. Also, Lickitung is immune to Normal, Fighting, and Ghost, which allows him to wall a plethora of pokemon and also makes him weaknessless.
After 1 Swords Dance, Lickitung has become stronger than a Snorlax, with nearly identical stats, dual physical STAB, and the added benefit of being immune to Normal and Fighting.
Lickitung can hit every single pokemon (except himself) for at least neutral damage, while always using STAB. Also note that Lickitung accomplishes this with Body Slam and the Ghost equivalent, Lick, meaning he has a 30% chance to paralyze every time he attacks.
~
I feel that Metronome on Ditto would be abused. With his defenses, that would be too easy to troll for luck (Sing, Pay Day, Whirlwind, etc). End-game Ditto Dittos seem so unlikely, and worth a rare tie to maintain continuity. Just my opinion. Perhaps Zilch will dissent.
Bide cannot be changed. Also, I believe it will actually see some decent use on stall teams since we've made some pretty mighty walls.
Swift is a leftover move that we can use later to help boost someone who is still bad, mostly likely with just a base boost. I'll change the label to "undetermined" instead of "unchanged."
Likewise, Strength is being saved to help boost someone. Your suggestion is cool, however there is currently no effect that boosts Attack & Defense in RBY, so we (theoretically) can't use that effect. I was thinking some sort of boosted move for one of the fighting types who needs help later.
Fixed the Tauros immunity -- Thanks.
|
|
|
Post by KiNGskruffi on Mar 28, 2011 2:15:35 GMT -8
Why not? Your suggestion is cool, however there is currently no effect that boosts Attack & Defense in RBY, so we (theoretically) can't use that effect. You shouldn't just think about ROM hacks.
|
|
|
Post by WaterWizard on Mar 28, 2011 6:28:24 GMT -8
the second answers the first.
also, aside from the "use only existing effects" technical limit, we also wanted the gen to still look like RBY. bulk up would stray from that, though not by a ton. we want this to be credible and still appeal to purists, i think.
~
isa and I noticed some ledger errors and I fixed them (e.g. horn attack said "hits 2-3" times).
|
|
|
Post by t3h Icy on Mar 28, 2011 14:29:21 GMT -8
I like the Undetermined/Unchanged setup.
Also changed those Speed suggestions.
|
|