Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jan 18, 2018 15:06:51 GMT -7
Hello trainers! First off, I would just like to say, it makes me a proud captain to see how dedicated you have become, and to see this world continue to thrive. I know I can speak for both Prince and myself when we say we can’t thank you enough for your participation here, and the appreciation that you show in making your posts and contributing to what we’ve been working to build for years now. I’ve called you all here to discuss some potential changes to the forum’s systems, in our never ending attempt to make things as game accurate and engaging as we can to create a fulfilling and dynamic world. These changes are subject to discussion, which is why I’ve made this thread here to begin discussion, and we would like your comments on things before we make anything official. All of these changes are more so updates and additions than they are anything else, and I would like to introduce them to you to gather some thoughts. The biggest thing that I would like to discuss, and what would potentially become the biggest update to the form’s current system, is the current additions of damage that certain items, attacks, or abilities make. For example, presently a Sharp Beak will add +10 damage to any flying type attack, whether it be an attack like Peck that does 30 damage, or Hurricane that does 100 damage. In game cannon, the Sharp Beak, and other ‘type boost’ items give a x1.2 damage boost, which creates a more realistic playing field in regards to attack damages. A lower damage attack would only be capable of dealing so much damage, and a higher damage attack could be capable of dealing more damage with a boost behind it, and converting to this multiplier as opposed to just a flat addition boost could create that dynamic. Now, the above would be applicable for many other aspects of the current system in making things more game cannon as there are other attacks, abilities, and items that have just a flat boost addition as opposed to a multiplier. That being said, I have created a chart that has done the math for every base damage for an attack, and the multipliers that might be applied, so no math would have to be done on your part in the slightest, you would just need to know the original damage of the attack, and what kind of multiplier that is being applied. Another aspect that I would like to discuss with you would be creating more personalized stats for Mega Stones when a Pokemon is Mega evolved. Right now, when a Pokemon is mega evolved, it gains +2 stages in its defense and special defense, and that goes for all mega evolved Pokemon presently. I have done some research on the mega evolutions and the kind of stat changes that a mega evolved Pokemon can be subject to, and every Pokemon has unique stat changes that go through mega evolution based on their battle dynamic, and that’s something I would like to incorporate. So, instead of just getting a boost to their defense and special defense, a Mega Evolved Absol could look something more like, +2 stages in speed, their physical attacks would get a boost of x1.2 without type effectiveness, and their special attacks would get a boost of x1.3 without type effectiveness. This, again, would create a more dynamic system, and make each mega evolved pokemon different and unique in their own right, and there are some stats that are even decreased through mega evolution, so it would take greater consideration in wanting to make that change for some. Something else that is under consideration is creating a greater variance for Z Crystal damage attacks, as opposed to the current tiered system that is in place. The exact math hasn’t been yet worked out of how an attack would be affected, if the original damage would just be doubled, or if it would take a bit more consideration than that, but before I went into any detailed mathematics on that one, I would like to also get your consideration on that. All of the above is open for discussion, and I would like all of your feedback and comments on these matters before anything is made official. Please take your time to think things through, and I look forward to hearing from you all so we can discuss these potential updates!
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Feb 1, 2016 22:09:39 GMT -7
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Post by gravity_resistant on Jan 18, 2018 16:46:23 GMT -7
When I was finally getting used to the systems here.
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Jun 18, 2015 22:50:11 GMT -7
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Post by White Prince Of Wonderland on Jan 18, 2018 17:16:39 GMT -7
When I was finally getting used to the systems here. That's why we're asking your opinion on the systems we've come up with before we make any changes. We want to see what you and everyone else would think on them before anything's permanent. If no one likes them then we won't implement them, if y'all do we'll add them or adjust them accordingly.
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Feb 1, 2016 22:09:39 GMT -7
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Post by gravity_resistant on Jan 18, 2018 17:55:24 GMT -7
Well, I don't mind. I'd like to know the special information about the Ice z crystal.
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jan 18, 2018 17:58:10 GMT -7
When I was finally getting used to the systems here. Yes, Prince is right, that's why this thread exists so we can let you all know what we are looking at before implementing anything. The only thing that would change really with these implements is attack damages if an item is being used, and there would be no extra math required since I do have a small chart that has done all the calculation for you. I was wanting to see if anyone would be wanting to discuss any of the above in more detail before I posted anything in depth, but I can show you the chart if you would like, if that would help you get an idea of things.
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Feb 1, 2016 22:09:39 GMT -7
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Post by gravity_resistant on Jan 18, 2018 18:00:47 GMT -7
I don't mind.
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Jan 18, 2018 18:13:32 GMT -7
Well, to answer your first question, in regards to the z crystals, should we make some changes, z moves would be capable of doing more than 150 damage depending on the attack attached to it. I haven't worked out all of the math for it, but that is something, among the few things that I did post above, that we're looking into updating.
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Jan 17, 2017 11:58:50 GMT -7
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Post by rooker on Jan 19, 2018 0:36:57 GMT -7
It all sounds like a better idea to me. Strong attacks getting stronger and weaker attacks not getting so much early on. I am admittedly uneasy about the change. The system is intimidating, so I'm afraid we may lose prospective members to the numbers game. But we also can't continue growing without taking that sort of risk and working kinks out to make the games come to life in this forum. I definitely like the idea in spite of my fears. I've had concerns with the lack of notable difference between forms, and I believe this is a step toward the changes to make something like Evolution--maybe one day Statistics--a realistic and comfortable part of the system.
I'm torn on the idea of doing this all at once or implementing one piece at a time. If it's a gradual plan I suggest starting with the x1.2 Items as a way to experiment since, I think, most of us have at least one Hold Item that would allow everybody to participate and provide feedback on the difference between the flat 10 vs. the 20% increase. I am excited for the Mega Evolution changes if they come into play at any point.
The first idea that came to mind for the Z Crystals was something like: Base Power 100+30% of the Move being used. So using the Ice Z Move with a 30 Power attack is going to yield a 110 Z Move where a stronger move that has 120 Power will create a 140 Z Move. Just as an example. Not having a Z Crystal, I haven't actually read into the current Z Move system we have in place. I'll do that and think more on what may work in the future.
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Jun 18, 2015 22:50:11 GMT -7
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Post by White Prince Of Wonderland on Jan 19, 2018 0:51:23 GMT -7
It all sounds like a better idea to me. Strong attacks getting stronger and weaker attacks not getting so much early on. I am admittedly uneasy about the change. The system is intimidating, so I'm afraid we may lose prospective members to the numbers game. But we also can't continue growing without taking that sort of risk and working kinks out to make the games come to life in this forum. I definitely like the idea in spite of my fears. I've had concerns with the lack of notable difference between forms, and I believe this is a step toward the changes to make something like Evolution--maybe one day Statistics--a realistic and comfortable part of the system. I'm torn on the idea of doing this all at once or implementing one piece at a time. If it's a gradual plan I suggest starting with the x1.2 Items as a way to experiment since, I think, most of us have at least one Hold Item that would allow everybody to participate and provide feedback on the difference between the flat 10 vs. the 20% increase. I am excited for the Mega Evolution changes if they come into play at any point. The first idea that came to mind for the Z Crystals was something like: Base Power 100+30% of the Move being used. So using the Ice Z Move with a 30 Power attack is going to yield a 110 Z Move where a stronger move that has 120 Power will create a 140 Z Move. Just as an example. Not having a Z Crystal, I haven't actually read into the current Z Move system we have in place. I'll do that and think more on what may work in the future. That was one of our fears as well, getting a little too complicated and being too intimidating for new members, but Paradisity works hard to ensure the systems are as simple to follow as possible. If they are confusing, she make sure to word it and simplify it down to the best of her ability. This was our initial reasoning for having them all be the same really, to make it easy on the members, but she came up with a great system and we wanted to see how y'all took to it before ironing out that system.
That is a good idea, and something we might look into doing, slowly implementing them to see how it effects the battles. I can't say anything for sure without speaking with Paradisity first, but it would be an easy way to start. As for the Mega evolutions, what we would try to do, is give them the stat changes in the games, only adjusting them so they fit our systems.
Buuuut for the Z crystals, that's a Paradisity thing, so I'll let her weigh in. Numbers isn't my strong suit, so I'll give that one up to her to explain/address!
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Feb 1, 2018 21:46:26 GMT -7
Hello everyone! In light of the updates we were looking into, I wanted to go into a bit more detail with each topic in order to give you a chance to look at what exactly will be updating and how. I've outlined everything that would be effected by the updates, and am looking for any questions or concerns you might have. We understand that that all can look like a lot to take in, but we will only be adding these updates gradually and not all at once. We will notify you upon each new update so that you are aware of the changes that are then being implimented.Z Crystals will be given varying attack damages based on the original attack used. The damage will be calculated as x2 the original base damage -10 damage. {This is the list of items that will be edited (Click)}- Type Boost Items x1.2 damage including type effectiveness - Choice Band- Physical attacks will do x1.5 raw damage, but holder can only use one attack - Choice Specs- Special attacks will do x1.5 raw damage, but holder can only use one attack - Expert Belt- Attacks that will do x2 or x4 damage will do x1.2 raw damage - Muscle Band- Physical attacks will do x1.1 raw damage - Wise Glasses- Special attacks will do x1.1 raw damage - Metronome- Each time one attack is used consecutively up to five times, it will gain x1.2, x1.4, x1.6, x1.8, and x2 raw damage, then resets when another attack is selected - Life Orb- All attacks will do x1.3 raw damage, but holder will lose 1/10 max HP per turn - Plates will add x1.1 damage to it's respective type of attack, and x1.3 damage to it's respective type of attack if that type of Pokemon is holding it - Adamant Orb- Dragon and Steel type attacks will do x1.2 damage - Lustrous Orb- Dragon and Water type attacks will do x1.2 damage - Griseous Orb- Dragon and Ghost type attacks will do x1.2 damage - Gems will add x1.3 damage to the respective type of attack - Soul Dew- Dragon and Psychic type attacks will do x1.2 damage - Incense: All incense will add x1.2 damage to respective type of attack {This is the list of abilities that will be edited (Click)}Adaptability: If this Pokemon uses an attack that has the same type as it, then the move's power is increased by x1.3 raw damage (type effectiveness not included) Aerilate: Normal type attacks will become flying type attacks and gain x1.2 damage (type effectiveness included) Analytic: All attacks when this Pokemon moves last will do x1.3 raw damage (type effectiveness not included) Battery: Ally's special attacks will do x1.3 raw damage (type effectiveness not included) Flash Fire: Activates when user is hit by a damaging fire type attack. Once activated, user's fire type attacks will do x1.5 damage (type effectiveness included) Galvanize: Normal type attacks will become electric type attacks and gain x1.2 damage (type effectiveness included) Hustle: Physical attacks will do x1.5 raw damage, but lowers the accuracy of physical attacks to 1/5 (type effectiveness not included) Iron Fist: This Pokemon's punching attacks will do x1.2 raw damage (type effectiveness not included) Mega Launcher: All aura and pulse attacks will do x1.5 raw damage (type effectiveness not included) Pixelate: Normal type attacks will become fairy type attacks and gain x1.2 damage (type effectiveness included) Reckless: All attacks that cause recoil damage will do x1.2 raw damage (type effectiveness not included) Refrigerate: Normal type attacks will become ice type attacks and gain x1.2 damage (type effectiveness included) Sandforce: Rock, Ground, and Steel type attacks will gain x1.3 raw damage during a sandstorm (type effectiveness not included) Sheer Force: Attacks with an extra effect will do x1.3 raw damage, but their extra effects are negated (type effectiveness not included) Steelworker: Steel type attacks will do x1.5 raw damage (type effectiveness not included) Strong Jaw: All biting attacks will do x1.5 raw damage (type effectiveness not included) Technician: The damage of attacks below 60 base damage will be increased by x1.5 raw damage (type effectiveness not included) Tough Claws: Attacks that make physical contact with the opponent will do x1.3 raw damage (type effectiveness not included) {This is the chart showing the damages of an attack based on its base damage and the multiplier being added so that there wont be any calculation necessary (Click)} Base Damage | x1.1 | x1.2 | x1.3 | x1.4 | x1.5 | 20 | 22 | 24 | 26 | 28 | 30 | 25 | 28 | 30 | 33 | 35 | 38 | 30 | 33 | 36 | 39 | 42 | 45 | 35 | 39 | 42 | 46 | 49 | 53 | 40 | 44 | 48 | 52 | 56 | 60 | 45 | 50 | 54 | 59 | 63 | 68 | 50 | 55 | 60 | 65 | 70 | 75 | 55 | 61 | 66 | 72 | 77 | 83 | 60 | 66 | 72 | 78 | 84 | 90 | 65 | 72 | 78 | 85 | 91 | 98 | 70 | 77 | 84 | 91 | 98 | 105 | 75 | 83 | 90 | 98 | 105 | 113 | 80 | 88 | 96 | 104 | 112 | 120 | 85 | 94 | 102 | 111 | 119 | 128 | 90 | 99 | 108 | 117 | 126 | 135 | 95 | 105 | 114 | 124 | 133 | 143 | 100 | 110 | 120 | 130 | 140 | 150 | 110 | 121 | 132 | 143 | 154 | 165 | 120 | 132 | 144 | 156 | 168 | 170 | 130 | 143 | 156 | 169 | 182 | 195 | 140 | 154 | 168 | 182 | 196 | 210 | 150 | 165 | 180 | 195 | 210 | 225 |
{These two charts show the damages applied or taken away from an attack based on its base damage and the stages of attack or defense that have been effected (Click)} Base Damage | +1 Atck/Sp Atck | -1 Def/Sp Def | +2 Atck/Sp Atck | -2 Def/Sp Def | +3 Atck/Sp Atck | -3 Def/Sp Def | +4 Atck/Sp Atck | -4 Def/Sp Def | 20 | +2 | +2 | +2 | +3 | 25 | +3 | +3 | +3 | +4 | 30 | +3 | +3 | +4 | +4 | 35 | +4 | +4 | +4 | +5 | 40 | +4 | +4 | +5 | +5 | 45 | +5 | +5 | +6 | +6 | 50 | +5 | +6 | +6 | +7 | 55 | +6 | +6 | +7 | +7 | 60 | +6 | +7 | +7 | +8 | 65 | +7 | +7 | +8 | +9 | 70 | +7 | +8 | +9 | +9 | 75 | +8 | +8 | +9 | +10 | 80 | +8 | +9 | +10 | +11 | 85 | +9 | +9 | +10 | +11 | 90 | +9 | +10 | +11 | +12 | 95 | +10 | +11 | +12 | +13 | 100 | +10 | +11 | +12 | +13 | 110 | +11 | +12 | +13 | +15 | 120 | +12 | +13 | +15 | +16 | 130 | +13 | +14 | +16 | +17 | 140 | +14 | +15 | +17 | +19 | 150 | +15 | +17 | +18 | +20 |
Base Damage | -1 Atck/Sp Atck | +1 Def/Sp Def | -2 Atck/Sp Atck | +2 Def/Sp Def | -3 Atck/Sp Atck | +3 Def/Sp Def | -4 Atck/Sp Atck | +4 Def/Sp Def | 20 | -2 | -2 | -2 | -2 | 25 | -3 | -2 | -2 | -2 | 30 | -3 | -3 | -2 | -2 | 35 | -4 | -3 | -3 | -2 | 40 | -4 | -4 | -3 | -2 | 45 | -5 | -4 | -4 | -3 | 50 | -5 | -5 | -4 | -3 | 55 | -6 | -5 | -4 | -4 | 60 | -6 | -5 | -5 | -4 | 65 | -7 | -6 | -5 | -5 | 70 | -7 | -6 | -6 | -5 | 75 | -8 | -7 | -6 | -6 | 80 | -8 | -7 | -7 | -6 | 85 | -9 | -8 | -7 | -7 | 90 | -9 | -8 | -8 | -7 | 95 | -10 | -9 | -8 | -8 | 100 | -10 | -9 | -9 | -8 | 110 | -11 | -10 | -9 | -9 | 120 | -12 | -11 | -10 | -10 | 130 | -13 | -12 | -11 | -11 | 140 | -14 | -13 | -13 | -12 | 150 | -15 | -14 | -14 | -13 |
{These are the personlized mega stone stats for each Pokemon that can undergo mega evolution or primal reversion (Click)}Abomasite (Mega Evolves Abomasnow)- Speed -3 stages | Attack x1.3 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.2 Absolite (Mega Evolves Absol)- Speed +3 stages | Attack x1.2 | Special Attack x1.3 Aerodactylite (Mega Evolves Aerodactyl)- Speed +2 stages | Attack x1.3 | Defense x1.2 | Special Attack x1.1 | Special Defense x1.2 Aggronite (Mega Evolves Aggron)- Attack x1.3 | Defense x1.2 | Special Defense x1.2 Alakazite (Mega Evolves Alakazam)- Speed +3 stages | Defense x1.2 | Special Attack x1.3 Altarianite (Mega Evolves Altaria)- Attack x1.3 | Defense x1.2 | Special Attack x1.2 Ampharosite (Mega Evolves Ampharos)- Speed -1 stage | Attack x1.2 | Defense x1.2 | Special Attack x1.3 | Special Defense x1.2 Audinite (Mega Evolves Audino)- Defense x1.3 | Special Attack x1.2 | Special Defense x1.3 Banettite (Mega Evolves Banette)- Speed +1 stage | Attack x1.3 | Defense x1.1 | Special Attack x1.1 | Special Defense x1.2 Beedrillite (Mega Evolves Beedrill)- Speed +3 stages | Attack x1.3 | Special Attack x.7 Blastoisinte (Mega Evolves Blastoise)- Attack x1.2 | Defense x1.2 | Special Attack x1.3 | Special Defense x1.1 Blazikenite (Mega Evolves Blaziken)- Speed +2 stages | Attack x1.3 | Defense x1.1 | Special Attack x1.2 | Special Defense x1.1 Cameruptite (Mega Evolves Camerupt)- Speed -2 stages | Attack x1.1 | Defense x1.3 | Special Attack x1.3 | Special Defense x1.2 Charizardite X (Mega Evolves Charizard)- Attack x1.3 | Defense x1.2 | Special Attack x1.2 Charizardite Y (Mega Evolves Charizard)- Attack x1.2 | Special Attack x1.3 | Special Defense x1.2 Diancite (Mega Evolves Diancie)- Speed +3 stages | Attack x1.4 | Defense x.6 | Special Attack x1.4 | Special Defense x.6 Galladite (Mega Evolves Gallade)- Speed +2 stages | Attack x1.3 | Special Attack x1.2 Garchompite (Mega Evolves Garchomp)- Speed -1 stage | Attack x1.3 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.1 Gardevoirite (Mega Evolves Gardevoir)- Speed +2 stages | Attack x1.2 | Special Attack x1.3 | Special Defense x1.2 Gengarite (Mega Evolves Gengar)- Speed +2 stages | Defense x1.2 | Special Attack x1.3 | Special Defense x1.2 Glalitite (Mega Evolves Glalie)- Speed +2 stages | Attack x1.3 | Special Attack x1.2 Gyaradosite (Mega Evolves Gyarados)- Attack x1.2 | Defense x1.2 | Special Attack x1.1 | Special Defense x1.3 Heracronite (Mega Evolves Heracross)- Speed -1 stage | Attack x1.3 | Defense x1.3 | Special Defense x1.1 Houndoomite (Mega Evolves Houndoom)- Speed +2 stages | Defense x1.3 | Special Attack x1.2 | Defense x1.1 Kangaskhanite (Mega Evolves Kangaskhan)- Speed +1 | Attack x1.3 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.1 Latiasite (Mega Evolves Latias)- Attack x1.2 | Defense x1.3 | Special Attack x1.2 | Special Defense x1.2 Latiosite (Mega Evolves Latios)- Attack x1.3 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.2 Lopunnite (Mega Evolves Lopunny)- Speed +3 | Attack x1.3 | Defense x1.1 Lucarionite (Mega Evolves Lucario)- Speed +2 stages | Attack x1.2 | Defense x1.2 | Special Attack x1.2 Manectite (Mega Evolves Manectric)- Speed +3 stages | Defense x1.2 | Special Attack x1.3 | Special Defense x1.2 Mawilite (Mega Evolves Mawile)- Attack x1.2 | Defense x1.3 | Special Defense x1.3 Medichamite (Mega Evolves Medicham)- Speed +2 stages | Attack x1.3 | Defense x1.1 | Special Attack x1.2 | Special Defense x1.1 Metagrossite (Mega Evolves Metagross)- Speed +2 stages | Attack x1.1 | Defense x1.2 | Special Attack x1.1 | Special Defense x1.2 Mewtwonite X (Mega Evolves Mewtwo)- Attack x1.3 | Defense x1.1 | Special Defense x1.1 Mewtwonite Y (Mega Evolves Mewtwo)- Speed +1 stage | Attack x1.3 | Defense x.8 | Special Attack x1.3 | Special Defense x1.2 Pidgeotite (Mega Evolves Pidgeot)- Speed +2 stages | Defense x1.1 | Special Attack x1.3 | Special Defense x1.1 Rayquazalite (Mega Evolves Rayquaza)- Speed +2 | Attack x1.3 | Defense x1.1 | Special Attack x1.3 | Special Defense x1.1 Sablenite (Mega Evolves Sableye)- Speed -3 stages | Attack x1.1 | Defense x1.3 | Special Attack x1.2 | Special Defense x1.2 Salamencite (Mega Evolves Salamence)- Speed +2 stages | Attack x1.1 | Defense x1.3 | Special Attack x1.1 | Special Defense x1.1 Sceptiletite (Mega Evolves Sceptile)- Speed +2 stages | Attack x1.3 | Defense x1.1 | Special Attack x1.2 Scizorite (Mega Evolves Scizor)- Speed +1 stage | Attack x1.2 | Defense x1.3 | Special Attack x1.1 | Special Defense x1.2 Sharpedonite (Mega Evolves Sharpedo)- Speed +1 | Attack x1.2 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.1 Slowbronite (Mega Evolves Slowbro)- Defense x1.3 | Special Attack x1.3 Steelixite (Mega Evolves Steelix)- Attack x1.3 | Defense x1.2 | Special Defense x1.2 Swampertite (Mega Evolves Swampert)- Speed +1 stage | Attack x1.3 | Defense x1.2 | Special Attack x1.1 | Special Defense x1.1 Tyranitarite (Mega Evolves Tyranitar)- Speed +1 stage | Attack x1.3 | Defense x1.2 | Special Defense x1.2 Venusarite (Mega Evolves Venusaur)- Attack x1.2 | Defense x1.3 | Special Attack x1.2 | Special Defense x1.2 Blue Orb (Causes Kyogre to go through Primal Reversion)- Attack x1.3 | Special Attack x1.3 | Special Defense x1.2 Red Orb (Causes Groudon to go through Primal Reversion)- Attack x1.3 | Defense x1.2 | Special Attack x1.3 This chart is specifically showing the reduced damages of an attack based on its base damage and a Mega Evolution's defense multiplier Base Damage | Defense x1.1 | Defense x1.2 | Defense x1.3 | 20 | 18 | 16 | 14 | 25 | 23 | 20 | 18 | 30 | 27 | 24 | 21 | 35 | 32 | 28 | 25 | 40 | 36 | 32 | 28 | 45 | 41 | 36 | 32 | 50 | 45 | 40 | 35 | 55 | 50 | 44 | 39 | 60 | 54 | 48 | 42 | 65 | 59 | 52 | 46 | 70 | 63 | 56 | 49 | 75 | 69 | 60 | 53 | 80 | 72 | 64 | 56 | 85 | 77 | 68 | 60 | 90 | 81 | 72 | 63 | 95 | 86 | 76 | 67 | 100 | 90 | 80 | 70 | 110 | 99 | 88 | 77 | 120 | 108 | 96 | 84 | 130 | 117 | 104 | 91 | 140 | 126 | 112 | 98 | 150 | 135 | 120 | 105 |
To clarify some things on mulitplier order when applying them to battle damages especially when it comes to Mega Evolution. If a Mega Evolved Pokemon uses an 80 damage attack and has a x1.2 multiplier for their attack, the attack's new damage will be 96. Any of the mega evolution attack stats are not inclusive with type effectiveness. The added damage to the attack is 16 damage, so if that 80 damage attack is used on something that it would do twice the damage on, it would do its original 160 damage, plus the 16 that comes from its original base damage. This is to avoid any attack becoming too over powered with these new additions. However, any boost to defense is inclusisve of the total damage being done. So if a Mega Evolved Pokemon that has a x1.2 boost in defense is being attacked by an 80 damage attack that would do twice the damage, the attack's total damage would be reduced by 32 rather than 16. Any effected stages in attack or defense will be applied before any multiplier, whether it be from an item, ability or otherwise, but will only come from the base damage of an attack, not the boosted damage. For example, if a Pokemon is holding a Charcoal and uses Fire Blast, Fire blast will do 120 damage. But, if their attack is raised one stage, the added damage will come from Fire Blast's base damage of 100, not the boosted damage from the Charcoal.
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Feb 1, 2016 22:09:39 GMT -7
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Post by gravity_resistant on Feb 1, 2018 22:08:11 GMT -7
Hello everyone! In light of the updates we were looking into, I wanted to go into a bit more detail with each topic in order to give you a chance to look at what exactly will be updating and how. I've outlined everything that would be effected by the updates, and am looking for any questions or concerns you might have. We understand that that all can look like a lot to take in, but we will only be adding these updates gradually and not all at once. We will notify you upon each new update so that you are aware of the changes that are then being implimented.Z Crystals will be given varying attack damages based on the original attack used. The damage will be calculated as x2 the original base damage -10 damage. {This is the list of items that will be edited (Click)}- Type Boost Items x1.2 damage including type effectiveness - Choice Band- Physical attacks will do x1.5 raw damage, but holder can only use one attack - Choice Specs- Special attacks will do x1.5 raw damage, but holder can only use one attack - Expert Belt- Attacks that will do x2 or x4 damage will do x1.2 raw damage - Muscle Band- Physical attacks will do x1.1 raw damage - Wise Glasses- Special attacks will do x1.1 raw damage - Metronome- Each time one attack is used consecutively up to five times, it will gain x1.2, x1.4, x1.6, x1.8, and x2 raw damage, then resets when another attack is selected - Life Orb- All attacks will do x1.3 raw damage, but holder will lose 1/10 max HP per turn - Plates will add x1.1 damage to it's respective type of attack, and x1.3 damage to it's respective type of attack if that type of Pokemon is holding it - Adamant Orb- Dragon and Steel type attacks will do x1.2 damage - Lustrous Orb- Dragon and Water type attacks will do x1.2 damage - Griseous Orb- Dragon and Ghost type attacks will do x1.2 damage - Gems will add x1.3 damage to the respective type of attack - Soul Dew- Dragon and Psychic type attacks will do x1.2 damage - Incense: All incense will add x1.2 damage to respective type of attack {This is the list of abilities that will be edited (Click)}Adaptability: If this Pokemon uses an attack that has the same type as it, then the move's power is increased by x1.3 raw damage (type effectiveness not included) Aerilate: Normal type attacks will become flying type attacks and gain x1.2 damage (type effectiveness included) Analytic: All attacks when this Pokemon moves last will do x1.3 raw damage (type effectiveness not included) Battery: Ally's special attacks will do x1.3 raw damage (type effectiveness not included) Flash Fire: Activates when user is hit by a damaging fire type attack. Once activated, user's fire type attacks will do x1.5 damage (type effectiveness included) Galvanize: Normal type attacks will become electric type attacks and gain x1.2 damage (type effectiveness included) Hustle: Physical attacks will do x1.5 raw damage, but lowers the accuracy of physical attacks to 1/5 (type effectiveness not included) Iron Fist: This Pokemon's punching attacks will do x1.2 raw damage (type effectiveness not included) Mega Launcher: All aura and pulse attacks will do x1.5 raw damage (type effectiveness not included) Pixelate: Normal type attacks will become fairy type attacks and gain x1.2 damage (type effectiveness included) Reckless: All attacks that cause recoil damage will do x1.2 raw damage (type effectiveness not included) Refrigerate: Normal type attacks will become ice type attacks and gain x1.2 damage (type effectiveness included) Sandforce: Rock, Ground, and Steel type attacks will gain x1.3 raw damage during a sandstorm (type effectiveness not included) Sheer Force: Attacks with an extra effect will do x1.3 raw damage, but their extra effects are negated (type effectiveness not included) Steelworker: Steel type attacks will do x1.5 raw damage (type effectiveness not included) Strong Jaw: All biting attacks will do x1.5 raw damage (type effectiveness not included) Technician: The damage of attacks below 60 base damage will be increased by x1.5 raw damage (type effectiveness not included) Tough Claws: Attacks that make physical contact with the opponent will do x1.3 raw damage (type effectiveness not included) {This is the chart showing the damages of an attack based on its base damage and the multiplier being added so that there wont be any calculation necessary (Click)} Base Damage | x1.1 | x1.2 | x1.3 | x1.4 | x1.5 | 20 | 22 | 24 | 26 | 28 | 30 | 25 | 28 | 30 | 33 | 35 | 38 | 30 | 33 | 36 | 39 | 42 | 45 | 35 | 39 | 42 | 46 | 49 | 53 | 40 | 44 | 48 | 52 | 56 | 60 | 45 | 50 | 54 | 59 | 63 | 68 | 50 | 55 | 60 | 65 | 70 | 75 | 55 | 61 | 66 | 72 | 77 | 83 | 60 | 66 | 72 | 78 | 84 | 90 | 65 | 72 | 78 | 85 | 91 | 98 | 70 | 77 | 84 | 91 | 98 | 105 | 75 | 83 | 90 | 98 | 105 | 113 | 80 | 88 | 96 | 104 | 112 | 120 | 85 | 94 | 102 | 111 | 119 | 128 | 90 | 99 | 108 | 117 | 126 | 135 | 95 | 105 | 114 | 124 | 133 | 143 | 100 | 110 | 120 | 130 | 140 | 150 | 110 | 121 | 132 | 143 | 154 | 165 | 120 | 132 | 144 | 156 | 168 | 170 | 130 | 143 | 156 | 169 | 182 | 195 | 140 | 154 | 168 | 182 | 196 | 210 | 150 | 165 | 180 | 195 | 210 | 225 |
{These two charts show the damages applied or taken away from an attack based on its base damage and the stages of attack or defense that have been effected (Click)} Base Damage | +1 Atck/Sp Atck | -1 Def/Sp Def | +2 Atck/Sp Atck | -2 Def/Sp Def | +3 Atck/Sp Atck | -3 Def/Sp Def | +4 Atck/Sp Atck | -4 Def/Sp Def | 20 | +2 | +2 | +2 | +3 | 25 | +3 | +3 | +3 | +4 | 30 | +3 | +3 | +4 | +4 | 35 | +4 | +4 | +4 | +5 | 40 | +4 | +4 | +5 | +5 | 45 | +5 | +5 | +6 | +6 | 50 | +5 | +6 | +6 | +7 | 55 | +6 | +6 | +7 | +7 | 60 | +6 | +7 | +7 | +8 | 65 | +7 | +7 | +8 | +9 | 70 | +7 | +8 | +9 | +9 | 75 | +8 | +8 | +9 | +10 | 80 | +8 | +9 | +10 | +11 | 85 | +9 | +9 | +10 | +11 | 90 | +9 | +10 | +11 | +12 | 95 | +10 | +11 | +12 | +13 | 100 | +10 | +11 | +12 | +13 | 110 | +11 | +12 | +13 | +15 | 120 | +12 | +13 | +15 | +16 | 130 | +13 | +14 | +16 | +17 | 140 | +14 | +15 | +17 | +19 | 150 | +15 | +17 | +18 | +20 |
Base Damage | -1 Atck/Sp Atck | +1 Def/Sp Def | -2 Atck/Sp Atck | +2 Def/Sp Def | -3 Atck/Sp Atck | +3 Def/Sp Def | -4 Atck/Sp Atck | +4 Def/Sp Def | 20 | -2 | -2 | -2 | -2 | 25 | -3 | -2 | -2 | -2 | 30 | -3 | -3 | -2 | -2 | 35 | -4 | -3 | -3 | -2 | 40 | -4 | -4 | -3 | -2 | 45 | -5 | -4 | -4 | -3 | 50 | -5 | -5 | -4 | -3 | 55 | -6 | -5 | -4 | -4 | 60 | -6 | -5 | -5 | -4 | 65 | -7 | -6 | -5 | -5 | 70 | -7 | -6 | -6 | -5 | 75 | -8 | -7 | -6 | -6 | 80 | -8 | -7 | -7 | -6 | 85 | -9 | -8 | -7 | -7 | 90 | -9 | -8 | -8 | -7 | 95 | -10 | -9 | -8 | -8 | 100 | -10 | -9 | -9 | -8 | 110 | -11 | -10 | -9 | -9 | 120 | -12 | -11 | -10 | -10 | 130 | -13 | -12 | -11 | -11 | 140 | -14 | -13 | -13 | -12 | 150 | -15 | -14 | -14 | -13 |
{These are the personlized mega stone stats for each Pokemon that can undergo mega evolution or primal reversion (Click)}Abomasite (Mega Evolves Abomasnow)- Speed -3 stages | Attack x1.3 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.2 Absolite (Mega Evolves Absol)- Speed +3 stages | Attack x1.2 | Special Attack x1.3 Aerodactylite (Mega Evolves Aerodactyl)- Speed +2 stages | Attack x1.3 | Defense x1.2 | Special Attack x1.1 | Special Defense x1.2 Aggronite (Mega Evolves Aggron)- Attack x1.3 | Defense x1.2 | Special Defense x1.2 Alakazite (Mega Evolves Alakazam)- Speed +3 stages | Defense x1.2 | Special Attack x1.3 Altarianite (Mega Evolves Altaria)- Attack x1.3 | Defense x1.2 | Special Attack x1.2 Ampharosite (Mega Evolves Ampharos)- Speed -1 stage | Attack x1.2 | Defense x1.2 | Special Attack x1.3 | Special Defense x1.2 Audinite (Mega Evolves Audino)- Defense x1.3 | Special Attack x1.2 | Special Defense x1.3 Banettite (Mega Evolves Banette)- Speed +1 stage | Attack x1.3 | Defense x1.1 | Special Attack x1.1 | Special Defense x1.2 Beedrillite (Mega Evolves Beedrill)- Speed +3 stages | Attack x1.3 | Special Attack x.7 Blastoisinte (Mega Evolves Blastoise)- Attack x1.2 | Defense x1.2 | Special Attack x1.3 | Special Defense x1.1 Blazikenite (Mega Evolves Blaziken)- Speed +2 stages | Attack x1.3 | Defense x1.1 | Special Attack x1.2 | Special Defense x1.1 Cameruptite (Mega Evolves Camerupt)- Speed -2 stages | Attack x1.1 | Defense x1.3 | Special Attack x1.3 | Special Defense x1.2 Charizardite X (Mega Evolves Charizard)- Attack x1.3 | Defense x1.2 | Special Attack x1.2 Charizardite Y (Mega Evolves Charizard)- Attack x1.2 | Special Attack x1.3 | Special Defense x1.2 Diancite (Mega Evolves Diancie)- Speed +3 stages | Attack x1.4 | Defense x.6 | Special Attack x1.4 | Special Defense x.6 Galladite (Mega Evolves Gallade)- Speed +2 stages | Attack x1.3 | Special Attack x1.2 Garchompite (Mega Evolves Garchomp)- Speed -1 stage | Attack x1.3 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.1 Gardevoirite (Mega Evolves Gardevoir)- Speed +2 stages | Attack x1.2 | Special Attack x1.3 | Special Defense x1.2 Gengarite (Mega Evolves Gengar)- Speed +2 stages | Defense x1.2 | Special Attack x1.3 | Special Defense x1.2 Glalitite (Mega Evolves Glalie)- Speed +2 stages | Attack x1.3 | Special Attack x1.2 Gyaradosite (Mega Evolves Gyarados)- Attack x1.2 | Defense x1.2 | Special Attack x1.1 | Special Defense x1.3 Heracronite (Mega Evolves Heracross)- Speed -1 stage | Attack x1.3 | Defense x1.3 | Special Defense x1.1 Houndoomite (Mega Evolves Houndoom)- Speed +2 stages | Defense x1.3 | Special Attack x1.2 | Defense x1.1 Kangaskhanite (Mega Evolves Kangaskhan)- Speed +1 | Attack x1.3 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.1 Latiasite (Mega Evolves Latias)- Attack x1.2 | Defense x1.3 | Special Attack x1.2 | Special Defense x1.2 Latiosite (Mega Evolves Latios)- Attack x1.3 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.2 Lopunnite (Mega Evolves Lopunny)- Speed +3 | Attack x1.3 | Defense x1.1 Lucarionite (Mega Evolves Lucario)- Speed +2 stages | Attack x1.2 | Defense x1.2 | Special Attack x1.2 Manectite (Mega Evolves Manectric)- Speed +3 stages | Defense x1.2 | Special Attack x1.3 | Special Defense x1.2 Mawilite (Mega Evolves Mawile)- Attack x1.2 | Defense x1.3 | Special Defense x1.3 Medichamite (Mega Evolves Medicham)- Speed +2 stages | Attack x1.3 | Defense x1.1 | Special Attack x1.2 | Special Defense x1.1 Metagrossite (Mega Evolves Metagross)- Speed +2 stages | Attack x1.1 | Defense x1.2 | Special Attack x1.1 | Special Defense x1.2 Mewtwonite X (Mega Evolves Mewtwo)- Attack x1.3 | Defense x1.1 | Special Defense x1.1 Mewtwonite Y (Mega Evolves Mewtwo)- Speed +1 stage | Attack x1.3 | Defense x.8 | Special Attack x1.3 | Special Defense x1.2 Pidgeotite (Mega Evolves Pidgeot)- Speed +2 stages | Defense x1.1 | Special Attack x1.3 | Special Defense x1.1 Rayquazalite (Mega Evolves Rayquaza)- Speed +2 | Attack x1.3 | Defense x1.1 | Special Attack x1.3 | Special Defense x1.1 Sablenite (Mega Evolves Sableye)- Speed -3 stages | Attack x1.1 | Defense x1.3 | Special Attack x1.2 | Special Defense x1.2 Salamencite (Mega Evolves Salamence)- Speed +2 stages | Attack x1.1 | Defense x1.3 | Special Attack x1.1 | Special Defense x1.1 Sceptiletite (Mega Evolves Sceptile)- Speed +2 stages | Attack x1.3 | Defense x1.1 | Special Attack x1.2 Scizorite (Mega Evolves Scizor)- Speed +1 stage | Attack x1.2 | Defense x1.3 | Special Attack x1.1 | Special Defense x1.2 Sharpedonite (Mega Evolves Sharpedo)- Speed +1 | Attack x1.2 | Defense x1.2 | Special Attack x1.2 | Special Defense x1.1 Slowbronite (Mega Evolves Slowbro)- Defense x1.3 | Special Attack x1.3 Steelixite (Mega Evolves Steelix)- Attack x1.3 | Defense x1.2 | Special Defense x1.2 Swampertite (Mega Evolves Swampert)- Speed +1 stage | Attack x1.3 | Defense x1.2 | Special Attack x1.1 | Special Defense x1.1 Tyranitarite (Mega Evolves Tyranitar)- Speed +1 stage | Attack x1.3 | Defense x1.2 | Special Defense x1.2 Venusarite (Mega Evolves Venusaur)- Attack x1.2 | Defense x1.3 | Special Attack x1.2 | Special Defense x1.2 Blue Orb (Causes Kyogre to go through Primal Reversion)- Attack x1.3 | Special Attack x1.3 | Special Defense x1.2 Red Orb (Causes Groudon to go through Primal Reversion)- Attack x1.3 | Defense x1.2 | Special Attack x1.3 This chart is specifically showing the reduced damages of an attack based on its base damage and a Mega Evolution's defense multiplier Base Damage | Defense x1.1 | Defense x1.2 | Defense x1.3 | 20 | 18 | 16 | 14 | 25 | 23 | 20 | 18 | 30 | 27 | 24 | 21 | 35 | 32 | 28 | 25 | 40 | 36 | 32 | 28 | 45 | 41 | 36 | 32 | 50 | 45 | 40 | 35 | 55 | 50 | 44 | 39 | 60 | 54 | 48 | 42 | 65 | 59 | 52 | 46 | 70 | 63 | 56 | 49 | 75 | 69 | 60 | 53 | 80 | 72 | 64 | 56 | 85 | 77 | 68 | 60 | 90 | 81 | 72 | 63 | 95 | 86 | 76 | 67 | 100 | 90 | 80 | 70 | 110 | 99 | 88 | 77 | 120 | 108 | 96 | 84 | 130 | 117 | 104 | 91 | 140 | 126 | 112 | 98 | 150 | 135 | 120 | 105 |
To clarify some things on mulitplier order when applying them to battle damages especially when it comes to Mega Evolution. If a Mega Evolved Pokemon uses an 80 damage attack and has a x1.2 multiplier for their attack, the attack's new damage will be 96. Any of the mega evolution attack stats are not inclusive with type effectiveness. The added damage to the attack is 16 damage, so if that 80 damage attack is used on something that it would do twice the damage on, it would do its original 160 damage, plus the 16 that comes from its original base damage. This is to avoid any attack becoming too over powered with these new additions. However, any boost to defense is inclusisve of the total damage being done. So if a Mega Evolved Pokemon that has a x1.2 boost in defense is being attacked by an 80 damage attack that would do twice the damage, the attack's total damage would be reduced by 32 rather than 16. Any effected stages in attack or defense will be applied before any multiplier, whether it be from an item, ability or otherwise, but will only come from the base damage of an attack, not the boosted damage. For example, if a Pokemon is holding a Charcoal and uses Fire Blast, Fire blast will do 120 damage. But, if their attack is raised one stage, the added damage will come from Fire Blast's base damage of 100, not the boosted damage from the Charcoal.
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Jun 18, 2015 10:24:47 GMT -7
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Post by Elemental Paradisity on Mar 12, 2018 16:41:32 GMT -7
Hello everyone! Time to add one of the newest updates to the forum! Come the 13th birthday celebration, we had announced that the mega evolution stats would be going into affect, and that has since been the only update we have implemented. Today we are wanting everyone to be aware that all of the abilities listed above will be edited to the effects listed, and the updated stat change system will also be implemented to follow the charts above. If there are any questions regarding these updates or changes please feel free to ask them here, and we will notify when the next update or two will be going live.[/quote]
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Jun 18, 2015 22:50:11 GMT -7
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Post by White Prince Of Wonderland on Apr 3, 2018 22:05:19 GMT -7
gravity_resistant Skylar Soren rooker @oshawott512 Elemental Paradisity xrfreedom13 @sinsofazzazell Hey everyone!
I, we, wanted to touch base and get everyone's opinions on something we think would be fun, and see who might all be interested in it. So, Paradisity and I have been really interested in adding and implementing story lined events, as we have in the past. These events are some what like the Enigmatic Tower event some of you participated in, however that was a story everyone got to control and go about it as they wanted at their own pace. Story lined events have set plots and set goals that have to be figured out or accomplished, though that could mean anything. To help you get a picture on how we operate in story lined events, here are the basic guide lines we follow when creating and running an event:- If you don't have a mode of transportation to the location, we always offer one to the beginning of the event. One way or another.
- You can leave at any time, if you or your character doesn't like where the story line is going. As well as, stories can have the tendency to run longer than intended.
- Due to previous discrepancies, upon request we can tell you a basic rating of the actual story if you'd want. (E.I. PG, PG-13, R)
- There are rewards offered with every event sprinkled sporadically
- They are great for character development, and we want to you have as much fun with it as you can.
- There are set plots points, and guidelines, for every story we create, but in every event we allow time to explore, meet characters and NPCs your character wouldn't normally get to, and possibly help effect the actual story.
- The more your character participates and interacts, the better time you will have. Your creativity can help us push the story line forward.
- No one is obligated to join the event, but some events may effect forum cannon, which will always be listed in said forum.
- Unless stated, characters do not have to start from the beginning, and may join at any time. Very few events have locations only accessible through the coarse of the story line that would have only happened at that time.
- If you have multiple characters, any or all of your characters can join and each can get the rewards earned.
- While at the story lined event, if your Pokemon surpasses the obedience level the character has, we allow that rule to be temporarily disbanded for that character until the end of the event, and allow obedience for one gym battle following immediately it. This does not effect Pokemon already disobeying prior to event.
- Some times in our events, we have certain plot points previously planned out, and some times we have to ask you for a little faith. We can't always explain what's happening, and we will never spoil a story line.
- Depending on the story, guide lines and plot points are subject to change or be added, but your character will always be free to leave if you would like.
- Questions, Comments, and Concerns are always encouraged through the duration of every storyline, how ever we will never spoil anything, and may have to be vague with an answer.
We aren't planning on anything immediate, but we would like to plan for them in the future. We also want to see what to plan for, and who all might be interested. Some events we have planned aren't solely battle based, and strongly character development based and I was curious to know your opinions on how that might be received as well. If you have any questions or concerns, please now is the time!
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Feb 1, 2016 22:09:39 GMT -7
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Post by gravity_resistant on Apr 3, 2018 22:24:29 GMT -7
gravity_resistant Skylar Soren rooker @oshawott512 Elemental Paradisity xrfreedom13 @sinsofazzazell Hey everyone!
I, we, wanted to touch base and get everyone's opinions on something we think would be fun, and see who might all be interested in it. So, Paradisity and I have been really interested in adding and implementing story lined events, as we have in the past. These events are some what like the Enigmatic Tower event some of you participated in, however that was a story everyone got to control and go about it as they wanted at their own pace. Story lined events have set plots and set goals that have to be figured out or accomplished, though that could mean anything. To help you get a picture on how we operate in story lined events, here are the basic guide lines we follow when creating and running an event:- If you don't have a mode of transportation to the location, we always offer one to the beginning of the event. One way or another.
- You can leave at any time, if you or your character doesn't like where the story line is going. As well as, stories can have the tendency to run longer than intended.
- Due to previous discrepancies, upon request we can tell you a basic rating of the actual story if you'd want. (E.I. PG, PG-13, R)
- There are rewards offered with every event sprinkled sporadically
- They are great for character development, and we want to you have as much fun with it as you can.
- There are set plots points, and guidelines, for every story we create, but in every event we allow time to explore, meet characters and NPCs your character wouldn't normally get to, and possibly help effect the actual story.
- The more your character participates and interacts, the better time you will have. Your creativity can help us push the story line forward.
- No one is obligated to join the event, but some events may effect forum cannon, which will always be listed in said forum.
- Unless stated, characters do not have to start from the beginning, and may join at any time. Very few events have locations only accessible through the coarse of the story line that would have only happened at that time.
- If you have multiple characters, any or all of your characters can join and each can get the rewards earned.
- While at the story lined event, if your Pokemon surpasses the obedience level the character has, we allow that rule to be temporarily disbanded for that character until the end of the event, and allow obedience for one gym battle following immediately it. This does not effect Pokemon already disobeying prior to event.
- Some times in our events, we have certain plot points previously planned out, and some times we have to ask you for a little faith. We can't always explain what's happening, and we will never spoil a story line.
- Depending on the story, guide lines and plot points are subject to change or be added, but your character will always be free to leave if you would like.
- Questions, Comments, and Concerns are always encouraged through the duration of every storyline, how ever we will never spoil anything, and may have to be vague with an answer.
We aren't planning on anything immediate, but we would like to plan for them in the future. We also want to see what to plan for, and who all might be interested. Some events we have planned aren't solely battle based, and strongly character development based and I was curious to know your opinions on how that might be received as well. If you have any questions or concerns, please now is the time! I'm ready! lol I'm cool with battle- and/or development-based stories, I love these.
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Jan 17, 2017 11:58:50 GMT -7
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Post by rooker on Apr 3, 2018 22:38:16 GMT -7
White Prince Of Wonderland Elemental Paradisity Im down. Kintaro may still need to sit the start of these plans out but I think Liz will be available for play straight away! I look forward to the excitement and testing my girl’s mettle!
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Jun 18, 2015 22:50:11 GMT -7
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Post by White Prince Of Wonderland on Apr 3, 2018 22:52:35 GMT -7
gravity_resistant That's always good to know, We are interested in doing events that are more based off of interactions and the actions of the characters rather then battling, so awesome! rooker Sweet! We are hoping to get to a point, like our home page says, that we have annual story lined events so you would have time for Kintaro! We just have to know that we have enough characters and roleplayers interested in participating so the stories will actually work.
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