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Unread 09-04-2010, 10:06 PM   #7
Menarker
OMG! WHAT SHOULD I DO NOW?
 
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Quote:
Originally Posted by Geminex View Post

Menarker:
Your idea seems to be:
5 stages of crit
Faster than your opponent gives you +2
Various other effects give bonuses to crit ranging from +1 to +2

My idea is:
6 stages of crit
Faster than your opponent gives you +2, twice as fast or more gives +3
Any other single effect can give you +1 at most (this includes stuff like Super Luck)
Anything above stage 4 is only reachable with speed bonuses

My way makes speed the central factor in crit. Your way makes it relevant to crit, but not super-important.
You assumed partly incorrect. Improved Crit Specific moves like Slash or Stone Edge gives +2 crit. Everything else is +1 except for greater speed with is +2.

With your idea, pokemons with low or average speed who are supposed to be crit users never catch up to fast pokemons who don't crit normally. And WHY is only Speed able to reach over level 4 as opposed to ACTUAL crit specific abilities? Really, that boggles my mind. (Although part of this is my fault, since technically, there is no order in how things add up. Only how much bonuses there are total and how easy it is to get them)

I shall list the results of your proposed rules under the likely circumstances which assumes that the trainer intended to use that pokemon for critting and thus prepared by having a held item and a crit move but without spending an action to use an item:

Crit pokemons:
Start at 1
No speed bonus most of the time. The few times they do, they don't get the +3 bonus.
+1 for held item.
+1 for crit moves.
End result: Stuck at 25% except for the luckier times they get 50%.


Speed pokemons:

Start at 1
Speed bonus of +2 at least. Maybe even +3
+1 for held item
+1 for crit move.
End result: 50% or even something like 66% if speed is twice as fast as foe.


Some results of this is:
1) Crits are too easy to reach for fast pokemons.
2) Crit pokemons who are SUPPOSED to be GOOD at critting are inferior to fast pokemons.
3) Crits are too common and too easy to get IN GENERAL. Keep in mind Crits bypasses opposing buffs and ignore negative debuffs on your character and doubles your damage. (Making quad effective moves doing 8x damage instead of 4x.)
4) Speed pokemons who don't even TRY to be crit users end up having chances of critting equal to the crit users who TRY to be crit users. (25% or 33% chance of critting without held item or crit move).
5) Speed pokemons already gain more benefit with speed helping dodge destroyers and snipers.

I don't think Speed should be THE key factor to Crit. Crit is already its own mechanic with moves, items and abilities that influence it. Yes, we're trying to find a way to incorporate Speed into this RP, but this not only disadvantages quite a lot of pokemons, this is clearly one of those "overly powerful changes to the RP's system" where we're enabling more than 50% chance of double damage to anyone who is super fast, especially if they are the type with low defense and high offense and thus doubling that high offense is sure to be near gamebreaking. Plus it heavily reduces the value of defensive buff moves and defensive tactics in general making the system that was already geared toward blistering offense pace EVEN more offensively paced.

And what if I was to tell you that my pokebrid form might very well be one of those crit users or one of those heavy speed types? If the thought of improving crit to the point where my character with high offensive power can suddenly do double damage 50% or 66% of the time makes you shudder and think my build should be scrapped, then the entire crit system obviously needs working.

Anyhow, for the balancing part of it, I proposed my example because...


I shall list the results of my proposed rules under the likely circumstances which assumes that the trainer intended to use that pokemon for critting and thus prepared by having a held item and a crit move but without spending an action to use an item:

Speed Pokemons:
Start at Stage 1
Speed Clash Victory: +2
Held Item: +1
End Result: 33% chance

Crit Pokemons:
Start at Stage 1
Improved Crit Move: +2
Held Item: +1
End Result: 33% chance.

Crit and speed pokemons have equal chance of critting at this point. If Crit manages to win the Speed Clash or if the Speed Pokemon gets a crit move, they get to 50% chance.
This still favors speed pokemons in terms of their chances of critting, although crit pokemons might better tools like STAB crit moves or something like that. (Although Stone Edge is very common due to TM status...)

Although I personally think even this is too much. Crit getting even to 50% should require a bit more effort in my view like having to use Dire Hit or so. Maybe drop winning speed clash and improved crit moves to +1...


AB: Do you have a viewpoint about the entire crit conversation or a point worth mentioning? Or an offer of how to change the system in some way?

The RDPA thing looks interesting, although I'll save creating it until a good time later on.

EDIT: And Drac, I remember reading somewhere in an early thread (way back when we had a snagger PC) that Snagged pokemons stay with you between missions if they haven't ran away and been retrieved before the mission ended.

AB: Wait, does using the RDPA require you to only attack using the weapon system of the RDPA as opposed to fighting the normal way with boosted stats? Like, can they even use Slayer weapons or accessories (or in my case, fight using Integrated Combat Training)? Or can you fight normally with additional options via the RDPA?

Last edited by Menarker; 09-04-2010 at 10:36 PM.
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