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Unread 10-09-2010, 11:25 PM   #71
Dracorion
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Hahahahaha oh wow.
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Unread 10-11-2010, 03:51 PM   #72
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ALLRIGHT PEOPLE, MOVE IT, MOVE IT, MOVE IT! WE HAVE A SIDEQUEST TO COMPLETE, EVEN IF IT'S HORRIBLE. WHICH IT IS. I MEAN DAMN.
Bard, you have a plan to complete.
Dante, you have a post to make elaborating a little on what you've found, sharing it with us! Or at least dropping some cryptic hints. Come on, give us something!
Dracorion, insult Menarker. Not like I needed to tell you, but hey, now I can at least pretend you're doing what I tell you. Also, insult me. Insult me good. Oh yeah.
Menarker, you and me have a discussion to finish.

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No, there is no libido involved in the plan whatsoever.
That's what they all say, and next thing you know, BAM, they're pregnant.

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The thing about the plan was to protect at least one person capable of reviving at any one time. Since you're the only PC at the moment in the group and thus the only person who could revive Lola if she was knocked out, it would have been wise for Impact to stay at the back until she was knocked out, then Impact could switch back in, revive Lola and switch out when he could.

>_> Or at least that was the idea. However, since Impact has NO revival items whatsoever, if Lola gets knocked out, that's it for your medic. >_> Your choice of items are questionable.
Huh. Point.
But I would hope we won't need items for the early battle. One or two max revives between us should suffice, for the duration the the mission I hope. True, I should probably carry one of those. But I don't think we should expect Lola to get KO'd first turn. Potential to revive is nice, but I don't think it'll be necessary. And Impact does have more damage potential than Kurika. He can certainly do more with that rage.

Besides, Renny's gonna be back fairly soon, isn't he?

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Also, we're using Mirror, not Moon.
YES, THAT IS WHAT I SAID.
NO I TOTALLY DIDNT MAKE ANY SORT OF MISTAKE.
NOPE.

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As for Whitney, the longer she stays alive, the longer she can generate more rage for her to use Paradigm Shift or one of her Poke-sync techniques. She can't do that if she gets knocked out and that's spending lola's actions on reviving that could be spent on buffing people's attack or keeping those ones active. Basically, send out her bug pokemons, don't bother healing the first couple that gets knocked out, but focus on keeping Impact, Lola and Mirror in good shape, so they can use all their special abilities.
Well, we wouldn't have to revive the first few pokemon regardless. And hey, Whitney's a battle master. She can't get knocked out. Unless our opponents want to get punched in the face by all of her pokemon simultaneously. I think Whitney's safe dealing damage.

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Also, for your Tailwind argument, there is already a counter for it if anyone tries to abuse it.
True. But that counter isn't common, and when you do use it, you sorta have to base your entire strategy around it. Devastating when it works, but takes a lot of preparation. Not really a fair pay-off.

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And what attack are you talking about when you telling me that attacks are to scale? If you're referring to Gravity, that doesn't scale because it's a weather type ability as per Bulbapedia. It effects everyone on the field just like Sunny Day or Rain Dance does when someone uses it.
Yeah, but I'm already iffy about weather effects doing that. I mean, you exert a pretty huge amount of influence on the battle. And even then, weather effects are limited and can be cancelled out. Gravity? Can't be cancelled, can be used anywhere.

Like I said, 3 targets on either side would be plenty, I think.
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Unread 10-11-2010, 04:58 PM   #73
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First regarding Trick Room and Tailwind. You're wrong about Trick Room not being that common. Trick Room is available for just about every Psychic pokemon that exists as well as a few others including ghosts types. Tailwind also is specific only to flying types normally with very few exceptions. The only reason why Tailwind and Trick Room are not found in the NPC's skill list except for pokebrids is because for a long time, Speed was a Dump stat and AB just didn't think to use speed influencing moves on NPC pokemon trainers. That is different now.

Also, Trick Room has the advantage that it can be turned on and off. Tailwind on the other hand, cannot. Let's say I was to try to use Tailwind to boost my team's speed so they could take advantage of crit. My foes decide to use Trick Room. Now my team ends up slower than them and thus more likely to be hit for crit. If they change their mind or if I try to send out another pokemon that work better with Trick Room, they can switch Trick Room back.


Now for the weather...
You are selling all the other weather type moves TERRIBLY short and thus nerfing Gravity too much. In fact it shouldn't be nerfed at all because all the other weather type moves are much more powerful.

Rain Dance actually boosts water moves, so it has the effect of Helping Hand for all water types. In addition, it cuts the power of all fire moves as well as weakening Solar Beam and making Thunder Unmissable. And that's before any other pokemon specific abilities like Swift Swim or Rain Dish.

Sunny Day does the same thing in a way. It becomes a field wide Helping Hand on all fire type moves, while also weakening water types. It doubles the firing rate of Solarbeam and reduces the accuracy of Thunder. Once again, pokemon specific abilities also make it more potent for some.

I mean look at the last mission. That was the sole basis of one or two battle plan. Summoning a weather condition and then using only attacks or allies who had the matching element to get a weather bonus to damage.

Gravity on the other hand does NOT have this function. Except for One hit KO moves which are not only exceedingly rare, but still not certain to hit even with Gravity. Moves become no more powerful than normal under the effect of Gravity. So basically, all the group does is help ensure the normal rate of combat. Assuming almost all attacks that the group uses is 80-100% accuracy (since slayer attacks are all 100% base accuracy), Gravity does nothing to improve combat under most circumstances.
The only other benefits, removing flight and leviation and bounce type moves are strictly very specific and don't contribute to improving combat.

So Gravity should NOT be changed at all and should remain the all target weather that it is. If we allow Rain Dance and Sunny Day which have a MUCH stronger effect with a bigger party remain capable of effecting all foes and allies, then naturally Gravity which does not boost combat capabilities above the normal level SHOULD be granted the same right.

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But I would hope we won't need items for the early battle. One or two max revives between us should suffice, for the duration the the mission I hope.
As for the current mission, you should probably get out of the mindset that AB will be giving us "warm-up battles" from now on. Yes, AB will give us different types of battles. Many weak mooks with Zerg tendencies. A massive foe of immense power, a few foes with significantly high power blending the benefits of both. But yeah, we should expect all battles to be tough from now on, even from the start.

Although you saying you should probably grab a revive item or two is a good idea.

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Unread 10-11-2010, 05:02 PM   #74
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Plan being worked on.

Matt: Psychic on Pulverot A
Charlotte: Spits to use Super Fang on Pulverot A. Hammond to use Dragon Claw on Narcham B
Cassus: Dragonite to use Dragon Rush on Pulverot A. Scizorto use x-scissor on Narcham B.
Kirie: Morphstrike (dragon) on Pulverot A. Entei to use fire blast on Narcham B.

As you can see. I fucking hate Pulverot A and Narcham B.

If either one of these foes perish, direct remaining forces to Pulverot I.


Sort of considering an action for Rachel.

Last edited by Bard The 5th LW; 10-11-2010 at 05:10 PM.
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Unread 10-11-2010, 05:11 PM   #75
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Hmmm, Ruins types resist Fire types moves like Entei's Fire Blast.

And what about Melanie?
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Unread 10-11-2010, 05:27 PM   #76
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Quote:
So Gravity should NOT be changed at all and should remain the all target weather that it is. If we allow Rain Dance and Sunny Day which have a MUCH stronger effect with a bigger party remain capable of effecting all foes and allies, then naturally Gravity which does not boost combat capabilities above the normal level SHOULD be granted the same right.
Y'know what, you're right. The weather moves are all overpowered, we need to nerf them.

Let's keep the whole 'target entire battlefield' going, but I'd say we make it so that each time a weather move is used, it modifies the weather slightly, and weather moves stack. Like, use Sunny Day several times will eventually get you the degree of power you get with one use now.

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Although you saying you should probably grab a revive item or two is a good idea.
I said 'between us'. Translate: 'I carry one at most, if I don't just have you take both of them'
...
Okay, I'll take one. You get the other.
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Unread 10-11-2010, 05:28 PM   #77
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I would like to point out that the sheer amounts of enemies both teams are facing right now should clue Gem to the fact that battles are not going to be easy from now on.

I mean, seriously. Thirteen Killdolls? Like ten freakin' Narcham? Both are easily fighting forces on par with our fight against Phantomere, maybe Cerulean Wildfire before Grant and Discord and Crownlegs and Lucian showed up.

Also Bard, you're dumb. And you take forever to come up with a plan.
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Unread 10-11-2010, 05:31 PM   #78
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Yeah, I'm not saying that they'll be easy!
Just that, to begin with, we hopefully won't need to use our precious items. We're on full health, we've got 50 rage. We can survive for a while, save the items for the boss battle.
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Unread 10-11-2010, 05:36 PM   #79
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How exactly are you possibly going to make that nerf work mechanically? Sunny's Day Solarbeam effect and Rain Dance Thunder 100% accuracy is either there or it isn't. There isn't any stacking possible. Plus the weathers are meant to be like that because they also serve as supporting moves for the pokemons to protect them on the turn they use it.

Take any fire pokemon like Charizard for example. Normally, if it spends a turn using a support move, it's going to give the foe a chance for a free hit. If said move is a water type move, that's terrible! The reducing the water effect is a partial way to protect them somewhat during the turn they use it. Same with grass types using rain dance to protect against fire. Although, the opposite is also true as a balancing feature. Rain Dance powers up water moves, but it also makes Thunder more likely to screw them over. Same with Sunny day boosting grass types Solar beam firing rate, but also screwing them over with improved fire attacks from the foe.

Weather serve as powerful benefits, but are double edged in that they can effect others postively or negatively depending on the circumstances.

I really don't feel the need to change the mechanics so much and make everything more complicated when you can just accept Gravity and Trick Room as full on weather type moves, and keep the rest as is. Basically, keep everything exactly like Bulbapedia rules, aka default.

All of that aside, do you have any problem with the plan as I proposed it (ignoring balance)? Or do you have an alternative in mind?
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Unread 10-11-2010, 05:39 PM   #80
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Sort of forgot I replaced Rachel and that Ruin resisted fire.

I'll revise it.
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