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Unread 08-12-2011, 11:59 AM   #41
Menarker
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Sorry, I thought to take it in PM, since I noticed many more issues with the guide itself that he stated he corrected but didn't, to the point that I wondered if AB had mistakeningly looked at some other source or some more fundamental issue.

But yeah, but not getting STAB doesn't make up for Shadow type doing Quad Damage to nearly every dual type in existance, due to multiplier issues. Shadow types are already quite powerful because they are almost always Super Effective. They are close to the Almighty type of elemental damage. As far as I see, that doesn't mean they should be allowed to do quad damage to over 50% of all pokemon/pokebrids that exists. (Which would mean we could do 8x damage to so many things if we gave them crit bonuses)

Anyhow, my time available over the next week or so might be a little shaky because a family member is coming from overseas, meaning I foresee that I'm going to be dragged from the computer as often as possible to spend "quality time" with them. >_>

Last edited by Menarker; 08-12-2011 at 12:04 PM.
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Unread 08-12-2011, 07:47 PM   #42
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I've never seen a Shadow move do more damage because the target had two types so, no, there's no ultra-effective damage here.
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Unread 08-13-2011, 04:18 AM   #43
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OOOOOOOOOOOOOOOOKKKKK!


So, this link is the compiled data for the NPCs and pokemon teams created!


Of course, take a look at the results and discuss. It is late now, so I'll go over many of the logistics and reasoning behind many of the things you can find there tomorrow or the day after.

(Keep in mind that the Sync Techs were made at the time when the rules didn't include starting with a free use of them from the start of the battle. So if it seems overpowered from that point of view, try not to shout at me for that. We can surely work something out.)

Also, AB should have posted a revised guide which should hopefully be the FINAL one.

EDIT: Due to issues with the WPS format, I'm hosting a .doc version of it right here.
Attached Files
File Type: zip Pokemon Umbral Character Stats2.zip (68.9 KB, 109 views)
File Type: zip Final Umbral Guide.zip (18.1 KB, 65 views)

Last edited by Menarker; 08-13-2011 at 02:13 PM.
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Unread 08-13-2011, 04:20 AM   #44
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And the (hopefully) finalized guide has been plopped in the first post as usual.

Now I can get back to doing what truely matters, singing Justin Beiber songs in the bubblebath working extra hard on the other parts of Pokemon Umbral.
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Unread 08-13-2011, 04:29 AM   #45
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The guide looks good on my watch, so you guys can read it over and see what you guys think of that.
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Unread 08-13-2011, 09:26 AM   #46
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Just one thing:

Quote:
- Invincible: Target is completely immune to all (even Almighty) damage and effects, both positive and negative.
This is why I made Tsujimi. I hope you're not planning on taking that away from me.

And in light of Kiyomi and Rio's shenanigans I think I'm going to mess with Liz's profile a bit more.
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Unread 08-13-2011, 02:36 PM   #47
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Impact half of the post was made by Gem. Any miseplling of the name Jeremy was also him.
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Unread 08-13-2011, 03:28 PM   #48
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BTW, I wanted to ask you guys if you guys would have any objection to me changing Serene Blessing's rage cost a bit due to the rule change.

The move is rarely ever used as it is because Prosperous Gift would tend to be used to heal up the damage after the fact (and because it costs so much to start up in the first place, nevermind the total cost.) Also, due to the rule change, it no longer is capable of shielding against attacks done by faster opponents. So it already got a nerf in its defensive capabilities due to the rules.

So basically, I'd like to request the effect remains the same but the rage cost on Renny's part to be 40 instead of 70. The cost of allies being protected remain the same.


(Normally, I would also ask about Defender's Crest too since it has not managed to trigger once in the 2 missions that it has been in use, but since we're hoping to operate under the more strictly stat system, I'm willing to wait and see if that will make it more viable now instead of before when Mollesk's defenses were roughly ignored in some cases.)


Anyhow, I gotta go for work now. See you all later!
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Unread 08-14-2011, 02:27 AM   #49
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Should have a post out tomorrow. My excuse for the lateness is that it was Double XP weekend from Aug 11-14 in City of Heroes.
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Unread 08-14-2011, 10:46 AM   #50
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Oh, AB, there is one thing that came up in my head I want to clarify as a rule.

When a medic revives someone, are they capable of acting later in that same round as according to their speed stat or does the revived target has to wait until the next turn?

Of course, if we use the latter option, it would mean that we're using the fainted target base speed (and any AOE speed boost like Irene) in the Order Phase list and assuming that the medic will revive the target before their action comes up. And that if the medic got knocked out beforehand, the action would fail as a result of them still being fainted.

Last edited by Menarker; 08-14-2011 at 10:50 AM.
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