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09-09-2010, 12:14 AM | #21 |
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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You just don't wanna get stuck on Defog duty again.
And anyway, Zen Headbutt probably wouldn't kill either of them in the same way using Hydro Pump on an ally doesn't damage them or send them blasting off again. Basically? Pokemon can pull their punches. I imagine the psychic energies involved in Zen Headbutt would be what actually damages the slightly less corporeal Psytellites, rather than the actual physical damage.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. |
09-09-2010, 01:44 AM | #22 |
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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Ok! I got a huge plan here that'll have a large effect this turn and set up the field for the next turn hopefully. Made a few judgement calls based on how much health someone took off a foe. *Compare the foe's percentage after they got hit to before they got hit and such.*
Rachel: Pick Me Up on Impact (Impact cured of Exhaustion). Rage Rocket on Moon. Moon: Vaporeon uses Helping Hand on Shaymin. Builds a Special Attack device thanks to Rachel's Rage Rocket giving him just enough rage to do so. Charlotte: Super Fang on Psionic Golem with Spitz for 475% damage. Arceus use Divided STABed Toxic Judgement on Beta D and Psypierce. Super Effective on the Beta. Special Attack boosted by 2.0x due to Moon Device. Renny: Magnezone uses Mimic to use Helping Hand on Sceptile. Shaymin uses Helping Handed Psychic on the Psytellite possessing Matthias while boosted by Moon’s device for 2.0x multiplier. Wilhelmina: Fire Bullet on Asura A. Super Effective. Melanie: Full Restore on both Irene and herself. (Only has -1 DEF in actuality due to Irene's aura boosting all stats by +1) Irene: Double Attack two Betas (B and F) with her ice weapon and 100% freeze them (25% chance of deep freeze). Sends out Unownant. Psycho Boost on the Psytellite possessing Impact. (+3 Special Attack boost due to Irene's aura and Moon’s device as well as STAB bonus). She'll have gained enough rage through double attacking and with Unownaut to use a Divided attack presumably... Sceptile uses a Divided Leaf Storm on Psyshade Charlotte and Beta C for STAB while triggering Overgrowth ability due to its extremely low health, while also gaining bonuses from Moon’s booster and from Irene’s Aura as well as Helping Hand. Thus Sceptile has 2.5x multiplier from +3 Special Attack stat boosts, 1.5x from Helping Hand, 1.5x for STAB and 1.5x from Overgrowth when using the already powerful Leaf Storm (base of 140) for a power of 1181! EACH! *When Sceptile faints due to poison, send out Cloyster. Saving Balor and Salmalence for next round.* Harliette: Wormadam use Psychic on Psytellite possessing Matthias, while boosted by Moon’s device. Vespiquen use Attack Order on PsyPierce (or PsyCharlotte or PsyMatthias if the one before is dead.) Lexhur: Drill Gore on PsyMatthias presumably. Pierce: Blaziken use Flare Blitz on Beta E for STAB super effective damage. Skarmory on Defog duty. Impact: Rage Rocket on self. CC&C for 2 attackers Matthias: Dark Pulse on Psymatthias. Moon Boosted. Super Effective. Kurika: OHKO technique on the Golem for heavy damage. Milsha: Fatal Five Strike on the Golem if it is still alive. Otherwise, focus on the Psyshade with lowest amount of health. Pierce's Trainer Attack: Pierce uses Phantom Staff for super-effective damage on the Psyshade with the least health Charlotte's Trainer Attack: Uses the weapon she has to attack the best possible target, presumably a Psyshade with the least health? Attacks that would be redirected due to a foe already being dead is redirected to the Shade with lowest remaining health. The Primary Objectives hoped to be achieved by this plan: A: Bring Impact and Matthias back from domination. B: Reduce total number of foes to open up Moera's defenses. C: If possible, reduce the number of foes capable of doing heavy damage. (Defeat 3 shades and some psytellites and immobilize all the Betas?) D: Set the field for the next round. (Moon’s booster to be of significant value when combined with Palkia, Aria, Salmelence and Balor’s dragon moves against Mio who is set to come back at the end of this turn, but also useful for other special attack type techniques.) Last edited by Menarker; 09-09-2010 at 01:49 AM. |
09-09-2010, 01:58 AM | #23 |
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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AB said we wouldn't be able to influence Irene's side of the formation.
So Helping hand and Moon's Amplifier may not affect them, just like Irene's boost doesn't affect us.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. |
09-09-2010, 02:08 AM | #24 |
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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AB said that was the case with items like the medic mainly because of the wall of foes blocking our way and Irene's effect is not exactly supernatural or technological but more innate charisma.
However, AB said that attacks toward our formation from their side would still work and visa versa (Them attacking the psytellite possessing Matthias and Impact on our side in the example I used when I asked AB). Hence Helping Hand will still help out regardless of where it is directed since it is technically an "attack", or rather a pokemon move. As for the devices that Moon makes... AB: Would the devices of Engineers like Moon effect the entire field's worth of allies or just the one formation? Or better yet, look at my proposed battle plan up above and see if there is anything I misunderstood? Anyhow, I'm tired and I got school tomorrow, so good night. Last edited by Menarker; 09-09-2010 at 02:13 AM. |
09-09-2010, 04:34 AM | #25 |
Don't Hate Me 'Cause I'm Moe
Join Date: Oct 2004
Location: Harmonial Sanctum
Posts: 6,798
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Yes, a physical Psychic attack will help Impact and Matthias without hurting them.
No, Moon's constructs won't work on Irene's formation. |
09-09-2010, 11:17 AM | #26 | |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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Whelp, Sam!
Quote:
Ok, I could have sworn we dropped that last point. In fact, I do swear that we dropped it. Paradigm shifts are 60 rage and last for 3 turns. And when did we decide on the first point? It's not bad, as such, but it really doesn't seem to apply well to all techniques. I think you can drop the "heal wounds" cost. 30 or 25 is what I'd say, it'd be rather useless otherwise. Hell, go down to 20. 50% HP really isn't much, not on this 'ere battlefield. I think you should rethink encouragement and "share the joy". Share the pain's cool, though. I'd object to "heavenly grace", but it seems to be your uber. So, fine. Leave it like that... Though maybe add the condition that damage be from an enemy attack. Cause getting 20% regen from poison or from a sandstorm seems stupid. Other than that, seems allright. So really, she's a semi-supportive character, good on offense and defense, with lots of rage-gaining ability. What's she gonna use all that rage for? Got any techs planned? In regards to x-th levels... Yah. We can just play it by ear. I don't wanna totally equalize between pokemon, legendaries shouldn't suddenly have the same strength as normals, but it is a good opportunity to let trainers use whatever pokemon they want without sacrificing too many stats. So yeah, I'd say it gives a bonus between 40 and 100 (though Drac, I think that should be all. The more I think about it, the more I question the fact that your tyranitar's also getting an improved ability), depending on strength of the original. Charlotte's weaker dogs would get less, while Renny's Mollesk and Shaymin would get less. Though if Mollesk goes x-th level, I'm pretty sure that I'll demand that they be put into sp. attack. The love-tech... I don't think the cost should drop below 20 rage, especially since it affects allies, not individual targets (meaning you can affect up to 3 allies, if you use it on a battle master). If you drop the "makes buffs last" thing, though, I'll forget about any minimum number of targets. Also, status-and-debuff elimination: I don't think it should utterly eliminate all of them. Giving it the effect of a full heal is fine, but I wouldn't let it eliminate stuff like exhaustion (at all) or plasmaburn (completely, it can act as one charge of heal). That fine? Nooow... the Plan. Couple of things: First, I was under the impression that possession by the 'lites was what had inflicted exhaustion. As such, as long as you're killing the 'lite posessing Impact, there should be no need for a pick-me-up. In fact, I'd be surprised if it works. Why not just kill the lite? Second, you're not focusing very much. Too many 'lites alive, you're trying to kill shades and the golem as well. You're taking out the tanks instead of the disruptors. The way I see it, the lites have already absorbed tons of rage from us. They are likely to absorb more, or possess us, or something. In any case, it won't be fun, and they're fragile. They should die first, we might even get our rage back! (though I won't count on it...). The Shades have used up their techniques. They might have more, but I don't think so. Besides, one or two Shadetechs will do less damage than the amount of lites you had to leave alive to kill the shades in question. And even if, we're gonna manage to kill a few of them, especially if you reallocate Irene. The betas don't hit all that hard, I think (though mind you, the weakened ones should definitely die), there's not much need to disrupt them very massively. Certainly not with Irene's attack. What else? Super fang on the golem is good. Definitely softens it up for next turn. But I really don't think we should kill it yet. It can't do much damage, and it takes a lot of firepower to kill. Inefficient, that. The only really hard hitter on the enemy's side are the lites and maybe shades. We should kill the lites, and try to kill or disrupt the shades. Take out the two weakened betas, halve the golem's HP, it all works. And probably works better than if we kill the enemy's tank first while ignoring his main fighters. Also, Impact can't actually split up CCC. He has to pay for every available enforcer. When they're KO, or can't fight due to debuffs, the cost goes down, but he can't just pick two. That'd make the technique even stronger, and I already wanna nerf it. Anyway, so that bit doesn't work out either. So yeah. I haven't thought that much about the micro-managing, yet, but I think that one thing you could definitely do is use Irene's sigtech. Have Mel use a few rage rockets and presto. +5 to all stats, debuff and nullstat-immune. Should also remove her inability to use Grimslay, since she's suddenly immune to debuffs, no?. Worst-case, she'll deal massive damage and draw one hell of a lot of fire this turn (dying heroically, getting revived), best-case, she survives the next few turns and attacks twice a turn with maxed out attack. Mel has 80 rage, so she can afford to use up to 5 items this turn (and face it, she's probably not going to be paradigm shifting anytime soon, so she might as well burn some of that). That'd go a long way in killing some of the shades (I mean honestly, x4 attack, x2 STAB, x2 super-effective, plus whatever damage bonus insta-death gives). But that's just one thought, it's late here. I'll come up with more tomorrow, or maybe you guys will. Anyway, TLDR: Interesting plan, but doesn't prioritize well, you should kill the most dangerous targets first, but a few good ideas. G'night! |
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09-09-2010, 01:42 PM | #27 | ||||||
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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Quote:
Menarker tried to do the same thing, you know! On the first point: well, I don't really know how else to phrase it. How would you do it? Actually, I suppose I could just say in the upgrade sheet that SynchTechs get boosted while in Paradigm Shift, and when it comes to actually making the SynchTechs I write two versions: one for outside of Paradigm Shift and one for Paradigm Shift. Quote:
I mean, if I did give her those, they'd only last the turn, of course. Quote:
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I expect Sam's Rage generation might get a little too much, though. You ain't seen all of her yet, after all. But eh, here you go: Quote:
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Makes sense they'd get a new ability or custom move. I am, however, okay with making it so that the Xth-level or Veteran only gets ONE new ability or custom move. Hell, maybe even Veterans shouldn't get the moves, since Legendaries already have their own. Also, no one should be able to get the full 100 points and a kickass ability.
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. Last edited by Dracorion; 09-09-2010 at 02:11 PM. |
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09-09-2010, 02:01 PM | #28 | |
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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The purpose of Irene attacking the Betas was not so much in the attempt to kill THOSE particular Betas. It was for the 100% freeze which would take them out of action while also weakening them. Basically, saves us from getting attacked any more than we have to.
I didn't priortized the lites (aside from the ones possessing people) because Moera has shown that she can just make new ones. Also, the Psytellites are more or less INCAPABLE of defeating us by themselves. Yes, they make winning against Moera TONS harder, but all the ones that are doing all the actual damage are the Shades and the Betas. Basically, the psytellites are the brains that are trying their hardest to make fighting against the Shades difficult, but can't win without the shades or the Betas(the DPS). The Betas can be dealt with by physical status affliction like freeze (they are immune to mental statuses as a result of the domination effect on them). But the shades need to be taken out by sheer damage. And the reason why I put a bit of focus on the Golem is because it can eject a person from battle once per turn! Can you imagine what it'd be like if it ejected Irene, Melanie or Impact from combat for several turns? We'd lose a lot of the offense and support from any of those. A pokemon hit by it can have its slot replaced... But not so easy with a slayer or pokebrid. Let me explain the plan character by character. Rachel: Her key point is giving rage to Moon to build the device which will help with our offenses this turn and the coming turn (assuming it doesn't get destroyed) while he still has the rage. I'll be willing to change the Pick Me Up as occuring to your comment so someone else get rage rocket. Moon: Helping Hand on a psychic attack to help break the psytellite possessing you two. Building the device which several of the dragon type pokemons on our respective teams will attack with Draco Meteor for immense damage on Mio next turn. (Before smacking her away with Lexhur again so she doesn't get the chance to recover or attack back.) At the same time, it'll boost the offense of our psychic moves to help break the domination effect as well as some of the other attacks. Charlotte: Super Fang on Golem for crazy amount of damage. As for divided Judgement, I wanted to make sure she could use her rage before it gets sucked away. A Beta is weak to poison and already heavily damage and Psypierce is the one with the weakest remaining amount of health. Plus Judgement will be stronger with Moon's booster and with STAB. Renny: Giving Helping Hand to Sceptile to add yet ANOTHER boost to all the boosts it'll be getting to its Leaf Storm. Shaymin is to help free you two from Domination. However, I should probably make the best of my rage and make that a Divided Attack, so as to hit another target and make use of my rage before it gets sucked up. Wilhelmina: Finish off a weakened Beta with a bullet strong against it. Enough Said. Melanie: Both she and Irene are in poor shape whether health wise or status. Irene can't use items and we can't reach Irene or Melanie with items to help them. So Melanie's health is CRUICAL to ensuring we have both on them continuing to assist us. Irene: Remove two of the strongest Betas out of action with 100% freeze while gathering rage. For Unownant, Psychic types aren't useful in particular against the shades or normally against Psytellites (due to them being psychic types themselves). However, since Psytellites possessing people are neutral/weak to psychic types this is the best chance to use it by aiding in freeing Matthias and Impact. Gains boost from Irene and attacking will help gain her rage. Sceptile Due to its critically low health, it's pretty high Special Attack stat, and Irene's bonus aura, it gains so many boosting modifiers that its Leaf Storm does crazy amount of damage! If it can do enough damage to knock out a healthy Psytellite with only a Super Effective bonus, think what it can do to a Psyshade or Beta with quadruaple the amount of bonuses! Using up the rage that the previous attacks earned them, preventing it from being stolen AGAIN. Hariette: Basically ensuring that Matthias and Impact are freed from domination if they haven't been already. Attacking a Psyshade with the least amount of health. (Since two of them should be at least severely wounded if not already knocked out.) Lexhur: Heavy damage (140ish!) on a psyshade. Pierce: Finishing off one of the weakened Betas. And Defog duty. (I was either Shaymin or Skarmory using Defog and with Moon using his special attack device, it fell to Pierce to do Defog because his Metagross's Zen Headbutt would not benefit from the device while Shaymin's Psychic would.) Matthias: Attacking a Psyshade for super effective Moon boosted damage to help get rid of attackers. (This presuming that PsyPierce and PsyCharlotte would already be knocked out.) Mind you, the rest of the plan kinda falls apart there because Impact doesn't have enough rage to summon all the people required for CC&C... Although we could have the Pick Me Up that was going to go on Impact become a Rage Rocket... Dunno if that's enough though... If not, maybe Matthias has a Rage Rocket that he could give Impact? Quote:
That said, I didn't know you also gave your guy an upgraded ability. >_> I would think that if your guy should be allowed to have an upgraded ability, then my guy should be allowed to have one too. (Or rather a new fitting ability like Intimidate) Last edited by Menarker; 09-09-2010 at 02:16 PM. |
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09-09-2010, 02:14 PM | #29 | |||
Moves Like Jagger, Kupo!
Join Date: Jul 2007
Location: To the south, a little to the left... Or to the right.
Posts: 4,910
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Quote:
She may be able to make one or two more Psytellites. Maybe. Quote:
Also, keep in mind that for Legendaries going Veteran I didn't say they couldn't get new abilities. Just not new moves. After all, someone might want to get an ability that's more useful than Pressure. Quote:
AB, you knew that Adamantitar got an upgraded ability when you approved it, right?
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Dracorion's dumbass color is Royal Blue. If you see that color, you better run the fuck away. |
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09-09-2010, 02:20 PM | #30 |
OMG! WHAT SHOULD I DO NOW?
Join Date: May 2006
Posts: 3,802
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I finished in Moera's case, that it meant that she couldn't spare enough energy to maintain the shield on top of everything else she was doing. She could still make more psytellites or at least directly attack herself. Getting rid of the DPS will ensure that we don't lose Melanie and then Irene shortly after (since we can't reach them with healing items) due to being ganged up.
Anyhow, off to school for now. |
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