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Unread 01-16-2011, 10:39 AM   #31
Menarker
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Originally Posted by Armored Bishoujo View Post

Hey, Menarker, d'ya think there's some kind of online Pokemon attack calculator? Maybe Bulbapedia has something to that effect.

Or hell, just some equations would help, like Strength/2 + Power = Total Damage. I'd do some hardcore research and we'd have a statistically sound combat system.
I know there are some calculators, more or less. Their reliablity for the purpose of this RP is iffy though given how hitpoints of foes are scaled and such like that.

Later on, after dealing with the database thing I will probably be happy enough to try to help make a damage formula that is more or less reliable for this RP.

One of the things I really want to put a little more emphasis on though is on the occurance of proc effects by finding some sort of random number generator that you customize. (I seen one before)
I have NEVER seen Shaymin's Seed Flare ability activate despite an 80% success rate. Those with high speed or Crit moves (or both) rely on it to determine Crit. That sort of thing. Serene Grace relies entirely on the concept.


I can understand a certain amount of randomness, but if a lot of effort, rage and emphasis is placed on a few attacks, then we hope that the output is proportionally reflective of the input.

Last edited by Menarker; 01-16-2011 at 10:49 AM.
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Unread 01-16-2011, 11:07 AM   #32
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I think it may be more the fact that AB can't be bothered to keep track of which attack inflicts what status effect and at what chance.
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Unread 01-16-2011, 11:33 AM   #33
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The simplest method would be to employ the system that pokemon already uses.

I've looked around, and I've found both, damage calculators and random number generators.


All we really need to do is put in the stats we need, and then roll the dice to determine secondary effects and crit.

Of course, entering the stats would be kinda difficult. But if we gather the relevant stats when we post the plan, it'd be fairly simple.

One reason I'm not sure if we should do it this way:
Quote:
Strength/2 + Power = Total Damage.
Is the fact that Pokemon uses two types of attack: Physical and Special.
And I think we should retain that, it adds a good bit of tactical depth.
But the problem is that we can't just "normalize" attack or HP, because there's usually two different values for the two attack types.

Otherwise I'd just sum up defense and HP in one value. But that's not gonna be happening.

I think we should base this stuff on the pokemon system. We could probably simplify their thing, though, if we don't want to use the calculators. But we're probably gonna be stuck using stats.

Bulbapedia could probably be of assistance there, though...

Bluh. This is harder than expected...

Edit:
Also, Drac, are the battle results finalized now? Cause then I'll actually go on to read the rest.

Edit2: And pokemon accounts for randomness. 15%, usually, but we could increase that. And those 15 or 20 or 30% would be soley up to the DM.

Last edited by Geminex; 01-16-2011 at 11:38 AM.
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Unread 01-16-2011, 11:37 AM   #34
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This is a handy page.

The damage formula is near the end there.

EDIT: Unless you want to keep insisting the Medic should be dead, sure, they're finalized.
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Unread 01-16-2011, 11:41 AM   #35
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I am insisting that he should be, but what I want doesn't alway equal reality.

All of Impact's targets should be burned, though.
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Unread 01-16-2011, 11:43 AM   #36
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Because the Flamethrower has a 50% chance of inflicting burns and because the attack was super effective that chance was doubled? 'Kay.
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Unread 01-16-2011, 12:32 PM   #37
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So Footsoldier B succumbed to burns. The HPG Medic was also damaged, but I forgot before that his Health Serum adds a regenerative effect so that made up for some of it.
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Unread 01-16-2011, 07:13 PM   #38
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About those links, Geminex, allow me to say this...

Wuss-ass CDi Link: "I'm no match for the king!"

The thing I hate about my own combat system is that, despite what I say about stats, I more or less ignore them.

With these two systems alone, I wouldn't have any good excuse anymore other than maybe convenience. Starting Mission 4 (Beach!), I'd like to implement actual use of statistics.

Geminex, could I get Impact's current statistics? I'll put those into my character file.

We can use the Random Number Generator to keep the randomness factor in the RP as well, such as adding dice to each attack and giving more powerful dice to Slayers, Pokebrids, and Legendary Pokemon. Like Renny's Umbreon would have like a 1d10 for all of his attacks while Impact would rock a 2d20.

Then we can use actual Hit Points instead of percentages or the damage indicators of before.

While the scouters (the ones you wear, not the class) would give you statistics on the Pokemon, you won't always see the enemy statistics, but Daphne and other sources would be able to help you determine how best to deal with each new foe.

As for the Speed's statistic affecting both Crit and Eva, I plan to create my own equation for that, like maybe [Speed/100 + something = Crit and Eva]. 'Cause there's no way in hell I can deal with the complexity of merging the Hero and Villain Phases and using Speed to determine who hits when.
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Unread 01-16-2011, 07:50 PM   #39
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Quote:
Originally Posted by Dracorion View Post
So Footsoldier B succumbed to burns. The HPG Medic was also damaged, but I forgot before that his Health Serum adds a regenerative effect so that made up for some of it.
Excuse me? Impact hit Soldier C and medic. Soldier B was hit by Renny!

Quote:
Originally Posted by Armored Bishoujo View Post
As for the Speed's statistic affecting both Crit and Eva, I plan to create my own equation for that, like maybe [Speed/100 + something = Crit and Eva]. 'Cause there's no way in hell I can deal with the complexity of merging the Hero and Villain Phases and using Speed to determine who hits when.
Eh? Who said Speed effects both Crit and Eva? Speed would only effect Crit and the system is easy to use too.

Admitably, Evasion isn't used very often because we tend to ignore the inaccuracy of moves with less than 100% accuracy (unless they were 50% or less moves), and few people attempt to use moves like Double Team, especially considering that we don't actually take evasion into consideration. It's kinda of a clause 22. We don't use evasion/accuracy moves because no one takes the evasion stat or accuracy stat seriously.

Last edited by Menarker; 01-16-2011 at 07:53 PM.
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Unread 01-16-2011, 07:54 PM   #40
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Goddammit I need to stop posting outta my ass.

Footsoldier B is alive, Medic is still burned.

Good Lord.

Quote:
Originally Posted by Menarker View Post
Eh? Who said Speed effects both Crit and Eva? Speed would only effect Crit and the system is easy to use too.

Admitably, Evasion isn't used very often because we tend to ignore the inaccuracy of moves with less than 100% accuracy (unless they were 50% or less moves), and few people attempt to use moves like Double Team, especially considering that we don't actually take evasion into consideration. It's kinda of a clause 22. We don't use evasion/accuracy moves because no one takes the evasion stat or accuracy stat seriously.
Geminex sent AB some PMs with his proposed changes to combat.

The only reason he didn't make them public is because they're secretly meant to give his side an advantage during the sequel, and he didn't want us to pick up on it.

I assume one of the changes was to have Evasion actually matter.
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