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RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Dragonstrike - 01-04-2019

(01-04-2019, 12:36 AM)Spiritmon Wrote:

Well, let me give you the definitions from Bulbapedia:

In short, the way I like to generally think about it is that Legendaries are pokemon that are well recorded in a region's lore and history.  Mythicals, meanwhile, are so rare, it's to the point where most in modern times don't believe they exist.  Those interpretations generally line up with the individual definitions of Myths and Legends, too.  Legends are often regarded as being more historically grounded than Myths are.

Yes, Solgaleo and Lunala count as Legendaries.  As does Silvally according to Bulbapedia's definition.  And Melmetal counts as a Mythical.  Their existence in actual evolution lines redefined that part of what it means to be a Legendary or Mythical pokemon, so being unable to evolve is no longer a requirement of either to fit the definitions. And as Windos pointed out, Seikamater fits that redefinition too.



And in case you were wondering, Mythicals in Creshire are likely just called Legendaries partly because their presence throughout Creshire's history is (somewhat) well recorded in addition to their powers being (somewhat) on par with the bigger Legends that are more commonly found in other regions.


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Dragonstrike - 01-04-2019

(01-04-2019, 12:27 AM)Lord Windos Wrote: ....Mate, I am not usually one to get up at arms about your rules interpts, but in this case since Super Fang is now available for Spira, Heart, and Terra, and changing the way the Move works would nerf it hard sorta like what Iron did with Weather and definitely with Negative Will Mechanics, I have reason to protest it. In fact, I would like more moves like the current Interp of Super Fang, as having options to just straight up overcome monumental Defenses/Bulk is just great, as the only options right now are Sonicboom/Dragon Rage, SE Damage, most HMs, and unreliable OHKOs (Destiny Bond included)/suiciding with Final Gambit. Not likely to happen, but hey, hope springs eternal!

So, me vote (If there is one) is to keep with Super Fang doing 1/2 Current HP without Rolling. Its more useful and fun that way, and the less things that are left to dice luck to potentially hamper, the better.

Yes, I know that'd nerf it hard, as the expected damage output would go from 1/2 guaranteed  to about 1/4 on average (or about 5 if the opponent has over 20 HP).

The move's also kinda ridiculously OP compared to all other moves if left as is, though.  Guaranteed to bring your opponent down to -2 Pain in a single blow or do 10 damage?  Why wouldn't you use that move whenever possible when it has the largest damage output in the game while your target is at full/20+ HP?



I do agree that moves that bypass defenses are great, but by comparison, Psywave/Seismic Toss/Night Shade is going to have a max damage pool/roll of 8 dice after obtaining all 8 Gym Badges in this campaign.  They also normally have a max of 10 when used by a level 100 pokemon in the base rules.  I can expect to do only half of that because I have to roll all the damage, though, which is what keeps those moves from seeming too OP.  And the way Super Fang is now, if the opponent has 8 or more HP (which is becoming a more common occurrence this late in the game), then I have almost no reason to NOT use Super Fang as long as the target is vulnerable to it (and only Ghost types and Plot Deviced Pokemon are safe from it.  Even then, though, if you use Foresight/Odor Sleuth on a Ghost, even they aren't safe from Super Fang, so only Plot Deviced 'mons are the only ones that are truly safe, depending on how they're Plot Deviced), as Super Fang would give me my expected damage output guaranteed unless I happen to have a damage roll of 10+.

I'm concerned about the balance of leaving Super Fang as is, which is the main reason I'm asking/being nitpicky.  Sure, the move's relatively uncommon in the book, but it's common enough that it could still be a problem imo.  Pokerole was not exactly designed with the ability to easily and reliably do massive amounts of damage in mind from what I know of the battle system and mechanics.  Heck, they even nerfed HP recovery in multiple ways in the base rules to make sure that battles didn't drag on (for example, the 'you can only recover 3 HP per Round' rule that we aren't using).



I could in theory teach the move to Orthros and Carvanha in the future via Move Tutoring, so this does technically affect me too.  And it also technically affects Shiva as well because Linoone can also pick it up as a ? move.  I'm trying to be as unbiased about this as possible, though.



As I said, I'm still fine with leaving it as is as far as this campaign is concerned.  But I wanted to voice this concern at the very least, as a single move being able to shred pokemon with incredible, reliable speed certainly warrants raising an eyebrow. That Milotic suddenly doesn't look so tanky anymore after a Super Fang does 10-13 damage to him, and then a second one then leaves him with only roughly 25-33% of the HP he started with. And that's just two moves doing around 18-19 damage total, something which would normally be an incredibly luck dependent feat.


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Lord Windos - 01-04-2019

(01-04-2019, 01:22 AM)Dragonstrike Wrote: Yes, I know that'd nerf it hard, as the expected damage output would go from 1/2 guaranteed  to about 1/4 on average (or about 5 if the opponent has over 20 HP).

The move's also kinda ridiculously OP compared to all other moves if left as is, though.  Guaranteed to bring your opponent down to -2 Pain in a single blow or do 10 damage?  Why wouldn't you use that move whenever possible when it has the largest damage output in the game while your target is at full/20+ HP?



I do agree that moves that bypass defenses are great, but by comparison, Psywave/Seismic Toss/Night Shade is going to have a max damage pool/roll of 8 dice after obtaining all 8 Gym Badges in this campaign.  They also normally have a max of 10 when used by a level 100 pokemon in the base rules.  I can expect to do only half of that because I have to roll all the damage, though, which is what keeps those moves from seeming too OP.  And the way Super Fang is now, if the opponent has 8 or more HP (which is becoming a more common occurrence this late in the game), then I have almost no reason to NOT use Super Fang as long as the target is vulnerable to it (and only Ghost types and Plot Deviced Pokemon are safe from it.  Even then, though, if you use Foresight/Odor Sleuth on a Ghost, even they aren't safe from Super Fang, so only Plot Deviced 'mons are the only ones that are truly safe, depending on how they're Plot Deviced), as Super Fang would give me my expected damage output guaranteed unless I happen to have a damage roll of 10+.

I'm concerned about the balance of leaving Super Fang as is, which is the main reason I'm asking/being nitpicky.  Sure, the move's relatively uncommon in the book, but it's common enough that it could still be a problem imo.  Pokerole was not exactly designed with the ability to easily and reliably do massive amounts of damage in mind from what I know of the battle system and mechanics.  Heck, they even nerfed HP recovery in multiple ways in the base rules to make sure that battles didn't drag on (for example, the 'you can only recover 3 HP per Round' rule that we aren't using).



I could in theory teach the move to Orthros and Carvanha in the future via Move Tutoring, so this does technically affect me too.  And it also technically affects Shiva as well because Linoone can also pick it up as a ? move.  I'm trying to be as unbiased about this as possible, though.



As I said, I'm still fine with leaving it as is as far as this campaign is concerned.  But I wanted to voice this concern at the very least, as a single move being able to shred pokemon with incredible, reliable speed certainly warrants raising an eyebrow.  That Milotic suddenly doesn't look so tanky anymore after a Super Fang does 10-13 damage to him, and then a second one then leaves him with only roughly 25-33% of the HP he started with.  And that's just two moves doing around 18-19 damage total, something which would normally be an incredibly luck dependent feat.

You're saying all that as if its a bad thing, but it isn't.....at least, for the ones with Super Fang. To me, Super Fang potential is less of an issue of balance as a matter of being a specific tool. Yes, it does ridiculous amounts of Damage, but at the same time it can't outright KO a foe, and after the first use its usefulness degrades significantly unless facing an ultra bulky beast like Lovely. And that's what's Super Fang is great for: overcoming traditionally hard to surmount obstacles and leveling the playing field. Against a high Defense target, having Super Fang prevents it from simply turtling and you having to get lucky with dice rolls, while against High HP or otherwise tricky to take down 'Mons it offers a way to pare them down to size quickly and without hassle. If we had Super Fang against Seika back then (or had the chance to use it, if Heart had his Patret with him at the time), then if it was usable in some fashion, it would have made taking her on/down a whole lot less decisive than it turned out.

If you take away Super Fang's Fixed Damage, though, then it pretty much becomes useless compared to sufficiently High Powered Moves, and that problem is suffered to the same extent by even the Seismic Toss Clones and Dragon Rage/Sonic Boom. Why use a Defense Ignoring Move over a H.D.M. with either cool effects and/or STAB + Item Bonuses, if you have to Roll both and the average damage dealt by either of them comes about even, or less for the Fixed Damage/Defense Ignoring Moves. The ONLY times they'd be good is against High Defense Targets, and only to a limited extent at that, which would in the end land them in the same pile as Pressure: Niche to the point of total useless, and forcing you to have to create ways to make it effective if you want to use it well. Which, at that point, why not use a Move that is already effective WITHOUT having to jump through hoops or find ways to justify using it here or there?

I'd include Final Gambit and the Counter Moves too, but their mechanics pretty much ensure they're always useful/a decent and viable option, so they get a pass.

As for the matter of HP Recovery, the nerfs they implemented made it borderline useless unless you had a crapton of Will to spend/could gain Will like crazy, while our current system with it makes it useful AND limited, so I'm not too sure why you brought it up, besides as an example of how to re-balance a mechanic to make it both fair AND fun to use.

Look, if there needs to be a nerf on Super Fang, let it not be on the actual Damage it deals, but rather how it deals it. Like, give Super Fang the same Accuracy as OHKO Moves, or make it so that you can only use Super Fang successfully once per given Encounter. With an Accuracy nerf, the drawback is using SF is both risky and limits how many Actions you can pull off, while a hard usage nerf keeps it in check by sheer dint of the Megaexiler Delimea ('I might need it later, so let's save it, not waste it....'). If their HAS to be a Damage nerf, then rework the Move so that it deals only 1/4 HP Damage instead. That nerf cuts Damage considerably, but still gives it decent Fixed Damage and makes its an competitive choice with H.P.M. on average Pokemon (Do I do 1/4 HP, or do I gamble and do 1/3 to 1/2, plus Move Effects and/or SE Damage?).

My stance is this: Don't nerf Super Fang, but if you have to, hit its Accuracy or the amounts it can be used per Encounter first, and only consider reducing the amount of Fixed Damage it can use rather than force it to be rolled. I believe the Accuracy Nerf is the best one, since we are going to be a heck of a lot less likely to use and spam it if has - 5 to - 7 Accuracy, or being force to ONLY using it once or twice while the opponent gets twice as many Actions against the Pokemon on average. Similarly, you can also rule that using Super Fang is illegal in all but the most high tier of Trainer Battles like the OHKOs, since its doing the same sort of thing OHKO is doing by that point.

That's another argument I can make: If we allow OHKO Moves to exist, which we can build entirely stat spreads around so that they can be most optimally spammed if we wished, then Super Fang (which is essentially an inferior but more Accurate version of them) should exist as it does too, even if you have to add Accuracy/Usage penalties to 're-balance' it.

In sum: please don't let Super Fang become super niche, or advocate for it to be rendered thus. Request it to be worse at what it does if you have, but don't take away what makes it unique, interesting, and, most importantly of them all, desirable to use.


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Dragonstrike - 01-04-2019

(01-04-2019, 02:13 AM)Lord Windos Wrote: As for the matter of HP Recovery, the nerfs they implemented made it borderline useless unless you had a crapton of Will to spend/could gain Will like crazy, while our current system with it makes it useful AND limited, so I'm not too sure why you brought it up, besides as an example of how to re-balance a mechanic to make it both fair AND fun to use.

I brought that up as a supporting point for how the system was originally designed to be slower but not too slow, actually.  While I only brought up the heal per Round limitation, the Potion effectiveness halving was a nerf they implemented for the same reason, too.  Otherwise Hyper Potions and high HP mons with Recovery moves (hello again Milotic) would be able to drag battles out for ages.  I wasn't actually considering the original will point limitation in the original rules there, and just assumed that there was means to recover HP available.

In the original rules, it's actually possible to outdamage the healing (as any excess healing past the 3 per Round limitation would just be recovered during the following Round), which is a weird quirk of that particular restriction.


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Dragonstrike - 01-04-2019

Lemme just do a little math here to show how powerful a fixed damage Super Fang is.

Let's assume the target has 5 base HP, 3 Vit, and is typeless.  Let's also assume the attacker has 5 Str.

Super Fang as is does 4 Damage on the first use.  To match that damage on average, you need a damage roll of 8 after Defense is applied.

8 + 3 Def - 5 Str = the move has to have at least 6 Power, buffs from items included.  I have to effectively use a STAB Fire Blast to match Super Fang's power against a 3 Vit target.

It's hard to get to total damage rolls with that many dice in them, and Super Fang currently outclasses all but the most ridiculously powerful attacks from a max Strength character. Only on the first use, but no other move in the game can guarantee your opponent is inflicted with -2 Pain in one move, which is dang strong regardless of how bulky the target is.


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Spiritmon - 01-04-2019

So let me understand that: In the games, Legendary Pokemon is rare Pokemon who only appears one in each save and already exist in the vanilla game. And Mythics its even more rare Pokemon who only appears in events, is a gift via code.

In Lore Legendary Pokemon is mythical beings who even they are Legends they are very well recorded in history books and more or less know in society, almost like Gods, and Mythical its even more rare who even people specialize in the field dont know very much about, or dont know anything at all. Now I understand. 

Well, Melmetall its...a complicated one. You cant expected me to believe a Screw Pokemon exist in the Pokemon ancient history and who evolution becomes a motor Pokemon. Its more easy to believe Gyarados or Aegislash to be Legendary Pokemon, instead of this and this be mythicals. And here I thinking Arial was the guy with the loose screws.

Sometimes, I wondering if Nintendo and Gamefreak really know what they doing with their Lore. I think after XY they decided to "screw" lore and history and lets make Pokemon who doesnt make sense. But thinking better Pokemon never really care vey much in history. Only in game mechanics.


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Dragonstrike - 01-04-2019

(01-04-2019, 08:44 AM)Spiritmon Wrote: Well, Melmetall its...a complicated one. You cant expected me to believe a Screw Pokemon exist in the Pokemon ancient history and who evolution becomes a motor Pokemon. Its more easy to believe Gyarados or Aegislash to be Legendary Pokemon, instead of this and this be mythicals. And here I thinking Arial was the guy with the loose screws.

Sometimes, I wondering if Nintendo and Gamefreak really know what they doing with their Lore. I think after XY they decided to "screw" lore and history and lets make Pokemon who doesnt make sense. But thinking better Pokemon never really care vey much in history. Only in game mechanics.

Yeah, Melmetal is kind of a weird case.  It's partially because we still don't know a great deal about it, though.

What we do know is that Melmetal has a habit of dissolving and absorbing raw metals, supposedly so it can evolve.  Melmetal, meanwhile, is apparently able to create metal out of seemingly nothing.


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Mikaruge108 - 01-04-2019

Y'know this is something I've been wondering for quite some time: how the heck do pupa Pokemon, such as Kakuna or Metapod even execute the move Bug Bite?


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - Dragonstrike - 01-04-2019

(01-04-2019, 10:52 AM)Mikaruge108 Wrote: Y'know this is something I've been wondering for quite some time: how the heck do pupa Pokemon, such as Kakuna or Metapod even execute the move Bug Bite?

*shrug*  The world may never know.


RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - PhantomUnderYourDesk - 01-04-2019

Shall I ever start my imaginated PokeRole-sandbox ala Garry's Mod, I by now know that I'll kindly ask to keep things a little more on-topic and in direct relation of the ongoing Game, as well as please not speak ill about GameFreak.

On the matter of Super Fang, this move exists since Gen.1 and since then it cuts the target's HP to half in the Official Games and in practically every FanGame this move's impleneded and used, and after reading up what the CoreBook writes as its description I'm voting to keep it that way and not nerf it, basically the same Windos asks for. Means one battle-related houserule to always keep track of less and good for the player(s) who have this move in a frequently used Pokemon, but if a Gym Leader/Antagonist/Anyone you need to defeat has it as well, you have to find a way to play against that: This will spice things up, add to the challenge and encourage finding creative ways to bypass an onstacle: A bit like Iron trying to prevent us from following the same strategy in battle over and over again by bringing up scenarios and foes where/who these strategies won't work in/against.

EDIT: The only thing I'd houserule is that you cannot use Super Fang more than once on the same target.