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(07-20-2018, 05:39 PM)Lord Windos Wrote: There's going to be another campaign? I though you were going to take a good, LONG break after this one, and leave the players to come up with theirs (Like what I have done)?
I think he might be referring to my future campaign, Windos.
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(07-20-2018, 05:34 PM)Iron Wrote: (07-20-2018, 03:22 PM)Dragonstrike Wrote: Maybe Forthright could use Weather Ball to dislodge some dust from a particularly dusty nook/high up Furret tube that's less likely to have been well dusted? A cloud impacting a spot like that and then dissipating would be bound to spread some dust around. Just need enough to start the Sandstorm, and there's always at least a little dust in the air to help contribute to that.
That would work. It's not too different than the Scimitars using an attack to chop up some metal and produce a sandstorm of their own.
Awesome. Gonna type up the orders now, then!
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(07-20-2018, 05:40 PM)Dragonstrike Wrote: (07-20-2018, 05:39 PM)Lord Windos Wrote: There's going to be another campaign? I though you were going to take a good, LONG break after this one, and leave the players to come up with theirs (Like what I have done)?
I think he might be referring to my future campaign, Windos. 
Ah, yes, the one you keeping teasing me and vaguely hinting at. Curse you and your coyness!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
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 Phantom is my OTP~
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Now what should I do? Should I focus my attacks on Butterfree since she/he can have Stun Powder or even Sleep Powder? And maybe leave another decoy in case of Gargryph? Or I focus my attacks on Arbok since he is a more dangerous target? What to do, what to do...
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07-20-2018, 06:52 PM
(This post was last modified: 07-20-2018, 07:02 PM by Dragonstrike.)
@ Iron
Couple important mistakes there with Round 2 of the Tanuki battle.
- Castform have 4 Base HP, so Forthright's max HP is 7, not 6
- Weather Ball also gets an additional 2 damage dice if any weather is active, and Forthright will always have STAB on it as far as the original four weathers go (factoring in that Pokerole lets her turn into a Rock type with Forecast) because it changes type with the Weather, so the damage pool is 4 Strength + 2 Power + 2 Weather + STAB - 3 Defense = 6 D6 (as soon as Forthright gets any kind of weather up, she's a powerhouse! Without it though...not much special going on there aside from naturally having a lot of wonky coverage options)
- Rock also resists Normal, so Forthright only takes 1 damage from those Fury Swipes and has no Pain ;P (meaning Weather Ball 3 could potentially crit! And I have no doubt that Tanuki has stuff that can deal with Rock and Steel types)
Aipom could very easily go down while Forthright has nary a scratch.
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Order for the next Round are sent, I'll leave it at that and head to bed as the clock almost strikes 2am again. Night~
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(07-20-2018, 06:52 PM)Dragonstrike Wrote: @Iron
Couple important mistakes there with Round 2 of the Tanuki battle.
- Castform have 4 Base HP, so Forthright's max HP is 7, not 6
- Weather Ball also gets an additional 2 damage dice if any weather is active, and Forthright will always have STAB on it as far as the original four weathers go (factoring in that Pokerole lets her turn into a Rock type with Forecast) because it changes type with the Weather, so the damage pool is 4 Strength + 2 Power + 2 Weather + STAB - 3 Defense = 6 D6 (as soon as Forthright gets any kind of weather up, she's a powerhouse! Without it though...not much special going on there aside from naturally having a lot of wonky coverage options)
- Rock also resists Normal, so Forthright only takes 1 damage from those Fury Swipes and has no Pain ;P (meaning Weather Ball 3 could potentially crit! And I have no doubt that Tanuki has stuff that can deal with Rock and Steel types)
Aipom could very easily go down while Forthright has nary a scratch.
Hoo boy, time to change everything about that round, including moves.
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(07-20-2018, 07:37 PM)Iron Wrote: (07-20-2018, 06:52 PM)Dragonstrike Wrote: @Iron
Couple important mistakes there with Round 2 of the Tanuki battle.
- Castform have 4 Base HP, so Forthright's max HP is 7, not 6
- Weather Ball also gets an additional 2 damage dice if any weather is active, and Forthright will always have STAB on it as far as the original four weathers go (factoring in that Pokerole lets her turn into a Rock type with Forecast) because it changes type with the Weather, so the damage pool is 4 Strength + 2 Power + 2 Weather + STAB - 3 Defense = 6 D6 (as soon as Forthright gets any kind of weather up, she's a powerhouse! Without it though...not much special going on there aside from naturally having a lot of wonky coverage options)
- Rock also resists Normal, so Forthright only takes 1 damage from those Fury Swipes and has no Pain ;P (meaning Weather Ball 3 could potentially crit! And I have no doubt that Tanuki has stuff that can deal with Rock and Steel types)
Aipom could very easily go down while Forthright has nary a scratch.
Hoo boy, time to change everything about that round, including moves.
Actually Tanuki's Aipom doesn't have much in the way of non-Normal attacks, even with TMs. Nathan might just be too strong for this particular matchup.
Strike and Astonish aren't any better for average damage, and Tanuki's Aipom doesn't know Beat Up which is barely better anyway.
Edit will be up shortly.
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Have change my orders @ Iron
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07-20-2018, 08:36 PM
(This post was last modified: 07-20-2018, 08:39 PM by Dragonstrike.)
@ Spiritmon
Every time you use a Shield move multiple times in the same Round, it suffers an additional -2 accuracy for every attempted use beyond the first. The first Protect's Accuracy is Dex + Fight + Canalize - Actions, but the second has an additional -2 Accuracy penalty, the third has a -4 Accuracy Penalty, and the fourth has -6.
So with four actions, you're looking at the first Protect having just -4 dice from Actions, but the second has -7 total from both Actions and Shield Spam. The third then has -10 total (which is technically doable without Pain...), and the 4th has -13 (which is outright impossible to pull off for all but the most skilled trainers).
In short, you'll have to revise your orders a little more to account for that Shield Spam Penalty if you want to use Protect multiple times. If I may also point out something, putting up a Substitute would also let you dodge taking damage from Magnitude (as the Sub would take the hit for Gargryph, and Gargryph would gave essentially only taken 2 damage from the move). It works better if the Sub user is faster than the AOE attacker, though, so...
Also keep in mind that Protect only reduces damage pools by 3 Dice, so moves with 4+ Dice Damage Pools after Defense is applied will still potentially damage the Protect user.
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