02-14-2018, 06:41 PM
(This post was last modified: 02-14-2018, 06:45 PM by Lord Windos.)
- Pretty much, yeah!
- I was actually talking about the Surprise in regards to modding Rollout to be more like it was in the base games, where its BP doubles for every hit, and Defense Curl just adds + 1 more BP to every hit too. Unless I'm not understand what your are tyring to get at?
As for Iron Barbs applying to Rollout, I'm probably just going to roll a 1D6 to determine for how many times it procs during Multi-Actions, with (1), (2), and (3) procing it once, (4) and(5) procing it twice, and (6) procing it 3 times for a full 5 Multi Action Chain. For a 3-4 Chain a 1D4 will be rolled [(1)s and (2)s procing it once, and (3)s/(4)s procing it twice], and a coin flip for 2 Chain (Heads Procs twice, Tails onces). That way Iron Barbs still gives it some kick, but its not going to become a + 5 Damage powerhouse move that can shred Pokémon. Type Resistences, Surprises, and Abilities can also ignore Iron Barbs (Tough Claws, for instance, will now be immune to Contact damage for using Phys moves due to their claws being THAT tough), so I'm already thinking up was to make sure little Adam doesn't get TOO out of hand.
-Considering the luck I have with rolling dice, that + 2 Accuracy could make or break it for a given Pokémon. Especially if they end up Snake Eyes or adding snake eyes to the roll...... Make sure to note down those moves in the Notes section, mate, so that we can remember this for laters!
- I was actually talking about the Surprise in regards to modding Rollout to be more like it was in the base games, where its BP doubles for every hit, and Defense Curl just adds + 1 more BP to every hit too. Unless I'm not understand what your are tyring to get at?
As for Iron Barbs applying to Rollout, I'm probably just going to roll a 1D6 to determine for how many times it procs during Multi-Actions, with (1), (2), and (3) procing it once, (4) and(5) procing it twice, and (6) procing it 3 times for a full 5 Multi Action Chain. For a 3-4 Chain a 1D4 will be rolled [(1)s and (2)s procing it once, and (3)s/(4)s procing it twice], and a coin flip for 2 Chain (Heads Procs twice, Tails onces). That way Iron Barbs still gives it some kick, but its not going to become a + 5 Damage powerhouse move that can shred Pokémon. Type Resistences, Surprises, and Abilities can also ignore Iron Barbs (Tough Claws, for instance, will now be immune to Contact damage for using Phys moves due to their claws being THAT tough), so I'm already thinking up was to make sure little Adam doesn't get TOO out of hand.
-Considering the luck I have with rolling dice, that + 2 Accuracy could make or break it for a given Pokémon. Especially if they end up Snake Eyes or adding snake eyes to the roll...... Make sure to note down those moves in the Notes section, mate, so that we can remember this for laters!
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650


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