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[Meta thread] Iron's PokeRole Adventure: The Skull Ruins
(01-04-2019, 07:13 AM)Dragonstrike Wrote: 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, 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.

Mate, I already am aware of the power of Super Fang, as erasing 1/2 HP is always going to be a significant advantage over a Move that has its damaged Roll. Its the same thing that makes it and (To an extent) OHKOs , Destiny Bond, and Grudge useful, and Dragon Rage moderately so (Hey, if you have a Target with 4 or less HP left, just use it twice and only gamble on the Accuracy Roll), and why they are desirable.

You're not accounting for Move Effects on some Moves, Buffs and Debuffs in general, Abilities/Crits/SE Damage that affect the Damage Dice of others, or, perhaps most signficantly, Recovery. Move Effects like Burn, Poison, Block Damage, Flinch, Always Accurate etc. can make using a Move more desirable to use over SF in scenarios, Buffs and Debuffs enhances Damage + is lasting help against all enemies per Encounter (In buffs case), Abilities/Crits/And SE Damage can end up making Damaging Moves deal more Damage on average than SF, and Healing like Potions, Recovery Moves, etc. can be employed to instantly revert SF's Damage, while a Move's Effects/Self Buffs or Debuffs on Target will remain.

There's also the fact that if you know a Pokemon has Super Fang or a Damage Ignoring Move, then you/the NPC can always have the conditional orders to have their Pokemon drop everything and Dodge it/Use a Barrier Move, or make a strategy to overcome SF then go back to standard operating procedure. An semi example of this is Terra's battle against Brazen: Once I knew I was facing a Klefki with Michael, I tried (And Failed) to minimize the impact of them using Heal Block, then immediately switched out for Lapis to Wrap and trap the annoying key chain to out tank/grind it away while waiting for HB to go away so I could heal Michael again/let him have his regen later. An example of a strat against SF is simply using a Ghost type, trap and burst down the SFer ASAP and then heal up, Disabling it, inflicting nasty Status.......I could go on.

My point still stands from earlier: Super Fang is perfectly fine as it is, and that its not OP or gamebreaking as you believe. If there are to be nerfs, then don't hit its Damage but either its Accuracy or usage per Encounter first. Or just make it so that it can't be used in regular Trainer Battles, as using it against the common folk is 'unfair', but against the Elite Four and Bo? If they don't have strats, Plot Devices, or Evasion out the wazoo to defend against such attacks, then they deserve getting taken down with such attacks.
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RE: [Meta thread] Iron's PokeRole Adventure: The Skull Ruins - by Lord Windos - 01-04-2019, 03:04 PM

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