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Old 03-22-2015, 11:49 PM
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Keldeo Keldeo is offline
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Join Date: April 6, 2012
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Default Re: The Refs' Lounge and Café

If you have a specific question or one that isn't answered here (e.g. would x combination work?), or you think I've messed up somewhere, post in the battle thread or contact me.

quick reference
Damage: (current base power * base damage modifiers / 10 * STAB + boosts + experience modifier) * effectiveness + final damage modifiers, rounded down. Situational bonuses or penalties may apply, though usually no more than ±2-3%.

Energy: (current base power * base damage modifiers / 20 * base energy modifiers) + effect cost - STAB + final energy modifiers, rounded up. Situational bonuses or penalties may apply, though usually no more than ±1-2%.

Poison: 4%/round normal, 2+%/round toxic, spread over the actions with bias towards the last.

Burns: 3%/round, -3% final damage severe and -2% final damage moderate. Moderate worsens to severe upon further successful rolls.

Paralysis: Severe: 25% failure chance, 3% more energy for movement, 25% base speed, lightens to moderate after 4 successful actions. Moderate: 15% failure chance, 2% more energy for movement, 50% base speed, lightens to mild after 4 successful actions. Mild: 10% failure chance, 1% more energy for movement, 75% base speed, fades after 3 successful actions.

Sleep: Lasts 5-6 actions. Counter decreases by 1 every time the afflicted Pokemon is hit by Dream Eater, a sound move, and/or a move with 8+% final damage.

Freezing: Varies per case. See below.

Attraction: Starts at most at a 50% failure chance, lower if the Attractor has used emotion-based moves before. Drops by 5%/action, 5% every time an ally of the Attractor does 8+% final damage to the attracted Pokemon, and 10% every time the Attractor deals 6+% final damage to it. May change on a per-action basis depending on circumstances. Fades completely if either Pokemon is switched out.

Confusion: Starts at most at a 50% failure chance, lower if the roll was higher. Drops by 5%/action, 5% every time the Pokemon takes 6-10% final damage, and 10% every time it takes 11+% final damage. May change on a per-action basis depending on circumstances. Fades completely if the Pokemon is switched out.

Damage and Energy:

I use Negrek's scale. If you see a number that doesn't look right, nudge me and I'll show you my math.

Damage spread over n targets is multiplied by 3/(2+n) after all other calculations. Assist, Copycat, Metronome, Mirror Move, Sleep Talk, Snatch, and other copying moves all cost 2% energy in addition to the move they use. Multi-hit moves are calculated as if they were one move whose base damage was equal to the damage per hit times the number of hits. Sandstorm and Hail do 1% damage/action.


Status:

This is my personal scale, not the official one in the D&E guide.

Poison: Normal poison does 4% damage/round, while toxic poison starts at 2% damage a round and increases by 1% after every round. This damage is spread out over the actions starting from the last one. For example, if toxic poison did 7% damage over a round, it would do 2/2/3 for actions 1/2/3. Poison doesn't fade. Ordinary and toxic poison can't coexist or worsen/lighten to and from each other.

Burns: Burns do 1% damage after every action and reduce the final damage of some moves by 3% if severe and 2% if moderate. Severe burns are the default; cases where the roll was within 5 of the bound of not triggering start at moderate and can be worsened to severe. Burns don't fade. Generally, the damage reduction applies to physical moves and/or moves that use a lot of movement - think Aerial Ace, not Natural Gift. Ask me if you're unsure, at least until I get around to writing a list for that.

Paralysis: Special thanks to Kratos Aurion for the scale on Altered Origin, used as a baseline, and to Metallica Fanboy for providing feedback on my old scale!

Paralysis has three stages: mild, moderate, and severe. The default is severe, while rolls within 5 of the bound have one of the severe actions shaved off. Any successful paralysis rolls against a paralyzed Pokemon (that is, using an attack that will always paralyze if it hits won't do this) worsen its paralysis by one action. The chance to fail can be increased or reduced (by no more than 5%, capping at 25%, and on a per-action basis) depending on what action the Pokemon is commanded to take and the circumstances of the battle - for example, Water Gun and Quick Attack would probably have different failure chances. To determine a move's probable failure chance, ask me, at least until I get around to writing a list for that.

A severely paralyzed Pokemon has a 25% chance to fail per action, has 25% of its base speed, and needs 3% extra energy for movement; severe paralysis lightens to moderate after 4 actions that the Pokemon succeeds its paralysis roll. A moderately paralyzed Pokemon has a 15% chance to fail per action, has 50% of its base speed, and needs 2% extra energy for movement; moderate paralysis lightens to mild after 4 successful actions. A mildly paralyzed Pokemon has a 10% chance to fail per action, has 75% of its base speed, and needs 1% extra energy for movement; mild paralysis fades completely after 3 successful actions.

Sleep: Sleep starts at either 5 or 6 actions, randomized. Sleep-causing moves used in succession will start the action counter at a lower number. The ratio for this is usually 50/50 but might be higher or lower depending on the sleep cause's accuracy roll. If the sleeping Pokemon is hit by Dream Eater, a sound move, or a move that does 8% or more damage, the action counter decreases by 1. (This only applies once per distinct move, so Dream Eater dealing 10% damage would only reduce the number of actions remaining by 1.)

Sleep caused by Rest will always last for the two actions after Rest is used. When the user is at x% health, Rest heals (100-x)/3% health per action, biased to the end actions - so if Rest were used to heal 71% health, it would heal 23/24/24. (Because energy is rounded up, Rest does not always cost (100-x)/4% energy per action.)

Freezing: Freezing varies a lot depending on what's frozen. I'll detail each Pokemon's case in its condition or in the action notes. It'll probably be something like -4 to ±0 speed, reduced damage to the frozen parts, increased damage but more energy for contact attacks using the frozen parts, and potentially Ice damage every action/round if the Pokemon's frozen severely enough or frozen in multiple places.

Attraction: An attracted Pokemon starts at 50% failure chance, 45% if the attraction-causing roll was within 5 of the bound, or as low as 20-40% if the Attract user has previously used negative emotion-based moves or Attract against the target. The failure chance drops by 5% after every action, 5% every time an ally of the Attract user does 8% or more damage to the attracted Pokemon, and 10% every time the user of Attract deals 6% or more damage to it. If the attracted Pokemon's trainer words commands convincingly or the opposing Pokemon uses something like Captivate, the chance may be increased or reduced by up to 10% on a per-action basis. Attraction also completely fades if the attracted Pokemon or the Attract user is switched out or faints.

Confusion: A confused Pokemon starts at 50% failure chance, or 45% if the confusion-causing roll was within 5 of the bound. This drops by 5% after every action, 5% every time the confused Pokemon takes 6-10% damage, and 10% every time it takes 11% or more. Confusion also completely fades if the confused Pokemon is switched out.


Miscellaneous Other Things:

I don't take base stats other than speed into account at all.

If stat changes are linked with a status, as with Swagger, the changes fade with the status. Otherwise, they don't fade, unless the move's flavor implies they would (e.g. Flash, or mud from a Mud-Slap falling off or being washed from one's face.)

Speed changes are treated as they are in-game: (2+n)/2 for +n, 2/(2+n) for –n. Accuracy/evasion changes give ±10% to moves' accuracy per stage.

Movement order is determined solely by current speed. Pokemon with tied speed move in the order that they received their commands, so ones that were commanded first move first.

The maximum and default number of Double Team clones for a Pokemon with n current speed is 1+floor(n/15): 1 for Shuckle, 5 for Spinda, 9 for Crobat, 13 for speed forme Deoxys.

Minimize multiplies the Pokemon's height by 3/4 and its weight by 27/64 per use as well as raising its evasion by two stages. All physical moves against a Pokemon that used Minimize n times have their base damage multiplied by (4/3)^n, while that Pokemon's physical moves have their base damage multiplied by (3/4)^n or may fail entirely, depending. (heavily based on Kratos's scale)

changelog
2015
May 25: Posted this.
June 4: Clarified parts of the Freezing section.
July 23: Changed all stat changes to fade after 8 actions.
July 25: Added a quick reference section. Altered some statuses to fit better with the official ruling provided in the On Statuses meta thread. In particular:
  • Regular poison now does 4% damage per round.
  • Mild poison is phased out of the scale.
  • Clarified parts of the Paralysis section.
  • All sound moves decrease the sleep counter.
  • The minimum damage to lower the infatuation failure percentage is decreased from 8% to 6%.
  • The confusion failure percentage now decreases by 10% if the confused Pokemon is hit with an attack doing 11% or more final damage.
July 29: Added a version history. Heavy damage from allies of the Attract user now lowers the infatuation failure percentage.
August 3: Toxic poison now starts at 2% damage/round. Moderate and mild paralysis require 1 more successful action before lightening/fading.
August 16: Misc. formatting changes.
October 4: Added reffing availability and wait time sections. Fixed typos in the quick reference section. Stat changes don't fade unless linked with a status. (temporary; pending official word on this I guess?)
October 17: Moved thread from WHAT'S YOUR ASTROLOGICAL SIGN to The Refs' Lounge and Café (here), because Eifie was talking about it.

2016
April 5: Removed the reffing ability and wait time sections since I kept forgetting to update them and they're in a weird place anyway.
May 3: Actually implement the toxic poison change from August 3 of last year since apparently I didn't do that.

2018
January 1: Some text fixes. Also, change how I handle speed stages (±15 → multipliers like in the games) and speed ties (random → Pokemon that received their commands first go first). Accuracy/evasion changes are staying the same unless I decide to change those later.
January 8: Fix a mistake in the description of mild paralysis in the quick reference.

Last edited by Keldeo; 01-08-2018 at 11:31 PM.
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