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Attacks and Abilities Guide

While calculating damage for one of the battles I ref, I noticed that a damage boost coming from the weather is as effective as the boost coming from a super effective attack. Wouldn't it be more appropraite to mantain the game's proportion by making Sunny Day/Rain Dance boosts x1.25 (like STAB) instead of x1.5?

Likewise, halving damage done by moves the weather goes against is a tad extreme; even in the games, it's just a :1.5 decrease.
 
Currently, the attack description conforms to the game multipliers exactly: weather conditions multiply damage from boosted moves by 1.5 and cut damage by penalized moves in half. I had intended to change these when I brought down supereffective damage from 2x to 1.5x, but I guess I forgot. I'll change it to a 1.25 boost for favored attacks and a 2/3 multiplier for penalized ones to keep it at the right proportions.
 
It's the inverse of the 4x damage modifier, which is two. Similarly, the once-resistance modifier is the inverse of 3/2.

I don't see how squaring 2/3 would be less arbitrary.
 
I feel somewhat stupid for asking this question, but does splash ACTUALLY do as it says in the description? I hope I'm not falling for some sort of a joke... (hides)
 
I feel somewhat stupid for asking this question, but does splash ACTUALLY do as it says in the description? I hope I'm not falling for some sort of a joke... (hides)
That description is entirely serious.

For some unknown value of "serious."
 
It's an attack with base power 40, and the user takes recoil equal to 1/4 the damage done to the opponent, minimum 1% recoil.
 
Very small. No more than 1-2%. It would increase a bit if the pokémon were trying to, for example, struggle out from under a rock tomb or out of a bind attack or something, but as long as there's no great resistance, it won't take much.
 
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