Music Dragon
Doosic Maggon
- Pronoun
- she
I've got a whole battery of questions about dodging and avoiding moves! I wasn't sure whether this deserved a meta thread or not, but I figure there's probably room for discussion here, so. Feel free to just toss this post back into the Question Box if there are already established answers to these questions.
Ahem. So! Normally, we calculate whether or not a move will hit based on two things: the move's accuracy, and the Accuracy/Evasion stats of the parties involved (including terrain effects and whatnot). But I'd like to discuss nonstandard ways of adjusting accuracy, i.e. things such as dodging, moving closer, or impairing enemy movement. Here's some of the things I'm wondering about:
Ahem. So! Normally, we calculate whether or not a move will hit based on two things: the move's accuracy, and the Accuracy/Evasion stats of the parties involved (including terrain effects and whatnot). But I'd like to discuss nonstandard ways of adjusting accuracy, i.e. things such as dodging, moving closer, or impairing enemy movement. Here's some of the things I'm wondering about:
- If a Pokémon is commanded to Dodge, what happens? What's the default probability of successfully dodging an attack?
Thoughts: I guess the reason nobody uses Dodge is that virtually all Pokémon have access to Protect, which does the same thing but more reliably. It still has its uses, though...
Assume we give Dodge a base 50% chance of success. Then it will, on average, let you avoid every other move. This is strictly worse than using Protect, since Protect lets you avoid every other move if you alternate it, and can be used twice in a row with a 50% chance of success. In fact, using Protect three times in a row gives you better odds than using Dodge three times in a row! Protect will also shield you from never-miss moves.
But on the other hand, Dodge has an advantage in that it doesn't cost more energy to block more powerful attacks. Dodge will also mess with many players' conditionals, as the user is not strictly speaking unhittable...
In the end, a 50% chance of dodging feels like a high number to me. But maybe it isn't overpowered, given that Protect is already a thing.
- Is dodging affected by Speed, Evasion, or status conditions like Paralysis? If so, how much?
Thoughts: It definitely makes sense, flavor-wise, for Speed to affect dodging. If we were only looking at Speed stat stages, I'd say a 5% change in dodge chance for every stage of Speed would make sense; then you'd have an extra 30% chance to dodge at maximum Speed. Now, having an 80% chance to dodge sounds like a very high number, but then again Double Team is already a thing (and, just like Protect, is learned by pretty much everything). Double Team gives you a ludicrously high chance of avoiding moves when you're at max Speed, but generally isn't considered overpowered because there are ways to work around it. And Dodge, unlike Double Team, only works while you're actively spending your actions on it, meaning you don't get to avoid moves and do other things at the same time. Hmm...
Paralysis should reduce dodge chance by 30%, corresponding to -6 Speed. Freezing at least as much, depending on severity.
I have no idea how base Speed should affect dodging, or if it should at all. Haven't thought about the numbers, really.
- Does Pokémon size affect dodge chance, or move accuracy in general? Is it easier to hit a Wailord than a Skitty?
Thoughts: Although it should logically be easier to hit a big target, it's also dangerous to mess too much with the game mechanics. So maybe it would be best not to take size into account. Then again, there's Minimize...
- What about using moves like Agility or Quick Attack to dodge? It stands to reason that this should be more effective than a plain Dodge command, but how much more?
Thoughts: Eh. Maybe bump the success chance up to 75% or something?
- Do status conditions and Speed drops affect move accuracy in general? For example, is it easier to hit a Pokémon while they're asleep, or if they're at -6 Speed? What about trapping moves, like Whirlpool or Bind?
Thoughts: Well, it makes sense for an immobile or incapacitated opponent to be easier to hit... With projectile moves, like Gunk Shot or Zap Cannon, you could perhaps argue that their inferior accuracy is because the attack itself is really hard to aim, in which case it should still be difficult to hit even if the target is immobile. But with contact moves, it's harder to justify. I mean, any remotely proficient combatant should be able to land a kick against a sleeping opponent, right? Hrrm!
I don't think Speed should have any bearing on move accuracy (except when you're actively trying to dodge).
- Does positioning affect accuracy? For example, if you command your Pokémon to move really close to the opponent, can you increase your chance to hit? Or, conversely, is it harder to hit opponents who put themselves at a great distance away from you?
Thoughts: It definitely shouldn't be possible to change accuracy this way without actually investing in it. So you can't just say "move in really close and then attack them" and expect that to improve your chances. However, if you dedicate an action to moving really far away from your opponent, maybe that ought to do something.