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Question Box

Oh, yeah, that's my bad; I wrote that summary back when X/Y ROMs weren't available and nobody had examined Eerie Impulse very carefully yet. Fixed.
 
Hey, I just realized: the only place that lists an actual number for Chill is its summary in the Database, and it doesn't say that refs are allowed to vary it (although, has anyone ever actually varied it?) Chills are pretty damn important, so that seems like something that should be standardized.

iirc I used to be ludicrously generous and give back 15%, which in retrospect feels rather over the top, and I've heard of refs only giving 5% which seems stingy unless it's in an environment where the user has trouble relaxing.
 
Hey, I just realized: the only place that lists an actual number for Chill is its summary in the Database, and it doesn't say that refs are allowed to vary it (although, has anyone ever actually varied it?) Chills are pretty damn important, so that seems like something that should be standardized.

I don't know that it ever came up, but I would vary Chills based on how relaxed the Pomemon in question could feasibly be. Mostly this is relevant for disrupting Chills with enemy attacks, but if the opponent was asleep or something or there was a significant lack of offending stimulus I wouldn't be opposed to granting an extra 1-2% energy. I think the flat 10% was a good standard, but like so many other things it could be influenced reasonably by environmental factors
 
Is the limit to how many battles you can be in at once still three, and do active refs still get an extra slot? It doesn't seem to be documented anywhere.
 
on that note, likewise sleep talk. I avoided a sleep talked uproar yesterday for this reason even though that would have been adorbs ;;

Sleep Talk is unable to call restricted moves as dictated by the games.

Sleep talk won't roll itself, but other than that I can't think of any restrictions on it off the top of my head. Protect could be rolled, but would be useless unless the pokémon was actually faster than its opponent.

this is probably superseded by the new ruling but I was crawling through old q&a and
 
Is the limit to how many battles you can be in at once still three, and do active refs still get an extra slot? It doesn't seem to be documented anywhere.
I know this might be weird but is this even an issue anymore? Some battles tend to move slowly and the limit of three seems a little low to me. I think it should as many as you can handle in reason, maybe four or five
 
I think the limit is more so that the same people don't get a lot of battles reffed while others are stuck because they don't have any friends on the reffing squad. I mean, that's going to happen anyway to an extent, but having a challenge limit, uh, limits that extent. Increasing to four for players, five for refs might be okay though.
 
More than anything else, it's because it'd be difficult to arrange for so many matches to actually be reffed. Things go slowly enough as it is.
 
this is probably superseded by the new ruling but I was crawling through old q&a and

Hm uh yeah I'm going to superceded that. Plus Protect isn't even on the unable-to-be-called moves, actually, almost all of them are multi-turn moves which are actually quite incompatible, and it'll just be simpler to stick with the in-game list.

I know this might be weird but is this even an issue anymore? Some battles tend to move slowly and the limit of three seems a little low to me. I think it should as many as you can handle in reason, maybe four or five

I think another point of the limit was just so there aren't so many battles that refs can't keep up? 4 for normal players and 5 for refs might work, but until an official change occurs (if it does), let's stick with 3 and 4 for now.
 
Re: Miscellaneous game mechanics thread

This ended up not being an issue, but for future reference, if a pokemon uses an attack with recoil against an opponent with Reflect active, will they take recoil from the equivalent of a full-powered attack or a half-powered attack?
 
Re: Miscellaneous game mechanics thread

This ended up not being an issue, but for future reference, if a pokemon uses an attack with recoil against an opponent with Reflect active, will they take recoil from the equivalent of a full-powered attack or a half-powered attack?

They'll take recoil proportional to the final calculated damage.
 
If I have a pokemon in my active squad when I start a battle, then I trade it away in the middle of a battle, what happens? Does it still get the exp with someone else and does anything else special happen?
 
If bug bite, knock off, thief, covet, etc would trigger a one-use item, what happens?

Is enigma berry effectively "take half the damage from a super-effective move"? The description suggests that but the price looks too high for such a thing (meanwhile the ingame effect is recovering as much health as a sitrus berry, but with a different trigger condition). Also, are the healing and status recovery berries still triggered at a set health/upon being statused, or do they now take an action to use?
 
If I have a pokemon in my active squad when I start a battle, then I trade it away in the middle of a battle, what happens? Does it still get the exp with someone else and does anything else special happen?

The person you traded it to gets the exp.

If bug bite, knock off, thief, covet, etc would trigger a one-use item, what happens?

Is enigma berry effectively "take half the damage from a super-effective move"? The description suggests that but the price looks too high for such a thing (meanwhile the ingame effect is recovering as much health as a sitrus berry, but with a different trigger condition). Also, are the healing and status recovery berries still triggered at a set health/upon being statused, or do they now take an action to use?

As in the games, the pokemon using bug bite/pluck gets the effect of the berry; with covet, thief, and knock off, the berry does not trigger (iirc).
 
Can one command a Pokemon to use a move like Thunder, which comes from the sky rather than the Pokemon, on itself?
 
Weakness policy, for instance, activates before knock off gets rid of it.

Yeah, and incinerate triggers occa berries rather than destroying them, etc..

Speaking of incinerate! It also destroys gems now (see here, and I just tested it myself in-game), so that should probably be mentioned in the description.

(Also gems have apparently been nerfed from 1.5x to 1.3x, although idk whether that needs rebalancing here?)
 
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