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Old 05-04-2011, 04:37 PM   #1
Jerichi
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Jeri's Quick and Concise Guide to Statuses

(Not necessarily 100% accurate, just how I do it.)

Burn - Burns cause skin irritation primarily, which has a variety of effects. While no direct damage is caused, unlike poison, damage can be done if targeted or overly irritated (treat it like a "sore spot", similarly to the effects of Crush Claw). It can possibly cause the Pokemon to use some extra energy if the burnt body part is involved, but in a majority of cases, won't. It will make it more uncomfortable for the Pokemon, however.

Confusion - Confusion, while the easiest to get rid of, is a lot more annoying. Confusion will naturally fade after 2-3 rounds, depending on severity, if no damage is done. Most attacks that will give the confused Pokemon a shock or cause a good amount of pain will probably jog them out of confusion, but some moves that require the confused Pokemon's mental investment (like the first part of Faint Attack) or are deceptive (Follow Me, Charm, Astonish) may just confuse the Pokemon more. Confusion is the easiest to cure yourself, as most moves utilizing concentration (Focus Energy, Calm Mind, Zen Headbutt, though not Focus Punch) will get rid of it, though the associated boosts will be far less potent.
Under confusion, most moves will fail, though there is a pretty good chance of the move being executed, it's just unlikely to hit or will likely backfire. Pokemon can conceivably do damage to themselves, but not without reason.


Freeze - Full-body freeze is rare, but possible in extreme cases (the Pokemon is very wet and hit by Blizzard, for example). In most cases, it will be a light covering, which can be broken out of with some effort. Ice block freezing is very rare, but still possible. More commonly, local freeze will occur, restricting a limb or slowing them down. Freeze in general will cause slowness due to the cold. Localized freezing will be somewhat hard to get rid of, but most Fire attacks directed at it or energy attacks of good strength that affect the area will crack or break it.

Paralysis (Electrical) - Lasts 1-3 rounds, depending on severity. Paralysis will fade over time if no damage is done, but most damage will at the very least cause it to lessen somewhat. However, for any significant difference, damage should be roughly good or more. Electric attacks that don't score more paralysis will still get rid of some paralysis, but possibly not all (ref's discretion). After paralysis clears or is knocked out, some sluggishness may still be experienced. Severity varies between moves - full (like 5+ seconds) Thunder Wave and Zap Cannon paralysis will last about 3 rounds, Thunderbolt or Discharge level will last between 2 and 3, and Thundershock/Punch or Spark will probably only last 1.
Special moves that do not involve bodily movement (such as Psychic) will most likely succeed, but there is still a slight possibility of failure and there will be some delay in use. Actual freezing up rates will vary depending on the ref and severity, but fresh, severe paralysis will freeze up far more frequently than 2-round-old or lighter paralysis.
Paralysis can occur in localized areas, but it will fade faster and may only prevent or slow particular moves involving that body part.

Paralysis (Body Slam/Physical) - Functions similarly to Electrical paralysis, but is effected normally by Electric attacks. Can also have further consequences in Realistic battles due to possible injuries associated.

Poison (Normal) - Normal Poison is slow and does not deal much damage per round (mild damage at best). It can only be cured by status-curing moves. Although Steel Pokemon are technically "immune" to Poison, they can still be affected by it if it is ingested or they get it in their eyes. Inorganic Pokemon are entirely immune to poison. Poison Pokemon are immune to Poison.

Poison (Toxic) - It takes one round for Toxic to soak in. Toxic poison starts slightly below regular poison, but doubles every round, eventually capping at half a Hyper Beam per round. Same rules apply as normal Poison.

Sleep - Sleep is difficult to cause, difficult to break yourself and easy for your foe to break. Most sleep moves will take ten-ish seconds to execute if they inflict direct sleep, though it can be faster or slower depending on the opponent's state of mind. Calmer opponents will fall asleep faster and irritated opponents may not fall asleep at all. Most Pokemon will sleep for two or so rounds, depending on how anxious or irritated they were when they went to sleep. Rest will always last one full round's worth of time (about a minute) unless woken up in the middle. Most attacks that do good or so damage will wake up a Sleeping Pokemon, especially sound-based (non-Snore)
attacks. Snore and Sleep Talk are the only moves that can be successfully executed while Sleep.
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Old 05-04-2011, 06:05 PM   #2
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I always had burn do damage.
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Old 05-04-2011, 07:16 PM   #3
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I've always been a bit iffy about it but can't really see a logical reason for it to do damage (aside from the games do).
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Old 05-04-2011, 07:25 PM   #4
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Anime evidence?
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Old 05-04-2011, 07:31 PM   #5
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Is there?
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Old 05-04-2011, 07:34 PM   #6
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Burn was like in Jeri's guide during Ash vs Flannery, where Treecko got burned by Slugma's Flamethrower. Treecko's leg got burned and movement was quite painful for it.

However, since Ash vs Paul (Take One), Burn has been 'game style', with the Pokémon afflicted randomly bursting into flames for a couple of seconds every time it uses an attack (to simulate rounds, I guess). Happens to Pikachu in Ash vs Paul (Take One), Paul's Ursaring in Paul vs Barry (Sinnoh League) and Paul's Aggron and Drapion in Ash vs Paul (Take Two, Sinnoh League).
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Old 05-04-2011, 07:37 PM   #7
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However, since Ash vs Paul (Take One), Burn has been 'game style', with the Pokémon afflicted randomly bursting into flames for a couple of seconds every time it uses an attack (to simulate rounds, I guess). Happens to Pikachu in Ash vs Paul (Take One), Paul's Ursaring in Paul vs Barry (Sinnoh League) and Paul's Aggron and Drapion in Ash vs Paul (Take Two, Sinnoh League).
That burn is wildly broken because SUDDENLY ENGULFED IN FLAME EVERY FEW SECONDS.

But if you want to do damage by it, I wouldn't be offended.
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Old 05-04-2011, 07:46 PM   #8
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Yeah, I think the in flames version of burn is just to show that it does damage, I'd chalk that up as writers taking liberty with the game material to prove a point. :shrug:

In flames.
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Old 05-05-2011, 10:40 AM   #9
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Looks pretty good Jeri.
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Old 03-24-2013, 02:36 PM   #10
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I just reread the discussion about burns.

Lol.
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Old 10-30-2013, 06:12 AM   #11
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So when I brought up a while back that some statuses are a bit unbalanced, and some of them are just in plain need of clarification, I was told to write up a list of proposed changes. Well, here it is. All edits/additions are in bold, feel free to throw them out or accept them, I'm not particularly picky so long as things end up at least a bit more balanced than they currently are at some point.

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Burn: Burns cause skin irritation primarily, which has a variety of effects. While no direct damage is caused, unlike poison, damage can be done if targeted or overly irritated (usually by additional sources of heat) in a manner similar to attacks that result in recoil, additionally, attacks in which the afflicted area is used that would normally result in recoil damage will be yet more painful. These effects are dependent on the severity of the burn. It can possibly cause the Pokemon to use some extra energy if the burnt body part is involved, but in a majority of cases, won't. It will make it more uncomfortable for the Pokemon, however.

Confusion: Confusion, while the easiest to get rid of, is a lot more annoying. Confusion will naturally fade after 2-3 rounds, depending on severity, if no damage is done. Most attacks that will give the confused Pokemon a shock or cause a good amount of pain will probably jog them out of confusion, but some moves that require the confused Pokemon's mental investment (like the first part of Faint Attack) or are deceptive (Follow Me, Charm, Astonish) may just confuse the Pokemon more. Confusion is the easiest to cure yourself, as most moves utilizing concentration (Focus Energy, Calm Mind, Zen Headbutt, though not Focus Punch) will get rid of it, though the associated boosts will be far less potent. Under confusion, most moves will fail, though there is a pretty good chance of the move being executed, it's just unlikely to hit or will likely backfire. Pokemon can conceivably do damage to themselves, but not without reason. Confusion is also likely to cause Pokemon to be unable to understand complex orders, meaning they may execute situational orders at times or in manners they were not meant to be executed.

Freeze: Full-body freeze is rare, but possible in extreme cases (the Pokemon is very wet and hit by Blizzard, for example). In most cases, it will be a light covering, which can be broken out of with some effort. Ice block freezing is very rare, but still possible. More commonly, local freeze will occur, restricting a limb or slowing them down. Freeze in general will cause slowness due to the cold, typically lasting until a short while after the ice is broken off, though less so if the ice has been thawed. Localized freezing will be somewhat hard to get rid of, but most Fire attacks directed at it or energy attacks of good strength that affect the area will crack or break it.

Paralysis (Electrical): Lasts 1-3 rounds, depending on severity. Paralysis will fade over time if no damage is done, but most damage will at the very least cause it to lessen somewhat. However, for any significant difference, damage should be roughly good or more. Electric attacks that don't score more paralysis will still get rid of some paralysis, but possibly not all (ref's discretion). After paralysis clears or is knocked out, some sluggishness may still be experienced. Severity varies between moves - full (like 5+ seconds) Thunder Wave and Zap Cannon paralysis will last about 3 rounds, Thunderbolt or Discharge level will last between 2 and 3, and Thundershock/Punch or Spark will probably only last 1. Special moves that do not involve bodily movement (such as Psychic) will most likely succeed, but there is still a slight possibility of failure and there will be some delay in use as well as a slight increase in energy usage. Actual freezing up rates will vary depending on the ref and severity, but fresh, severe paralysis will freeze up far more frequently than 2-round-old or lighter paralysis. Paralysis can occur in localized areas, but it will fade faster and may only prevent or slow particular moves involving that body part. It is also possible for Pokemon to rid themselves of paralysis, or at least reduce its effects, by using moves that cause themselves to become more limber, such as long-term Agility or Dragon Dance, though such moves do still have a slightly reduced chance of locking up before being used.

Paralysis (Body Slam/Physical): Functions similarly to Electrical paralysis, but is effected normally by Electric attacks, and may require slightly more damage to be taken in order for the paralysis to be shaken off, depending on severity (Paralysis from a Snorlax's Body Slam is going to require more than good damage to be gotten rid of), though any damage taken will lessen the effects. Can also have further consequences in Realistic battles due to possible injuries associated.

Poison (Normal): Normal Poison is slow and does not deal much damage per round (mild damage at best). It can only be cured by status-curing moves. Although Steel Pokemon are technically "immune" to Poison, they can still be affected by it if it is ingested or they get it in their eyes. Inorganic Pokemon are entirely immune to poison. Poison Pokemon are immune to Poison.

Poison (Toxic): It takes one round for Toxic to soak in. Toxic poison starts slightly below regular poison, but doubles every round, eventually capping at half a Hyper Beam per round. Same rules apply as normal Poison.

Sleep: Sleep is difficult to cause, difficult to break yourself and easy for your foe to break. Most sleep moves will take ten-ish seconds to execute if they inflict direct sleep, though it can be faster or slower depending on the opponent's state of mind. Calmer opponents will fall asleep faster and irritated opponents may not fall asleep at all. Most Pokemon will sleep for two or so rounds, depending on how anxious or irritated they were when they went to sleep. Rest will always last one full round's worth of time (about a minute) unless woken up in the middle. Most attacks that do good or so damage will wake up a Sleeping Pokemon, especially sound-based (non-Snore) attacks, and any drastic changes to the environment the Pokemon is in (such as a bright light in a dark arena or changes to air quality) may cause them to awaken if they were less calm when they fell asleep. Snore and Sleep Talk are the only moves that can be successfully executed while Sleep.
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Old 10-30-2013, 06:44 AM   #12
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Why do you still have Sleep taking 10 seconds to inflict? I thought we agreed that 10 seconds is enough for me to poke you in the eyes and kick you in the groin and still have enough time remaining to draw dicks all over your face.

Also, don't forget Dream Eater and Nightmare.
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Old 10-30-2013, 07:12 AM   #13
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Because I couldn't be arsed to find said discussion and what the final ruling on it was, so I kept it as is. Ten seconds is a long time, but considering that it is by far the most crippling condition I'd say it's not too out there.

And Nightmare and Dream Eater specifically state how they interact with Sleep in their descripts, and I don't like the idea of stating redundancies since it means having to find each and every redundancy if and when thing inevitably get changed down the line.
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Old 10-30-2013, 07:14 AM   #14
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Making sleep ten seconds makes it impossible to induce unless as the last move of the person ordering second. I think that nerfs it WAY too much.
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Old 10-30-2013, 07:22 AM   #15
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To cut this short and because I'm not one for being nagged at, I'm going to tell you both precisely what the LO's told me when I started talking about statuses being wonky in the first place. Don't just say "This is bad." and maybe try giving an actual solution.

As I said, though, I couldn't easily find the discussion on sleep and what the decision was that was made on it, so I kept it as was for the time it takes. Honestly I feel like five seconds is probably fine, but given that some Pokemon get bonuses to sleep inducing and it's REALLY not hard to make your opponent calm first (especially given that most 'mon who get sleep moves also get confusion moves and that forces your opponent to choose whether to be more resistant to one or the other), ten seconds isn't all that bad of a time.
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Old 10-30-2013, 08:36 AM   #16
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I feel like five or so seconds, adjusted for factors like distance, mental state, etc, would be good. And probably eight seconds or so for drowsiness (such as Yawn and Secret Power can do), so long as nothing disrupts them in said time.

Speaking of, there needs to be something noted about drowsiness, and how it differs from sleep itself. Such as it making a Pokémon slower to act and react, may cause them to be a bit slower understanding complex orders, and less chance to idle dodge.

Also, I believe I read a long-ass time ago that drowsiness-inducing does not count as a sleep move, as it is indirect. Also, because Secret Power has that as a possible effect, and Secret Power is everywhere. Don't quote me on that, though. Also, diminishing returns, etc, etc.

Burn may need a note that heat and size of the flame matter more that the actual move's power, when it comes to irritating burns. Such as, Ember, although more powerful than Incinerate, will not irritate burns as much as Incinerate will, because Incinerate is a massive wall of flame.

I make repeated poisoning (standard, not Toxic; such as if you Poison a foe with Poison Jab, and then later score successful poison with another move) make the poison slightly more potent for a short time, but I highly doubt many others do that. Just throwing it out there because I do it.

Other than that, it looks good. Although I do a slower progression of Toxic, myself, and cap it at significant-ish.
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Old 10-30-2013, 06:39 PM   #17
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Hooray no LO's coming to tell me my ideas are stupid in the time they've been up.

Also I love you Kairne for formatting your post in such a way that it's easy to quote.

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I feel like five or so seconds, adjusted for factors like distance, mental state, etc, would be good. And probably eight seconds or so for drowsiness (such as Yawn and Secret Power can do), so long as nothing disrupts them in said time.
Honestly I feel like this is a good time, but sleep is pretty incredibly overpowered, even with it's current nerfs, so like I said, ten-ish isn't all that bad considering. Remember, I was looking at this not just from an individual status standpoint, but also from a balancing standpoint, and the last thing we want is sleep to become that status like it was in the past.

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Speaking of, there needs to be something noted about drowsiness, and how it differs from sleep itself. Such as it making a Pokémon slower to act and react, may cause them to be a bit slower understanding complex orders, and less chance to idle dodge.
If I was going to do that I would have written up one for Berserk/Taunted. Those kinds of things are just common sense sub-statuses. That said, I'll gladly write them up if asked, but as stated above, I was more concerned with how to balance the real deal.

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Also, I believe I read a long-ass time ago that drowsiness-inducing does not count as a sleep move, as it is indirect. Also, because Secret Power has that as a possible effect, and Secret Power is everywhere. Don't quote me on that, though. Also, diminishing returns, etc, etc.
Indeed it does not, in the same kind of way as draining moves like Drain Punch and Pain Split don't count as recovery moves since they do damage. It's not the sole purpose of the move so it's not the same.

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Burn may need a note that heat and size of the flame matter more that the actual move's power, when it comes to irritating burns. Such as, Ember, although more powerful than Incinerate, will not irritate burns as much as Incinerate will, because Incinerate is a massive wall of flame.
Now we're getting into iffy territory. Realistically that's all up to ref's discretion. I personally wouldn't allow Incinerate to cause more increased damage than Ember, since the flames of each individual Ember are stronger that those of the Incinerate wall. Chance of burn coupled with how much of the area that is currently burned that actually is hit by the flames is usually your best bet.

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I make repeated poisoning (standard, not Toxic; such as if you Poison a foe with Poison Jab, and then later score successful poison with another move) make the poison slightly more potent for a short time, but I highly doubt many others do that. Just throwing it out there because I do it.
Again, ref's discretion. I personally wouldn't, since poison is already a little overdone in that a lot of Pokemon don't get any proper way to recover from it, but if you do, that's your thing.

Quote:
Other than that, it looks good. Although I do a slower progression of Toxic, myself, and cap it at significant-ish.
Slower progression with Toxic might work better now that matches last longer, but a higher cap is a bit... eh. Possible, but not recommended.
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Old 10-30-2013, 06:43 PM   #18
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Oh I forgot about this.

Kudos on actually doing it, eventually. These are all very Kush-esque, by which I mean they're a bit wordy. Cut each status by about a third in length and complication and you'll improve them greatly.
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Old 10-30-2013, 06:57 PM   #19
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Alright, I'll give them a work a bit later.
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Old 10-30-2013, 07:12 PM   #20
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From my quick scan of what you've written, a lot of what you've added is probably standard but unspecified by my descriptions, so I wouldn't exactly call it a change as much as a codification. Good work either way!
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Old 10-30-2013, 07:14 PM   #21
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Yeah, I only made a couple small changes, but the big thing I had issue with was that a lot of things weren't clear so people were reffing them in drastically different ways (see: burn).
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Old 11-17-2013, 07:06 PM   #22
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Confusion seems very easy to inflict compared to sleep and paralysis, yet it has the most destructive and frustrating effects? I don't know if I can agree with that. It shouldn't have a higher chance to cause a move to fail than equivalent paralysis AND an additional chance for moves to backfire. What's wrong with saying average confusion has a 50% chance to negatively impact an order, and in the event it does, that negative impact can range from simply not doing the move to doing a completely different move in some crazy direction?
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Old 11-17-2013, 07:09 PM   #23
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You seem to forget that there are many moves that are fairly widespread that rid the user of any confusion in its entirety, as well as moves that can help to prevent confusion in the first place.
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Old 11-17-2013, 07:21 PM   #24
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No, I disagree. As second to order you have free reign to cause confusion extremely easily, and the opponent can't simply say "block your ears" or "block your eyes". Supersonic and Confuse Ray are very widespread. You spent half a round to get an almost guaranteed two round set-up.

Using things like Calm Mind once you're already confused is a common suggestion, but if you've got an 80-85% chance of it failing, how could you ever call that reliable unless you three move Calm Mind x3?

Most things which outright cure status effects cure all status effects, so by saying they make confusion easier to cure, it actually makes paralysis/sleep easier to cure too so...
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Old 11-17-2013, 07:24 PM   #25
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Blocking your eyes is easy enough to do to avoid Supersonic. And Confuse Ray is easy enough to handle.

You snap out of confusion, easily enough, if somebody hits you with a move anyway. The other statuses, namely paralysis, are more useful in that they're more likely to linger on.
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