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Old 02-11-2016, 11:29 PM   #276
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Now then, given the discussion that's going on, let's steer this elsewhere.

Quote:
Growl (XX) -- Using mild energy, the user growls loudly at the target, scaring it slightly and possibly interrupting its action. Growl also has a 30% chance to slightly lower the foe's physical attack stat for a few round. If there is some reason that the opponent wouldn't be scared (size difference, bio, etc.), Growl will fail.

Pound (XX) -- The user punches the opponent, causing moderate damage.
Quote:
Additional Legal Moves
A small number of basic moves may be ordered for nearly any Pokémon, provided they have sufficient anatomy to perform it.

Tackle, Body Slam, Skull Bash, Headbutt - All Pokémon who are able to achieve a solid form can use these four moves. However, if they cannot use the move legally, Tackle will cause slight recoil, Body Slam will lose its paralysis chance, Skull Bash will lack its protective shield, and Headbutt will be slightly less powerful.
Growl - All Pokémon capable of making vocalizations will be able to use Growl, though Pokémon who are able to use the move legally will be able to perform it more successfully.
Bite, Pound, Tail Whip - All Pokémon who have teeth/limbs/a tail may use Bite/Pound/Tail Whip with no reduction in damage or drawbacks.
So most people are aware of all Pokemon being able to use a Burst Agility, use a Tail Whip etc, but we have problems discerning how the other moves can be used. Could we have these descriptions be moved to the relevant moves as well so that it's more clear what limbs could be used?

In particular, Pound, as Aposteriori has pointed out so kindly, needs to have the description changed to not just be "punch" but more rather hit with at least some force using a limb. Ash's Treecko has always been able to use Pound with its tail, even when it evolves as Apost has already pointed out.

EDIT for Kush: I removed all the other moves which were adequately written, so it's only Growl and Pound that I'm focusing the spotlight on here.
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Old 02-12-2016, 12:18 AM   #277
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Can we simplify that a bit? Remove Skull Bash and then basically say Pokémon can use their bodies to attack? Like. We don't need to specify that all fanged Pokémon can use Bite but something basically saying if you have wings you can Wing Attack, if you have arms you can Pound, etc... keep them XX or Normal.

Fix Growl my idea was terrible.
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Old 02-14-2016, 08:11 PM   #278
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The current full description or rule (if applicable), highlighting any problem areas

Dazzling Gleam (FA) - The user releases a bright burst of magical energy, dealing considerable damage to the foe and possibly lowering their accuracy for a short time, similar to Flash.

The issues with the move (in bullet points or short paragraphs)
Clarification needed.

The proposed changes (please do not rewrite the moves yourself)

Specify that damage is not reduced by closing of the eyes, but the blinding portion is fully mitigated.
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Old 02-18-2016, 11:06 PM   #279
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Whats this! Someone thats not Apost posting in the Mew Thread! What is this madness!

The current full description or rule (if applicable), highlighting any problem areas
Force Palm (FT) -- The user drives its palm into a vulnerable area of the opponent's body, dealing good damage and possibly causing paralysis.

The issues with the move (in bullet points or short paragraphs)
Clarification needed.

The proposed changes (please do not rewrite the moves yourself)
Either write the exact chance of paralysis (10/20/30%) or use one of the general indicators of these percentages slight/considerable/high.
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Old 02-21-2016, 04:58 PM   #280
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The current full description or rule (if applicable), highlighting any problem areas

Roar (NO) -- Using mild energy, the user roars loudly, scaring most opponents (unless they have no reason to fear a roar from the user, such as a large size advantage) and distracting them from the battle.

The issues with the move (in bullet points or short paragraphs)
Spread or no spread? Instructions are unclear. Clarification needed.

The proposed changes (please do not rewrite the moves yourself)
Is is based on a conic structure with a unilateral direction or does it affect all enemy pokemon that hear it? As long as one over the other is stated, the ambiguity is solved.

Contingent on that response, this could use some clarification as well if it turns out to be Psychic-esque in how wide it is.

Sound Moves - There are two kinds of sound moves in the ASB, non-damaging, frequency-based moves and damaging, amplitude-based moves. Non-damaging sound moves (e.g. Supersonic, Screech, Howl, Roar, Noble Roar, etc.) carry no energy themselves and are not subject to any type modification. Pokémon with sensitive hearing are more likely to be startled by these moves and may be more vulnerable to their effects. Damaging sound moves (e.g. Hyper Voice, Boomburst, Round, Chatter, etc.) are simply energy-based moves carried via sound. While those with sensitive hearing will be vulnerable to the associated sound, they will not take additional damage. Type modification will be calculated as normal.
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Old 02-21-2016, 06:45 PM   #281
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You're making the assumption that Roar functions like moves like Supersonic, which just isn't the case.

Roar, Growl and their ilk are the archetypal sound moves, that are literally just sounds. Supersonic and Hyper Voice and the like are the weird ones, which are specified properly. I'm not worried about people understanding how basic sound functions.
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Old 02-21-2016, 06:53 PM   #282
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Quote:
Originally Posted by Jerichi View Post
You're making the assumption that Roar functions like moves like Supersonic, which just isn't the case.

Roar, Growl and their ilk are the archetypal sound moves, that are literally just sounds. Supersonic and Hyper Voice and the like are the weird ones, which are specified properly. I'm not worried about people understanding how basic sound functions.
I didn't, but it is worth clarifying and it was worth a shot.
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Old 02-21-2016, 07:25 PM   #283
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I think describing to people how sound works just muddies the water unnecessarily.
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Old 02-23-2016, 06:22 AM   #284
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The current full description or rule (if applicable), highlighting any problem areas
Camouflage (NO) -- Using solid energy, the user consumes some energy to blend in with their background, except for certain parts which can't change (Staryu's jewel and Kecleon's stripe). The attack works quicker and with less energy for Kecleon, as Camouflage is a natural attack.

The issues with the move (in bullet points or short paragraphs)
Clarification.

The proposed changes (please do not rewrite the moves yourself)
-Clarify how long it last.
-State if damage can end the camo in the same manner that invisible state ends if the ghost takes damage?
-Clarify how the opponent can remove it or circumvent it. Probably detect can give a general sense of where to find the pokemon. The last point is less valid given that Detect is already explicit about this.

Last edited by Aposteriori; 02-23-2016 at 06:32 AM.
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Old 02-23-2016, 06:42 AM   #285
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Why does this need clarification.
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Old 02-23-2016, 07:02 AM   #286
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Quote:
Originally Posted by Mercutio View Post
Why does this need clarification.
When does it end is all that it really needs as a priority. Invisible last two rounds max for example.
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Old 02-24-2016, 07:38 PM   #287
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The current full description or rule (if applicable), highlighting any problem areas

Weather Ball (Various) -- The user collects the current weather in a ball of energy and sends it at the victim, dealing good damage. In the sun, the energy ball is very hot, made of fire energy; in rain, it's water, etc.

The issues with the move (in bullet points or short paragraphs)
No inherent problem.

The proposed changes (please do not rewrite the moves yourself)
Could the power scale up if the weather is atypical? In game it goes from 50 to 100 before SE and STAB modifiers. Since that would be easily abused if it remains energy efficient; maybe scale it to significant for considerable or significant energy? I know there is a general aversion to grant more Heavy level moves. A bump to considerable is still much better than the current good level under atypical weather.
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Old 02-24-2016, 08:09 PM   #288
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Actually that's probably not a bad proposal, but we need to be sure that it doesn't stack with something Castform already has going/can be abused by non-Castform users.
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Old 02-24-2016, 08:15 PM   #289
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Users: Lugia, Ho-oh, Castform, Roserade, Vanilluxe, Volcanion, Bellsprout line, Snorunt line, Cherubi line, Drifloon line, Raikou, Bulbasaur line.

Advantages:
Roserade, Bellosprout line, Snorunt line, Cherubi, Bulbasaur line has water offtype with a two move set up against fire, ice against flying, and rock against flying/ice, and fire against ice. Again, two turn set up for them.
Drifloon line has a two turn set up against ice with fire or rock weather ball.
Vanilluxe gains access to water weather ball, but already has water pulse. Rock weather ball is usable, but it does not learn sandstorm.

Disavantages: I do not forsee it becoming abusable given that they should be restricted to standard offtype amounts to avoid abuse.
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Old 02-24-2016, 08:26 PM   #290
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I think considerable for good or significant for solid is fine imo. Weather is finicky to use and Hex is just as efficient and is much more reliable.

(We should probably fix Hex and Venoshock.)
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Old 02-25-2016, 09:53 AM   #291
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Don't they scale in energy with every use?
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Old 02-25-2016, 09:57 AM   #292
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Quote:
Hex (GH) --The user creates a hazy form of purple energy above them, which quickly forms into an intimidating eye, frightening the opponent somewhat before launching waves of purple energy which deal decent damage. This attack is fueled by the user's sense of sadism, and will deal significant damage if the foe is afflicted by a status effect. Though it uses decent energy normally, repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at solid energy.
Quote:
Venoshock (PO) --The user sends a burst of reactive toxins at the foe, dealing good damage. If the target is poisoned, the attack does significant damage. Though it uses decent energy normally, repeated uses of this move while boosted will cause it to increase in energy use slightly, capping at solid energy.
Still efficient. Them scaling doesn't really do much except make them stronger tbqh.
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Old 02-25-2016, 10:34 AM   #293
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For some ASB members, sadism is a sensitive subject. It would be prudent to keep the language more benign to avoid any possible conflict.
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Old 02-25-2016, 01:35 PM   #294
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Oh man okay. I thought they started at Good energy and capped at Significant. This is how I always refereed them.
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Old 02-25-2016, 01:41 PM   #295
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I don't think we need to remove the word "sadism". It's not offensive, it's a very good descriptor of the emotions behind it, and I'm just not seeing a good reason for it. Plus most ASBers are fairly sadistic anyway. Censoring that would be like censoring violence. In this fighting game.
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Old 02-25-2016, 01:51 PM   #296
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Agree with Connor but frankly changing the word does no harm so disagree with Slash on this one.
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Old 02-25-2016, 03:52 PM   #297
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https://youtu.be/f_hIe16YSIw?t=167

So about that whole "Solar Beam needs sunlight" thing...
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Old 02-25-2016, 03:55 PM   #298
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Quote:
Originally Posted by Mercutio View Post
https://youtu.be/f_hIe16YSIw?t=167

So about that whole "Solar Beam needs sunlight" thing...
If you want to entertain the anime in this situation, then you also need to recall Goodra using rain dance within an indoor gym.
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Old 02-25-2016, 04:01 PM   #299
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I PMed that to Jeri the day after happened, something like two weeks before anyone else noticed, and he had a meltdown haha.

In fairness indoor weatjer should be implemented. Solar Beam less so this is just lazy animé writers.
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Old 02-25-2016, 05:19 PM   #300
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The current full description or rule (if applicable), highlighting any problem areas

Solar Beam (GR) -- The user absorbs sunlight, then fires a beam of Grass energy at the target that deals heavy damage. The power of the beam varies in relation to the length of time the attack is charged for. Grass types charge quicker than non-Grass types, of course. The user has to be in natural light from outside to be able to charge the attack. If Sunny Day is in effect, the attack has an almost rapid fire nature. If Rain Dance is in effect, the charging time is increased. Solar Beam is completely ineffective at night, and during dawn and dusk periods, the charging time is slightly increased. When used by a Grass Pokémon, this attack uses considerable energy, while non-Grass types use significant energy to convert the sunlight to a beam of energy.

The issues with the move (in bullet points or short paragraphs)
Anime reveals new mechanics. Revision should be considered.

The proposed changes (please do not rewrite the moves yourself)
The anime shows Solarbeam working during night time; it could be argued that work due to the presence of the moon. Either way, moon or no moon it should work to some extent during the dark if at least at inefficiency. Probably do considerable damage.

--

The current full description or rule (if applicable), highlighting any problem areas

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Hail (XX) -- The user spends moderate energy sending a beam of energy in to the sky. Much like Rain Dance, clouds will form over the course of a round and begin to drop hailstones upon the battlefield. These hail stones will deal light damage per round to any non-Ice type Pokémon on the field, as well as generally stinging and possibly making it harder to concentrate. Pokémon may find it harder to stay aloft if flying or levitating during a hailstorm. Ice types will feel more at home in such conditions and Ice attacks will deal 10% more damage, whilst Dragon attacks will deal 10% less damage. If the arena is particularly hot, for example a desert, this technique will not work. Unless extended or cancelled, the hailstorm will last for 5 rounds, gradually fading out as it began. Subsequent uses of Hail can be used to extend or restart a hailstorm, but use of another weather move such as Rain Dance will cancel the hailstorm over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof.

Rain Dance (XX) -- The user does an ancient dance, calling to the sky to make it rain and using moderate energy. Much like Hail, clouds will form over the course of a round and begin to drop rain upon the battlefield. When the clouds move in, the first round or so is just drizzle, which is then followed with a constant rain. Water Pokémon will be more at ease in these conditions and Water attacks will deal 10% more damage, whilst Fire and Rock Pokémon will feel uncomfortable (especially if they have an exposed flame) and Fire attacks will deal 10% less damage. Electric attacks will be sent directly where they are aimed, but opponents can still dodge as normal. Solarbeam takes twice the usual time to charge up and the effects of 'Moonlight', 'Morning Sun' and 'synthesis' are reduced to at least half of their original effectiveness. If the arena is in an especially arid place, the attack might take several rounds to start or not even work at all, it's up to the referee's discretion. Unless extended or cancelled, the rainstorm will last for 5 rounds, gradually fading out as it began. Subsequent uses of Rain Dance can be used to extend or restart a rainstorm, but use of another weather move such as Sunny Day will cancel the rainstorm over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof.

Sandstorm (XX) -- The user begins to spin or move in such a way that it kicks up massive quantities of sand and dirt and powerful winds, usually using moderate energy but increasing in cost if the user maintains its movement. Pokémon which are not Ground, Rock, or Steel type will take light damage per round from the sand and loose stones being blown around in the wind. The winds are stronger and stone damage is greater the closer one is to the center, where the Pokémon using the Sandstorm is located, and lighter Pokémon may find it hard to maintain their footing. Many Pokémon will have their vision and hearing impaired, making it difficult to locate opponents, and Pokémon may find it harder to stay aloft if flying or levitating. The user must continue to spin/kick to maintain this attack, but if the user stops, the winds will continue for 2 rounds. The size and severity of Sandstorm can vary, based on the user's size and energy, smaller Pokémon obviously not as capable of generating the same power of storm as a larger Pokémon. Sunny Day cannot be used to cancel Sandstorm, but Rain Dance and Hail do, their effects pulling down a lot of the sand. Sandstorm will increase the charge time of Solarbeam and cut the effectiveness of light based moves much like Rain Dance. Certain Pokémon, such as Larvitar or Hippopotas, are capable of generating a Sandstorm using sand in their bodies; these Pokémon can use Sandstorm regardless of the arena and their Sandstorms will last for 5 rounds without the need to be maintained, though they may still be cancelled by use of Hail or Rain Dance as with other weather moves.

Sunny Day (XX) -- The user sends a small beam of energy skyward, using moderate energy, causing all clouds to clear out and sunlight to shine brightly over the course of a round. The temperature of the arena will increase by a few degrees due to the sunlight, making it less likely for moves to succeed in freezing. Fire and (most) Dragon types will be more at home in these conditions, while Water and Ice types will feel quite uncomfortable. Fire moves will deal 10% more damage in these conditions, while Water and Ice moves will deal 10% less damage. Electric attacks become slightly less accurate, the electricity flying a bit wildly as it is diffracted in the heated air. Solarbeam's charge time is reduced to a mere 2-3 seconds and the effects of Moonlight, Morning Sun and Synthesis are doubled. Finally, any Grass Pokémon on the field gain some energy and health so long as the sun keeps shining. Unless extended or cancelled, the bright sun will last for 5 rounds, gradually fading out as it began. Subsequent uses of Sunny Day can be used to extend or restart the sunlight, but use of another weather move such as Rain Dance will cancel these effects over the course of a round. Weather moves will only be effective if used in arenas that are exposed to the outside and do not have an enclosed roof. If Sunny Day is used at night, it will cancel rain and hail as usual but will not cause the sun to shine, negating the boost to fire.


The issues with the move (in bullet points or short paragraphs)
No inherent problems

The proposed changes (please do not rewrite the moves yourself)
Given anime evidence: 5 turns indoor weather. If not at least a 3 turn compromise.

Sandstorm Sidebar 1.0

Quote:
Originally Posted by Aposteriori
Suggestion:

For natural rock types a sandstorm should act like a special defense buffer providing a boost to their special defense by either 1.1x or 1.2x. It would mirror the boost they get ingame and it is honestly not a bad call given that they are plagued by several common weaknesses.
Sandstorm Sidebar 2.0:

Quote:
Originally Posted by Concept
Having put a bit more thought into this; other weather moves buff and debuff moves of particular types. Sandstorm could for example reduce the power of Water and Grass moves because dry and arid, much like how Sunny Day weakens Ice and Water.
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