cress
Rookie Trainer
Posts: 5
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Post by cress on Apr 3, 2009 22:51:40 GMT -5
Well, seeing as how I am new member of this team, I'd like to bring my proposal to the Park. It's the new Park Formula. I'm still working out the details, but I will post again, when I have it fully figured out.
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cress
Rookie Trainer
Posts: 5
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Post by cress on Apr 4, 2009 21:23:02 GMT -5
Alright, here it is.
The basis of the formula is the basic reffing formula. However, there are modifications to this.
Starting with the penalties/bonuses. Depending on how severe/good the penalty/bonus is, the potential damage could go from regular damage to doubling it in bonuses, or from regular damage to no damage for a penalty. For example:
Rhyhorn uses Stone Edge on a Lapras. Since Lapras is part Ice, the attack would obviously do double damage. Now, let's say he gets the perfect bonus. He describes everything perfectly, and get Lapras while it's offguard. So, in addition to the double damage and the STAB, for getting the perfect bonus, the ref could add between 1.5x to 2x the damage. Now, this would most likely result in a KO, but it's just an example.
Here is a penalty scenario:
A Nincada uses Metal Claw on Geodude. Now normally, this would be good, but let's say he's doing this while Geodude is watching him, and counters with a Defense Curl. Now, Nincada gets the super effective hit, but he doesn't get STAB and Geodude gets the chance to defend itself. So, he'd get a moderate penalty, bringing a .75-85x penalty. So, Geodude would be left with good HP, and the trainer would have to work harder. Also to note, you multiply the actual damage by .75 or .85.
One last thing I'd like to bring up about this is if a pokemon uses a move that also hurts it in the process. Example:
Onix uses an Earthquake on another Onix. Not only would this damage the wild Onix, but the shockwaves also travel up your Onix. So, your Onix will take about 1/8 of the damage done to the opponent.
Please discuss this, and show any things wrong with it. I'd like to get this formula implemented soon.
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Post by trainer17 on Apr 4, 2009 21:56:08 GMT -5
Like I mentioned over AIM, your modifications sounds nice. We need to bring up more penalties, or the second part where you mentioned, some moves that damage the user as well.
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cress
Rookie Trainer
Posts: 5
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Post by cress on Apr 4, 2009 22:18:10 GMT -5
Like I mentioned over AIM, your modifications sounds nice. We need to bring up more penalties, or the second part where you mentioned, some moves that damage the user as well. Yes yes, as more people talk about it, we'll add what all the other penalties will do.
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Post by eraizaa on Apr 5, 2009 2:00:41 GMT -5
This sounds good and I think it also leaves room for a trainer to give him/herself a penalty, like, let's say a trainer tells his/her Pokemon to carefully strike a bug type with Wing Attack, the Wing Attack's power should be decreased (this is something the trainer could do to avoid KO'ing a Pokemon they want to capture).
There is one thing though, if an Onix uses Earthquake, shouldn't the shockwave be comming from the Onix and out towards the enemy? (meaning it doesn't affect the user 'cause the shockwave is actually moving away from the user)
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HKim
Rookie Trainer
Posts: 17
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Post by HKim on Apr 5, 2009 13:33:53 GMT -5
I like the idea and I think it will be better if we drop the entire formula in itself.
I think it would be best if Rangers do not have to be Refs. Better still in Rangers don't need to know the base formula that Refs do. We want to give opportunities to roleplayers, not make it so that Rangers need to have a calculator in hand.
That being said, penalties and modifiers should not be a specified number, but rather a guideline. Of course Sunny Day is going to boost fire moves, but maybe not in a calculated way. Other factors will always play a role such as if the attack is a direct hit or glancing blow. If the pokemon firing the attack is running toward or away from the attacked pokemon. If the pokemon has already been tired out from most of the battle and this is the last hurrah or a weak attempt due to injuries. And still takes into account the usual: distances between pokemon, type advantage, and personality.
All of that is way too many numbers to deal with for a Ranger, much less a Ref.
So you have to fudge it. Yes, you heard me, fudge it.
I think that what we envision for the Park and Anime Style Battling rules are completely different. We should leave Anime Style Battling rules to the Refs and Mike's team. Our goal here is bring roleplaying to the Park without the hassles of number crunching.
Yes, that means that the numbers will vary Ranger to Ranger, but that's fine because each Ranger's description will be different. That means the conditions will never be the same anyway. I could say the attack did 36.9% damage because the pokemon was weakened earlier by the battle. Another Ranger could say it was closer to 54.2% because it was the pokemon's last attack and it put everything into it. Subsequently, that pokemon faints. I just made those numbers up off the top of my head. They have no basis in calculations (though I have reffed years ago). The point is that the numbers must have reasons behind them. The description and the conditions are more important than the formula.
Being a Ranger is about common sense, good estimation, and good roleplaying. That's it. In fact, the entire motto of a Ranger should be:
"Doing whatever is necessary to make the adventure a memorable one."
And sometimes that means forgetting the numbers, and doing the unthinkable.
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Post by eraizaa on Apr 5, 2009 14:50:09 GMT -5
Wow...Awesome!
Well, I do think a reffing calculator would give an idea of what the attack is capable of doing, but, yeah, making that guideline instead of a rule is better.
As fun as having the numbers be removed and let the Ranger's instints and sence of logic be what decides the damage, do you think the URPers will approve?
I know I like it, but maybe they'll want solid numbers to be able to pre-plan things themselves. = \
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Post by tyranitartrainer on Apr 6, 2009 14:17:43 GMT -5
I also favor the idea of dropping strict, numbers-based methods of Rangering. I say we do the bare amount of calculating. How about something like this:
We take into account the base power of every attack. That's it. Then from there, the Ranger can decide any bonuses/penalties/modifications that would alter that damage. So say a Pidgeot uses Aerial Ace on a Butterfree. The Ranger would take the BP of AA, which is 60, and then depending on the effort the Trainer gives, modify that number. Perhaps they'll double the damage if the post is good, or half the damage, or make the attack miss entirely. That sort of thing. We could post the Battle Theory as a guideline for Rangers and Trainers both to keep in mind possible outcomes of what might happen.
What do you guys think?
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Post by eraizaa on Apr 6, 2009 14:56:20 GMT -5
Sounds perfect I think.
We take the base power and apply or ignore STAB, Effectiveness, Odds, Accuracy, etc, depending on the Role Playing quality. At the same time, since the main number is the base power, it might give the trainers an idea of what could happen if they show certain quality. It goes with the anime too as attacks don't always apply all this in the anime. I once saw Buneary use Ice Beam on Gligar and Gligar acted as if nothing had happened, proving that the Numbers the referees work with are not everything.
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Post by tyranitartrainer on Apr 6, 2009 15:15:59 GMT -5
Exactly. We're not just taking into account stats and the like here. I think the only real number that should count is the base power of all moves used, if they deal damage. It's simple and effective, and doesn't require Rangers know how the entire reffing calc works. That would be a bonus if someone wanted to go in-depth and everything, but it wouldn't be q requirement.
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Post by eraizaa on Apr 10, 2009 4:33:29 GMT -5
Well, I have good news and Bad new. The good news is I found the simplest way possible to figure out what the chances of a Pokeball to capture a Pokemon are according to its "Catch Rate". The bad news...it's a lot of math...but, I managed to turn the massive capture rate formula into simple to read math problems. Catch Rate Number/7.65=Chance of the Pokemon being captured by a Pokeball This chance is multiplied by 1.5 if: -Pokemon is Poisoned/Toxiced -Pokemon is Paralized -Pokemon is Burned -Greatball is used This chance is multiplied by 2 if: -Pokemon is Frozen -Pokemon is Asleep -Ultraball is used The HP also modifies the chances of capture. 99% HP would multiply it by x1.02; 98% would modify it by x1.04; 50% would modify it by x2. If you noticed, the sequence in HP is multiplying by 1+((damage% x 0.02)+1) Example. Let's have a made up Pokemon 76.5 Catch Rate. 76.5/7.65= 10 which means 10% Success Rate Let's say it's Frozen. 10%x2=20% Success Rate Let's do 52% of damage to it just for fun. 20% X (1+(52x0.02)) = 20%x(1+1.4) = 20% x 2.4 = 48% Success Rate Now let's use a greatball on it! 48%x1.5=72% Success Rate The Ranger could use this as a guideline, not as a rule. You can memorize all this math or use this excel calculator. = ) Also, if you don't think this is simple, take at look at the original formula: X = (((3 * MaxHP - 2 * CurrentHP) * (BallBonus * CatchRate)) / (3 * MaxHP)) * StatusBonus [where if X is smaller than 255 you must do this other equation] Y = 1048560 / √(√(16711680 / X)) [Where four 65535 sided are rolled and if all four are equal or smaller than Y then it's a capture meaning...] Success Rate=100 * ((Y / 65535)exp4)%. The smaller numbers I gave you will give you the exact same results as this complex formula.
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Post by tyranitartrainer on Apr 10, 2009 7:16:13 GMT -5
Hmmmm, I think for the most part, it'll be up to the Ranger's own judgment if a Mon is captured or not. They could use your formula or a similar one if they wanted to; as you said, it could be a guide for Rangers to use.
I personally phail at math ^^'.
So, about figuring damage. Are we going to go ahead and use the "base your outcome off base power and quality of the Trainer's post" method? Or does anyone else have any other ideas?
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HKim
Rookie Trainer
Posts: 17
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Post by HKim on Apr 10, 2009 21:03:36 GMT -5
Hmmmm, I think for the most part, it'll be up to the Ranger's own judgment if a Mon is captured or not. They could use your formula or a similar one if they wanted to; as you said, it could be a guide for Rangers to use.
I personally phail at math ^^'.
So, about figuring damage. Are we going to go ahead and use the "base your outcome off base power and quality of the Trainer's post" method? Or does anyone else have any other ideas? I don't think we should put a formula at all. Like I said, too complicated for what we want to do. We are asking writers to do battles, not run formulas. Base power seems good.
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Post by eraizaa on Apr 11, 2009 1:55:09 GMT -5
Alright, all that math is intimidating. Just use the EXCEL CALCULATOR to figure out the Capture chances if you want. (Note: it works with the words Frozen, Paralized, Sleep, Burn, Poison, Toxic, Pokeball, Greatball, and Ultraball, plus a 1 or a 2 on the "Number of Status Conditions" cell.) Like I said, it's not to apply as a rule, it's more like a guideline to help Rangers know how likely it is for a ball to capture a certain Pokemon in whatever situation they are in. = )
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