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solo
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Post by solo on May 24, 2013 18:18:29 GMT -5
In a pokemon rp it is really hard to judge how much health your pokemon, or an opponents pokemon have left. I mean there isn't a nifty HP bar we can look at to decide like the games. And I actually thought of this while I was looking at Damage Calculators, but they rely to heavily on EV's, IV's, STD's I mean there are so many things it's crazy. So for this forum I devised a simple, yet effective way to gauge HP/Damage for those of you who would want to use. (Also I am kind of system crazy I like making them.)
Every pokemon has 100% HP period level, and crap don't effect this number at all. So get over it you are stuck at 100%, any whining, and I break out my cane.
In order to determine how much damage an attack does to an opponent is slightly more complicated that the HP unfortunately. Basically it's a math equation (btw I hate math, but my love of pokemon overrides that.)
If the attack has an IN-GAME attack between 10-50 you simply half that number, and that is it's NEUTRAL damage (meaning the attack has no type advantage/disadvantage). Take the move Scratch for example it's in game power is 40. That means on the forum here if the hit was successful on an opponent that wasn't weak, or resistant to it's type they would lose 20% of their health (this is also assuming that they are at, or near the same level).
Now let's say that they try to use Scratch on an opponent like a Steelix who only takes half damage from Normal type attacks. That 20% is then halved to 10%, and that is how much damage he would take. The same applies for those with 4x resistance against it, you would take 20%, and divide it by 4, which would mean that pokemon would only take 5% damage.
Now the opposite is true for pokemon with weaknesses. Say there is a pokemon that is weak to Scratch (lulz weak to a normal type). It's neutral damage is 20% but if they are double weak to it, they would lose 40% of their health. If they are 4x weak to the attack they would lose 80%. Which seems reasonable in my humble opinion.
Now for attacks that have an IN-GAME power of 50+ you halve the ingame damage, and that is how much HP it takes away. Let's Hyper Beam for exampe it has an ingame power of 150, halve that, and it's neutral damage is 75% which is about right for one of the most devastating attacks in the entire game. Obviously that goes down when you apply resistances, and what not, but it will still take a good chunk out of your HP.
For attacks that hit multiple times you just multiply the Neutral Damage by however many times it hit's. You apply weaknesses/resistances before the multiplication. Now on to more important stuff like how levels affect damage.
Now everything that is posted above is under the impression that you are going to be battling someone fairly close to your level. However if you do fight someone who is much stronger/weaker than you there is one other factor to determine. That is the Level Factor.
It's pretty ridiculous to think that a Level 1 Rattata is going to knock out a fifth of a Level 10 Butterfree's health with one swipe. So there is the 3% rule, which works only on pokemon that are 5 levels higher/lower than your current pokemon. Basically for every extra level after those initial five your attack does 3% more/less damage.
So that Rattata using Scratch on that Butterfree it's neutral damage might be 20%, but it is going to lose 15% damage because Butterfree is Level 10, and Rattata is Level 1, therefore Scratch only takes away 5% of Butterfree's health.
Now if Butterfree used Confusion on that Rattata it would do significantly more damage than normal. Confusion's Neutral damage on the forum is 25%, add 15% due to the level difference, and you have just wiped out 40% of that Rattata's health. So yeah I thought this was a cool system feel free to comment, or maybe spitball more ideas to refine this idea? I think it would be cool to implement on the site one day.
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administrator
ZULF ?
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Post by ZULF ? on May 24, 2013 18:27:17 GMT -5
While I appreciate the amount of thought and time you've put into this, Solo, I think most of us use this damage calculator as a guide, then just subtract from 100% the percentage of damage that is taken. As far as IVs and EVs go, I generally set both Pokémon's stats as neutral or equal. If it's Scourge Pokémon attacking, I'll set Scourge as Pure Attacker and Positive, IVs and EVs all maxed, then the defending Pokémon as Negative preset with all IVs and EVs at 0. I don't know if there's any real need to further complicate the battle system.
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moderator
toska
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Post by toska on May 24, 2013 20:35:43 GMT -5
i just eyeball/guess bc i mean reading more rules=lolnope
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vertigo
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Post by vertigo on May 24, 2013 20:42:34 GMT -5
i actually operate based on a different system altogether, where it involves getting drunk and throwing numbers around.
jk. i appreciate the effort but we're not really that stat-based, so yeah, idt it's really needed atm. as zulf said, the battle system rn is already pretty complicated and a lot to digest for a newcomer.
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cold volume
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Post by cold volume on May 24, 2013 21:10:35 GMT -5
waitt dont jk vertigo. i vote thatt for our a new system. its too much effort to use and this battle calculator this house is filled with sabbath wine.
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