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Everything posted by Haneroze
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New Leaf Community Event: Build-a-mon
Haneroze replied to Raika's topic in Unofficial Tournaments and Events
Name: Shimeo Category: Slime Sheep Pokedex Entry: Shimeo absorbs energy from the soil and stores it into its slimey fur. Its ability to change properties according to the energy gathered has made it difficult for mankind to find a use for its fur. Type: Water (+Terrain type) HP: 90 Attack: 30 Defense: 90 (130 in Grassy Terrain) Special Attack: 90 (130 in Psychic Terrain) Special Defense: 90 (130 in Fairy Terrain) Speed: 90 (130 in Electric Terrain) Ability: Elemental Wool Shimeo transforms with the terrain. When it does, it heals 50% HP, gains a secondary type, and gains 40 base points in one stat. Signature Move: Geyser Burst 70 BP, 100% Accuracy, Water, Special. Deals damage to the opponent. If a Terrain is up, doubles in damage, hits both opponents and destroys the terrain. Level-up learnset: Sample movesets: -
Discussed item: Moves with a chance to reduce accuracy or raise evasion. Course of action: Discussion/voting Justification: Double Team and Minimize are certainly unhealthy moves for the metagame, as they turn the battle into an heavily RNG-reliant one, unless the opponent brings unusual moves like Aerial Ace and Haze. However, the same can't be said about the other involved moves, as their effects are either counterable by any team, or potentially too weak to cause a difference. I consider the rest to be under 3 different components, each of them worth a discussion of their own. Accuracy reduction moves. This rule was here far before I joined, and when I asked why accuracy-reducing moves were banned, I was taught that it was because Evasion/Accuracy boosts were bugged, although I never heard how exactly. If that bug was fixed within the numerous Battle code updates we've received lately, then it would be worth to bring this portion of the ban to discussion. Accuracy-lowering moves are not banned in Showdown, and almost no one uses them as they usually come with a lowered power that is not sufficiently compensated by the accuracy drop, and it can easily be countered by simply switching to a different Pokemon. Acupressure. The move was also banned much before I joined. While one could think it is because of the chance to increase Evasion, it may also have to do with the Evasion/Accuracy boost bug. In Showdown, this move is however not banned. The reason is that the move itself is far too unstable to make it worth using. Most Pokemons that can use it are too frail to afford taking hits, and there is a ~50% chance for the buff to be useless in the immediate situation (non-used Attack, Defense that does not affect the opponent's moves, Accuracy, and Speed if you already outspeed). The few Pokemons that can potentially use it efficiently are better off boosting directly with Swords Dance. Evasion-boosting Z-Moves. This is a little of a gray area, and not immediately relevant, but it may be worth discussing now as we have been announced not long ago that Z-moves were coded, therefore is now waiting only for Z-crystals to be distributed. Certain Z-moves, such as Z-Magnet Rise, can increase the user's evasion by one stage. There are however three major differences from Double Team that make it worth unbanning. The first one is that you can only gain one boost maximum. This means a 25% evasion buff at best, slightly better than Sand Veil and Snow Cloak. The second one is that once you switch out, you can no longer regain that evasion boost. This means that it can be countered by forcing the buffed Pokemon to switch by bringing a threat that is still superior despite the 25% evasion buff. The final difference is that this also comes at the exchange of a more useful Z-move. Once it's used, the opponent no longer have to worry about surprise powerful attacks.
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Regarding the discussion in your screenshot, although it's true that we should ideally reward better for what requires more skills and effort, the comparison is a little off. The problem where the comparison fails is the "type of reward". That you work at McDonald or as a Lawyer, you still receive the same reward: money. You just receive a different quantity of it. If you want something, you'll be able to buy it regardless of what you work as, the only difference is that it will take significantly longer if your salary is lower, and you may have to make compromises to remain in your budget. In PRO, the reward set is however different between PvP and PvE. There are rewards that can only be claimed in PvE, and other rewards that can only be claimed in PvP. Yes, it should ideally be faster to get the common rewards from the PvP side since that requires more skills. But when it comes to exclusive items, it's no longer a question of "better rewards", it's a question of HAVING to do that. For example, if you want a Kyogre mount, but hate PvP... Well, you're kinda screwed because no amount of PvE can help you get that. And the opposite is true as well for PvE. It would be ridiculous to have a Lawyer start working at McDonald for the reason that he can only get a Playstation if he works there.
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Although I love objectives, and I like seeing more ways for non-ladder players to earn PvP coins, PvP quests are unfortunately risky features. There's essentially 3 problems. PvP is an environment where two players try their best to win over the other. Only one can win, and it's the one who has gathered the best team and made the best use of it during the match. A single bad decision can cost you the match, and so can a wrong team composition. So when a game introduces quests like "Win PvP with this" or "Achieve this during PvP"... These are quests that give you an handicap. Unless you are already using what's designated, you will have to change your play style for something you may be unfamiliar with or simply don't know how to use efficiently (for example, impatient players resonate a huge lot more with Hyper Offense teams than Stall teams). So if you come across a player of the same level, that handicap will be just enough to make you lose. And since the matching tries to give you players of the same level as much as possible... It means that your best option is to purposedly lose matches to reduce your ranking and get matched with weaker players. I've seen this done in many MMORPGs, and there's even one where this has become the norm for "farming" PvP, so if you play normally, you mostly end up meeting only people stronger than you or people that give up right away. That's the first problem. The second problem is regarding directly the "win" quests. Unlike the point above, you don't put any handicap, it's just the original objective of PvP. If you win regularly, it's not a problem... But when you're on a losing streak, this is where the daily Win quests become very frustrating. Losing becomes more frustrating as it means missing out on rewards, and the bigger the difference in rewards between a win and a loss, the bigger the frustration. In fact, I tried to do Randoms with the goal to place top 25, and it felt a lot less fun than when I played on Showdown without any care about ranking. Finally, there's the problem that getting a PvP-viable Pokemon is no trivial task. If you're asked to get a Garchomp and you don't have one ready to use, you'd need to go buy one (which is likely not worth it for the few points we'll gain) or spend time hunting a new one. Depending on how much time you can spend per week, you may be unable to find a good one and have to fight with one that has horrible stats. And that can be very discouraging. Ideally, time-based PvP quests should be more broad objectives. Objectives that are completed naturally by participating, or quests that can be completed without changing your team composition or play style so much that it becomes an handicap. For example: Complete x matches in a specific ladder. Right now, we only have OU and Randoms, but this could eventually have UU or whatever other side ladder available. Defeat at least x Pokemon for y matches. Basically, a softer "Win" quest as it still counts if you weren't too far from winning. Participate using x Pokemons of a specific type. There's very good chances that you are already using said type, and if you don't, you can pick whichever synergizes the best with your team. And if you prepare at least one Pokemon for each type, you don't get any surprise by having to suddenly go hunting. Defeat a Pokemon with x different Mega Evolutions. Since this is your ace, it should at least be able to do that. If we do quests that require you to use a specific Pokemon, we should probably do it like that: The Pokemon will always be one that is considered viable for one of the active ladders, and never an event-exclusive or legendary Pokemon. The quest lasts an infinite amount of time. However, twice a week, you can reroll the designated Pokemon. When the quest is completed, a new one can immediately be started, unless it has already been completed 5 times in the month. The reward decreases for every completion in a month. This gives a little bit more freedom, in case the player rolls a Pokemon that is too rare to obtain or that he hates using. Furthermore, the decrease in reward makes it still worth to complete just a couple times instead of trying to complete it as many times as possible, reducing the pressure of trying to capture a good one ASAP. There could also be more long-term quests, like winning x amount of times in total (and not within a specific amount of time frame). If you can slowly progress at your own rhythm, these Win quests aren't too frustrating when you're on a losing streak. So yeah, I would try to avoid quests that force the player to set themself an handicap in PvP, and focus more on quest objectives that the player can complete at his own rhythm, in his own way.
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I don't like the idea of server exclusives at all. The reason why Version exclusives exist is that Gamefreak wanted to encourage players to trade between each other, or just plain make players buy both versions. There are other things they implemented to encourage trading, such as starters, choice Pokemons (like Fossils) and trade-evolution Pokemons. And because breeding exists, you just need to get any single Pokemon of the specie to get started on creating your perfect Pokemon if you need to. However, here, this is a completely different situation. Trading is already a common activity between players, although in a different shape than in the original games. We still got trade evolutions, but we also got commerce type of trades, such as daycaring, selling and lending. Sure, server exclusives encourages another type of trading... But it comes with a huge bad point. If you want to trade server exclusives, someone HAS to do a server transfer. A server transfer means that you quit the current guild you're in, and enter a community for which you may not know anyone. Some players are totally fine with this, but for players who really don't want to leave their guild, even temporarily... Their only option is to wait for someone to show up and sell the Pokemon they need, with the very stats that you want since we have no breeding or alternative feature. And because they're exclusive, chances are they'll purposedly set a higher price, making it not worth it to buy. As a player, this is NOT a situation I want to be in. It's just frustration. As for the other possible reason of version exclusives, being making more money... Well, as far as I know, we still have a good enough income to pay for the servers, no? We have plenty of things to sell in the cash shop, many players buy coin capsules to resell them ingame for money, it's looking pretty healthy to me. And besides, if that's the only reason, you're just going to make the playerbase more angry and distrustful than it already is. There's other consequences to this feature, which is unrelated to reasons why you'd want this in... If we implement server exclusives, it will become more complicated to do new modifications to our server. Server merges means we have to get rid of the feature at the same time. Adding a new server means we need to split more exclusives. And finally, it makes the server choice more annoying for the players as well. Will the exclusives be displayed before you even select a server? If they're shown, it's kinda too much information when you're just starting out (and could also scare players away because they don't like that feature). If they're not shown, you're making an uninformed choice and may regret your choice of server. And regardless of these, if you're joining a group of friend, but they're on a server where your version exclusive does not spawn... That already takes a big hit at your motivation to even start the game. So please, don't implement this. There's too many bad consequences, and its only purposes are already fulfilled by other features. As for time differences... I don't really mind, server times are already completely out of sync with real time, and it doesn't change availability... Although it could encourage players to create alts for hunting in succession in both servers. Since we want to discourage alts, I don't think that would be a good feature. That said, if you do implement it, just make sure that you don't break time-based quests in doing so.
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Since I haven't worked on the quest, I'm going to give my opinion as a player. And honestly, I'm very disappointed in the quest. I already knew that beforehand, but right from the trailer, we knew the quest was supposed to be inspired from the Zelda serie. However, the quest itself failed to deliver on this inspiration. I heard we would have dungeons, but what we got was just huge mazes. Zelda mazes are typically puzzles. Normally, a typical Zelda dungeon, you enter a dungeon, you figure out how to progress through rooms with what you got, you get a new item which allows you to access new rooms, you find a map, a compass, keys, eventually the boss key, all while solving puzzles to be able to progress until you reach the boss and defeat it. We had none of that. It was just large mazes. I quickly followed the right hand rule to avoid getting lost, found random stuff we needed to find, then found the boss. There was no puzzle, and it didn't take very long before I got the urge to search for a map of the area. The maps were also unnecessarily huge. If you are to make huge maps, you need to fill it with stuff to do. Side quests, items to find, fluff NPCs, just, anything to reward exploration besides the main quest! But there was nothing. Just dead ends. This problem of huge maps is further amplified by the Mountain boss. It didn't happen for the Forest boss, but for the Mountain boss, if you lose, you get sent back to the Pokemon Center. And then have to walk aaaaaaaall the way back through the huge maps and mazes. I'm normally very patient and never use repels, but I've lost it, and cracked open a bunch of the repels that were laying in my inventory. The bosses were rather hard, specially since you couldn't use items. For a legendary quest, that is fine, you don't want to give legendary Pokemon for free. But as an event quest, it just doesn't work. Events are supposed to be available for all players, but this is a huge barrier for the players that haven't had the time to optimize a boss team. The trainers on the way were also made on the hard side. Every battle, I would lose around half my team, and find it better to use an Escape Rope to return to the Pokemon Center, rather that use revives and potions to heal my team. I was honestly hoping to see an healing point somewhere so I wouldn't have to go through the hugetastic map again, but I was disappointed to find none. Also, we're used to completely ignore the Pokemon roaming the routes. In the Wasteland, the first thing I did was to talk to, I believe, the Garchomp, but just out of curiosity, nothing happened, and I moved on. I triggered the cutscene with Keldeo, and then moved on, trying to find my way. Only when I finally reached the end, did I learn I actually had to go back and talk to the roaming Pokemon, even the one I already spoke to before. I was annoyed since I was already getting lost in the huge map. I've also seen from a guide that the reward from the present in Matsuki would have worse rewards if you had not completed the quest. This is an extremely bad design, as it means you get penalized for exploring before doing the main quest. Normally, you rather want to reward players that explore. If you penalize them instead, they'll just want to follow guides in order to not get penalized. Finally, staying away from the gameplay elements, but rather into the story... I honestly didn't really like a few of the elements. I've never liked self-inserts inside story, like Chappy in Johto (They're fine as side NPCs). And seeing the hero being Niko (as in our Admin, Red), it just doesn't work for me. There were also a couple dialogs that I didn't like. The two main examples I remember were: - After defeating a Tyranitar, it said it returned to Mt. Silver. But how? How did the Tyranitar even get on Matsuki island, and why did it go there? I remember that something attracted Pokemon, but if it even attracted a Tyranitar from a completely different region, then why don't we have a huge swarm over there? - At one point, my character said she shouldn't have eaten perished Oran Berries. I know you were trying to be funny with that line, but personally, it instantly breaks the immersion, as I see my character to be someone that's very careful, and wouldn't have eaten something perished. This is why all games that allow you to customize your own character makes you either completely quiet, or only talk via choice dialogs. Regarding that last point, that's also going against the Zelda reference, since Link never really speaks. This is all of the feedback from me. It simply didn't live up to the hype you tried to rise from the trailer, in my opinion, and I'm already hoping for a rework of the quest.
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I don't think the situation will change much at all in 2-3 generations from now? In general, illegal movesets are caused by only a few things: -Having a regular ability with a move only learnable in generation 1 -Learning both a newer gen Egg Move and an older gen TM/Move Tutor move. -Having Hidden Ability and learning a move from before gen 5. In other words, it's mostly changes from the past that causes illegal movesets. In the future, they add a new move as level-up, TM or Move Tutor, it's going to work fine with any of the previously legal movesets, since all you need is to import said moveset and then add the move you want. Unless they decide to make a game unable to import from older generations, or make big changes to the stats of Pokemons, those cases will never be a problem. Only Egg moves create a problem, since the Pokemon needs to be created in the newer game, and thus can't benefit from moves only available in a previous generation. But again, same thing as before, if it ends up being too powerful, we just ban. There shouldn't be too many bad cases. The other possible problem would be with new mechanics. We will get Dynamaxing, which is certain to end up proving itself more useful with certain Pokemons than certain others. Those are definitely more likely to break the meta. Will those new mechanics cause certain illegal movesets to become too powerful? Maybe, maybe not, but a case-by-case ban still sounds more fitting. I'd be more worried about how we try to fit Dynamaxing along with Mega Evolution and Z-crystals, since they apparently won't make a return. And same with gen 9 and 10, we just don't know what new mechanics will change the game, and it's best to make a decision when we reach that point, rather than make decisions now in fear of what might not happen at all.
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I don't feel every combination that isn't possible in the original games should be banned. Gamefreak make games where each of them is supposed to feel unique. They implement new stuff each generation, but some other stuff, particularly TMs and Move Tutors, don't make it back. They are not necessarily choices for balance, but rather choices because of limitations. As thus, Showdown bans these not because they're broken, but because they want to simulate the experience of specific generations. On the other hand, we're an MMORPG that aims to make everything available. We have TMs and Tutors that were only available in old generations, available to use right here in a 7th Generation environment. So why should we pretend that a specific Pokemon should be unable to learn something? If it's broken, then sure we should ban it, but if that combination ends up only being a niche, why should we ban it? Elemental gems are not available in Gen 7, because they were replaced by Z-crystals. Should we ban Elemental gems then? If yes, then why are we even making them available to obtain? The only situation a gem is better than a Z-crystal is for Acrobatics, and that's not really broken. Gen 8 will be unable to bring back all Pokemons. Although the choice of which Pokemon to keep was done with the apparent consideration of a better balanced PvP environment, the choice itself of not keeping the Pokemon in the files was made due to limitations that we don't have. Should we then ban half of the Pokemon when we upgrade to gen 8? That would be ridiculous, and ruin the MMORPG experience. So yeah, since we're not trying to imitate the original games to the letter, it makes more sense to allow everything, and only ban what proves to be broken. That, actually, shouldn't be possible even here. Rotom was designed to only be able to use the elemental move that matches its current form: when it loses its form, it also forgets that move. It's definitely something that shouldn't be allowed, and the NPC that changes Rotom's form should definitely make Rotom unable to bring other form moves eventually.
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Let's all agree that poke dollar is typiqualy Iranian Rial
Haneroze replied to Sebas100003's topic in General Game Talk
It's not just a video game... It's THE video game! (っ'ヮ'c) -
Let's all agree that poke dollar is typiqualy Iranian Rial
Haneroze replied to Sebas100003's topic in General Game Talk
Uuuh, I have to fix you, but... In Silver at least, Coin Capsules are worth 250-300k, making it 50-60k for 1 USD. Also, the first 4 regions are all based on Japan regions. -
Let's all agree that poke dollar is typiqualy Iranian Rial
Haneroze replied to Sebas100003's topic in General Game Talk
I disagree! Japanese Pokemon has always used the Yen sign (円, which is the Kanji version of ¥) in the japanese version of all generation pokemons. However in oversea versions, they don't want to use the yen sign, so they created the Pokedollar instead. This makes sense because of the following two reasons: -Prices for items make sense. A Pokeball is worth 1.76 USD, an Ultra ball is worth 10.57 USD, a Full Restore is worth 26.43 USD, etc. That shows how expensive it is to actually purchase tons of items, unless you're a main protagonist that wins every battle and accumulates victory money. -If you compare ¥ to the Pokedollar sign, you'll notice it's the same thing, except that Y has been replaced by P. That's right, they're both just a letter with two bars in the lower half! Now, PRO's world is a bit special. If you follow that logic, the items are worth the same price, but the subway is worth 2'643 USD for a month. A Coin Capsule, which should be worth between 2'202 and 2'643 USD, is actually obtained only for 5 USD. What is going on in there, you ask? Let me explain... First, the value of goods and services are all over the place. In this world, everyone dreams to be a Pokemon Trainer, and so everyone is travelling all over the place. This means that finding materials for building goods is easy, but there is a huge lack of personel for services. Thus, the Offer and Demand have a very good balance for pokeballs and potions, but when it comes to services like the Subway, the Offer is unfortunately extremely low, and thus they have to sky-rocket the prices. Second, the value of the Yen, or Pokedollar, has unfortunately inflated. As wild pokemons magically print Pokedollars, the value of the Pokedollar has dropped. These USD equivalents I've given? Actually, they're worth less in USD, and that means Pokeballs are actually as pricey as getting a bubble gum from one of those bubble gum machines. This is actually the second reason why services are expensive: The Pokemon government has reached to the subway manager and various other companies, and they have concluded an agreement to raise even further their prices and give back a percentage of it to the government so that they can limit the inflation as much as possible. Third, Coin Capsules are not goods recognized by the government. They're goods that came from the black market, for which their production is actually very cheap, only 5 USD worth of material, but sold at extremely high prices. Of course, the government knows about it, but they have decided that leaving it like that is a more healthy choice for the sake of preventing inflation: Money that gathers into the possession of one person tends to be money that does not circulate anymore in the economy. This allows to keep the normal trainer's wealth to reasonable amounts. And there you have it! The Pokedollar is actually an inflated Yen! -
Hello, The latest major update brought a lot of changes. And amongst them, there's one of the changes I'd like to talk about. Now, at the end of every message in-battle, you hear a UI sound. However, I find this rather annoying, especially when I want to hunt while watching a youtube video or something. This makes me want to disable Sound Effects altogether, but that means I can no longer hear the cry of the Pokemons, greatly increasing the chances that I accidentaly run away from the pokemon I want. Note that in normal game design, playing a UI sound during a message only happens when you press a button to move to the next message. This means that messages that automatically move to the next one do not play a UI sound. This is done so that the player understands that his or her button press did something, and it is the same design in the original Pokemon Games. However right now in PRO, it plays whenever a message has been fully displayed, even if it automatically moves to the next message. While that's sortof okay for normal NPC messages, it feels very unnatural for in-battle messages, and it gets annoying quickly. Could it be possible to revert it back to how it was before, or give us the option to disable that sound?
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Hello, I'm also having the issue that my clothes, or Cyan Gothic Dress, turned into Purple Gothic Dress. Redownloading the game did not fix the issue. From what I've gathered, the issue (or part of it) seems to revolve around the Gothic Dresses, as I've seen the following: -Autumn Cloth turning into Gothic Dress -Gothic Dress changing color -Gothic Dress disappearing. (probably turned into a different item) I've also had a guild member mention that her Cat Ears were also gone. It seems to me that there's an offset in ID happening around the Gothic dresses, which causes them to become the next item in ID order.
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gold server My clothe have change alone!
Haneroze replied to Ribeirokenpachi's topic in General Support
My Teal Gothic Clothes have also changed to Purple Gothic Clothes. I think there may have been an offset in the Cloth IDs. -
Hotkeys and all settings were reset. You'll need to reassign your hotkeys back from your inventory. Are they also gone from your bag's Customization and Key Item tabs?
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Hello folks! Bumping this thread to update you all. I've just finished updating all the side islands (except Sevii Islands due to its impending rehaul) in the order you have voted for. I could see why Leev Town and Dock Island weren't popular (´・ω・`) I've also started updating and creating Move pages, and right now, I'm about 10% done (soooo many moves!). I've been looking forward to accurately giving a list of bugs for each moves, so that players can easily get an idea of how a move differ from original games. This is definitely taking a while though, so I'm doing it in bulks of 25 moves between other big updates. Finally, wiki editors that have joined me recently have been working on pages related to Legendary Pokemons for now. It's not complete yet, but that's definitely something to look forward to! Right now, we've been informed of an update on the wiki that will cause a roll back on the site, so we had to slow down. We can still work and save pages offline so that we can repush the changes after the update, but that makes it less ideal to work, especially for minor changes. I'll be thinking about what to do next when the update is done, but perhaps you people have some preferences?
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Hello~ Unlike in the original games, when using Autotomize, the Pokemon's weight is not reduced. Moves such as Low Kick will thus keep the same power. Prerequisites (for testing): - Two players - Player A has a Klang that knows Autotomize. - Player B has a lower level Pokemon that knows Low Kick. Steps to Reproduce: 1. Both players battle each other. 2. Player B uses Low Kick against Klang. 3. Player A uses Autotomize after taking the hit. 4. Player B uses Low Kick again. Current Result: Player B's Klang takes as much damage before using Autotomize than after. Expected Result: Player B's Klang takes significantly lower damage after using Autotomize. Notes: - Bulbapedia states that the user loses 100 kg, bringing it to a minimum of 0.1 kg. As Klang is 51 kg, this means Klang's weight should become 0.1 kg, and Low Kick should be reduced from 80 power to 20 power, dealing 25% of its usual damage. - The two other weight-modifying mechanics, Light Metal and Heavy Metal abilities, are correctly working and affecting Low Kick's power.
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Hello~ When using recharge moves such as Hyper Beam and Rock Wrecker, the user needs to spend the next turn recharging. This recharge turn can be interrupted with status conditions such as Sleep and Paralysis, which will cause the move to require more than one turn to recharge. It can also be interrupted if the recharge happens during the opponent's semi-invulnerable turn of two-turn moves like Fly. Prerequisites (for testing): - Two players. - Player A has a Pokemon with Hyper Beam. - Player B has a faster Pokemon with Spore and that can survive the Hyper Beam. Steps to Reproduce: 1. Both players battle each other. 2. Player A uses Hyper Beam. 3. Player B uses Spore on the next turn. Current Result: Player A's Pokemon is unable to recharge until the pokemon awokens, and requires to recharge on the first turn after waking up. Expected Result: Player A's Pokemon should always recharge on the second turn, regardless of status condition and other events in the battle. Notes: - This issue was only tested on Hyper Beam. It is assumed to also occur on Giga Impact, Rock Wrecker, Blast Burn, Frenzy Plant, Hydro Cannon and Roar of Time. - Recharge turns have been confirmed to be extended against Sleep (including Sleep Talk), Paralysis, moves like Fly, and Disable. Flinching and the Truant ability do not cause the issue. - Disable has its own report thread, due to the number of different affected moves: https://pokemonrevolution.net/forum/topic/108867-url - As the player is also prevented from switching during the recharge turn, this issue also makes it impossible to switch during all the extended turns. - The behavior of recharge moves was tested on Showdown against Freeze, Sleep, Paralysis, Confusion and Flinch. It was not possible to cause the recharge turn to be postponed.
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Hello~ If a Pokemon has a disabled move and uses Sleep Talk to use that move, the move will fail. In the original games, the move would however succeed. Prerequisites (for testing): - Two players. - Player A has a low level Delibird knowing only Present and Sleep Talk. - Player B has a Smeargle knowing Spore and Disable. Steps to Reproduce: 1. Both players battle each other. 2. Player A uses Present and damages Player B's Smeargle. 3. Player B uses Disable to disable Delibird's Present. 4. Player B uses Spore. 5. Player A uses Sleep Talk. Current Result: Player A's Sleep Talk chooses Present and the message "But it failed" appears. Expected Result: Player A's Sleep Talk chooses Present and the move is successfully executed. Notes: - Bulbapedia states "Sleep Talk can still call a disabled move" on the Disable page. This interraction was also tested on Showdown, where the disabled move was successfully executed through Sleep Talk. - This issue was tested using a Sleep Talk Kangaskhan with Double-Edge being the disabled move.
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Hello~ When disabling a move from an NPC trainer or a wild Pokemon, they will still attempt to use the disabled move, effectively wasting their turn. Steps to Reproduce: 1. Catch any Pokemon with the move Disable. 2. Fight any wild Pokemon. 3. Let the wild Pokemon use any offensive move. 4. Disable the offensive move. Current Result: The wild Pokemon continually tries to use the Disabled move and fails. Expected Result: The wild Pokemon is unable to choose the disabled move and attempts attacking with a different move. Notes: - If the Pokemon has Status moves, it is still possible that it selects the Status move instead. However, if it only has offensive moves, it will never select any other move unless the player switches to a different Pokemon. - This issue can be used to easily set-up against bosses, given that the Disable Pokemon is fast enough. - This issue does not occur on Players, as they are correctly prevented from selecting the Disabled move. - This issue occurs for both Disable and Cursed Body.
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Hello~ If the opponent is faster and successfully disables the move the player chose to use before it could be used, that move still loses a PP despite failing to be used. Prerequisites: - Two players. - Player A has a Pokemon with Avalanche - Player B has a Pokemon with Protect and Disable. Steps to Reproduce: 1. Both players fight each other. 2. Player A uses Avalanche. 3. Player B uses Protect on the same turn. 4. Player A uses Avalanche again. 5. Player B uses Disable on the same turn. Current Result: Player A's Avalanche has lost a total of 2 PP. Expected Result: Player A's Avalanche should not lose any PP on the turn it could not be used due to Disable.
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Hello~ When using Disable on any move that prevents the use of any other option for 2 or more turns and while the opponent is still locked into it, the opponent will be unable to choose any option and will be locked into failing the move until Disable ends. These moves include charge moves such as Solar Beam, recharge moves such as Giga Impact and rampage moves such as Outrage. Prerequisites: - Two players - Player A has a fast Pokemon with Disable and a weak pokemon. - Player B has a slow Pokemon with Hyper Beam. Steps to Reproduce: - Both players fight each other. - Player B uses Hyper Beam and KOs Player A's weak Pokemon. - Player A sends out his or her Disable Pokemon. - Player A uses Disable before Player B's Pokemon recharges. Current Result: The message "But it failed" continually appears every turn, and Player B is unable to switch or attack until Disable ends or the disabled Pokemon faints. Expected Result: Hyper Beam successfully recharges and Player B is able to switch or attack with a different move on the next turn. Notes: - This issue was confirmed to occur with Thrash, Outrage, Dive, Sky Attack, Giga Impact and Rollout. It is assumed to occur for any other move with the same mechanics. - In the case of Dive, it can only Disabled if one of the two Pokemons has No Guard ability. If that happens, the Diving Pokemon remains in its semi-invulnerable state until the move successfully ends. - Disable can be reused when the disable ends, making it possible to infinitely lock an opponent. - Related bug: [Moves] Outrage and similar moves do not end correctly on a failed hit
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Where are you from?: Quebec, Canada How old are you?: 26 years old How much playtime do you have on PRO (including alternate accounts if any)?: Barely reached 1000 hours on my main, + ~250 on my alt Has the game improved since you first joined? If yes, how?: Yes. More useful moves like Encore were coded, servers definitely got far more stable, and there's been some other nice changes here and there like the Item Recycler Is there a staff member or player who you feel is underrated?: Wait, are we rating people? I'm bad at that (。>﹏<。) If you could change one thing about PRO, what would it be (no restrictions, be creative)?: Definitely the AI. You look at the gen 5+ original games, wild Pokemons use completely random moves, Gym Leader make pretty optimal use of their movesets, and trainers stand somewhere in between. Here, everything uses the same AI, and it's just using a super effective move, which makes battles not as fun, and often easy to abuse.
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Hello~ When a low level pokemon faces a high level pokemon with type resistances, it is possible for a move to hit and still deal 0 damage. If that happens, Status effect and stat drops will never proc. Prerequisites (for testing): - Two players. - Player A has a Pokemon under level 10 that knows Mud Slap. - Player B has a level 100 Parasect. Steps to Reproduce: 1. Both players fight each other. 2. Player A uses Mud Slap against Player B's Parasect. Current Result: Parasect takes 0 damage and its accuracy is not dropped. Expected Result: Parasect takes 1 damage and its accuracy is dropped by one stage. Notes: - In the original Pokemon games, it is impossible to take 0 damage. In PRO, it is possible only for resisted attacks. Double resistance makes it significantly easier to occur. - This issue has been confirmed to occur with Twineedle, Smog and Mud Slap. - Astonish successfully flinches even when dealing 0 damage, leading to believe that this issue only occurs for Status effects and Stat drops secondary effects.
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Hello~ According to Bulbapedia, Twineedle has a 20% chance to poison on both of its hits, effectively resulting in a 36% chance of poisoning per use. However, Twineedle appears to only have 20% chance to poison per use, as the proc is only counted once at the end of the move. Prerequisites (for testing): - Two players. - Player A has a very low level Beedrill with Twineedle. - Player B has a Steel or Poison type that can survive 20 Twineedles. Steps to Reproduce: 1. Both players fight each other. 2. Player A repeatedly uses Twineedle. 3. Player B repeatedly uses support moves. 4. Count the number of "POISON failed to have any effect" messages. Current Result: The proc chance of Twineedle's poison converges toward 20% per use. Expected Result: The proc chance of Twineedle's poison should converge toward 36% per use. Notes: - Testing it over 5 battles, the total amount of procs was 22 out of 100 uses (Per battles: 6, 4, 5, 2, 5). - The poison still attempt to proc if the first attack of Twineedle faints the opposing pokemon.