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Cjlj

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Everything posted by Cjlj

  1. Where is "Unknown Place" that is listed in the OP?
  2. Re: 50 train to 98: 50k, lower train to 98: 60k, level only, selling clear gym poke 40k lvl90 <t>How much to level a Venusaur from 70?</t>
  3. It wouldn't be an instance. You wouldn't affect the environment any more than you do now so there is no reason to be creating a new instance for every person. All you would be doing is hiding the other players.
  4. I can work it out from any level. Here is the XP to reach each level. So you add the Total XP and XP till next level and then that gives you the total XP to reach next level. Divide that value by the number in this list and it will give oyu the base XP yield they use. So for level 99 Chansey: 223 277 699 + 9 176 582 = 31 504 281 From chart @L100 =123546.2 31504281/123546.2=255 As for why Happiny is more XP i don't know. Maybe they typed the value in wrong? Post a screenshot of its XP and i will figure out what the value is. EDIT: I just caught a Happiny, it's 255 as well.
  5. Do you have a screenshot of happiny? Happiny's base exerpeince yield was changed to 110 in Pokemon Black/White, so it might be using that. Base experience yield = 110 123546.2*110=13 590 000 XP @ LVL 100
  6. No for Happiny/Chansey/Blissey it is the same. https://bulbapedia.bulbagarden.net/wiki/Happiny_(Pok%C3%A9mon) https://bulbapedia.bulbagarden.net/wiki/Chansey_(Pok%C3%A9mon) https://bulbapedia.bulbagarden.net/wiki/Blissey_(Pok%C3%A9mon) Happiny Base experience yield = 255 Chansey Base experience yield = 255 Blissey Base experience yield = 255 123546.2*255=31 500 000 XP @ LVL 100 https://bulbapedia.bulbagarden.net/wiki/Growlithe_(Pok%C3%A9mon) https://bulbapedia.bulbagarden.net/wiki/Arcanine_(Pok%C3%A9mon) Growlithe: Base experience yield = 91 123546.2*91=11 240 000 XP @ LVL 100 Arcanine: Base experience yield = 213 123546.2*213=26 320 000 XP @ LVL 100 I don't know why i'm trying to explain it to someone who doesn't speak English but hopefully you understand. It makes no sense, it's stupid.
  7. Yes. Happiny, Chansey and Blissey are all 255 XP yield so all take. 31.5mil XP to get to 100. As i have been saying, the current system is stupid.
  8. It doesn't matter what level a pokemon evolved if it doesn't know the moves. It's a pointless addition. If you want to see what moves it has before trading then the obvious solution is to be able to see a pokemon's moveset when you see its mouseover info.
  9. Even if you want to make the game grindy there are better ways to do it. Making xp required to level proportional to the XP yield doesn't make it more grindy because everyone who knows about it just levels to 100 in the unevolved form to skip the grind. Making the XP you get from wild pokemon makes the game less grindy once you've unlocked the map because you can fight even level pokemon and get way more XP than you can get in the Nintendo games. This kind of stuff doesn't make it hard for people at end game to level their pokemon to 100, as was the stated intention. Al it does is make life hard for new players.
  10. You can't use a formula to determine prices. It's too subjective and there's too many variables.
  11. I agree with you OP but most people on this forums are selfish and don't care about new players so they don't want the devs to spend time fixing it. This is the problem: 1)Evolved pokemon take more XP to level. Once you have a team at max level it is easy to power level any other pokemon you want to 100 while unevolved, so this only punishes new players. 2)There are no areas that have equal levle wild pokemon when you are progressing through the story. You are always fighting stuff 10-20 levels below you. 3)They changed the forumla for how much XP a wild pokemon gives so it follows an x^2 relationship to level rather than a linear relationship. So in a real pokemon game a level 20 Rattata gives twice as much XP as a level 10 Rattata, but in this game you get 4 times as much XP. Add on top of that the reduced XP for fighting lower level pokemon from Gen 5 and it's no wonder everything is so grindy when they force you to fight low level pokemon. Anyone who defends the current system either doesn't understand how it works or just wants it to stay like this so they can exploit it to get ahead of other players. XP in this game needs a complete overhaul, it's the biggest problem the game has.
  12. It's an appeal to tradition, not authority.
  13. It's a straight up 1.5x bonus to XP. That doesn't change anything. A Venusaur still takes 3.25x longer to level than a Bulbasaur.
  14. The problem is so much XP is tied up in trainers. If someone starts with Charmander, and beats all the trainers up to Brock with it, they'll find that they can't beat Brock with him. So you tell him to go catch a Nidoran or Mankey and now he has to grind from level 5 to 15 off of level 5 Caterpies. People are saying that the game is intentionally difficult and you're meant to use different pokemon to counter your opponent rather than just button mashing with your starter, but the game doesn't give you the tools to do this. Even if a player is smart and realises they need a fighting type to counter Brock's rock type, they can't level the fighting type up without either waiting 1 week for trainers to respawn or killing hundreds of caterpie which give about 40 xp each with you need a thousand to level up. That isn't difficult it's just tedious.
  15. How did you come up with these formulas? It has no relation to the power of a pokemon on a mathematical level. Why does going from 30 to 31 in an IV double the rating contribution? That last point is a difference of 3.33% not 6.66%. Why does my Gengar's rating go down when it has 0 in attack? Does having increased self damage from confusion make it more valuable? Why is a Bold 0 31 0 31 31 31 Gyarados rated 5.4 rather than 0? You can't just make up numbers and then try to use them to assign an objective valuation of pokemon.
  16. That's a terrible system. You're telling me a Gyarados with 0 speed and attack and 31 in the other stats is more valuable than one with 31 attack and speed and 15 in the others? And the prices don't even take into account the rarity of a pokemon or how competitively viable it is.
  17. Gyarados is MVP for Johto league. I used Dragon Dance, Ice Fang, Aqua Tail and Bounce. The plan is to 6x Dragon Dance then 1 shot everything. The second to fourth trainers will spam useless moves against you so it's easy. The only problem is Will's Bronzong will confuse you so you need to use something else to kill that, and Lance's Charizard and Gyarados do a lot of damage. I used an Umbroen for Will and Gengar to deal with the first couple of Lance's pokemon before switching back to Gyarados.
  18. The white stats are your total stats. Those are the numbers used in the battle calculations. The orange is your IV value, and blue is EV value. If you catch a pokemon with the maximum of 31 IV it will have 31 more in that stat at level 100 than one you catch with 0 IV.
  19. https://bulbapedia.bulbagarden.net/wiki/Statistic Specifically, https://cdn.bulbagarden.net/upload/c/c1/OtherStatCalcGen34.png So for your abra, you are getting 6 attack from base stats, 3 from IV and 5 from the 5 that every stat gets innately.
  20. In this game, if you use even level pokemon then the share each of them get is 1/x^2. So if you use 2 pokemon each gets 25%, if you use 3 pokemon each get 11% etc. I haven't done enough testing to figure out how it calculates the share if the pokemon are different level, but the higher level pokemon will get a slightly higher share and the lower level pokemon will get a much lower share. For instance, when i killed a level 16 pokemon with a level 16 and level 50, my level 16 for a ~3% share and my level 50 got a ~35% share. This is comparing to how much the pokemon gets for a solo kill by the way. Keep in mind that if a pokemon faints, it is not considered as being part of the battle for these calculations. So if you are fighting trainers it's better to let your pokemon die then switch to an appropriate counter, rather than leaving the first one alive. It also means that you can power level low level pokemon by getting a high level pokemon to 1 hp with false swipe then dying and switching to a low level pokemon with quick claw. If the low level pokemon can get the first hit in it gets XP as if it killed the high level pokemon itself. I got a level 5 Magikarp up to level 30 from one battle doing this.
  21. If reason is about the story process, talk in here: https://pokemonrevolution.net/forum/viewtopic.php?f=18&t=20010 P/s: look your sign can know what u think about people :n: That's not nice Your english isn't very good so it's hard to understand what you are asking. I think you're asking what my motive is for wanting it to be changed? Do i want to make it easier to level? Do i just want it to be exactly the same as the Nintendo games? No. [glow=red]All i want is a system that makes sense.[/glow] Over the last couple of days i have been testing how experience works in this game so now i can give you an actual example of why the current system is stupid. Here is the scenario: I really like Nidoking. Nidoking is a good pokemon that has good stats and can learn lots of moves. I start playing PRO and i catch a Nidoran M from Route 22. I use this Nidoran while playing through Kanto. I evolve it to Nidorino at 16 because gyms are hard and i need the extra stats. I evolve it to Nidoking after 43 once i have Poison Jab because the later gyms are really hard and i really need the extra stats. By the time i beat all the gyms in Kanto my Nidoking is now 75. Now i find out that there are bosses in PRO that are really hard and require a team of level 100 pokemon to fight. I want Nidoking on my team so i want to get him to 100. After some testing, i have confirmed that PRO does not have levelling groups like all normal pokemon games. They all use the same base curve, but the amount of XP required is then multiplied by the pokemon's base XP yield. For some reason it uses the base XP yield that is listed first on the pokemon's Bulbapedia page, so since Nidoran and Nidoking are from Gen 1 it uses the gen 1 values. In Gen 1 Nidoran M's base XP yield is 60, and Nidoking's is 195. That means Nidoking takes x3.25 more XP to level up than Nidoran M. The amount of experience it takes to reach level 75 on a Nidoking is ~3972000. To reach 100 it takes ~24092000. So to get from 75 to 100 on my Nidoking i need ~20120000 XP. Alternatively, i could catch a fresh level 5 Nidoran M. To get this Nidoran M to 100 would take ~7413000 XP. The amount of XP required to get a fresh level 5 Nidoran to 100 is 2.7 times less than it would take to level my Nidoking that is already level 75. In the time it takes to level the Nidoking from 75 to 100, you could level a Nidoran, Abra and Shinx to 100 and have a Nidoking, Alakazam and Luxray. Do you not see why this is stupid? Who in their right mind would design a system where it is several times easier to level a pokemon from level 1-100 than it is to level the pokemon you already have at level 75? If you think leveling should take longer in PRO than the Nintendo games, or if you think PRO is currently too grindy and they should make it easier, it doesn't matter. I think everyone can agree that a system where it's faster to level a pokemon to 100 from level 5, compared to from level 75 is broken and needs to be fixed.
  22. I did some more testing. The XP yield from wild pokemon seems to be based off Gen 4 base yield values. The equation to calculate XP yield from a wild pokemon seems to be based off Gen V as i outlined above, but it's rounded up and multiplied by 7 for some reason. I don't know why but maybe it's a clue that can be used for reverse engineering XP requirement values. it's multiplied by level/2 rounded down. I haven't had a chance to check how XP distribution between multiple pokemon works yet, unfortunately. Using Gen IV base yield can lead to some really funky stuff though. For instance, Happiny, Chansey and Blissey all have a base yield of 255 (the joint highest in the game along with Arceus). That means that evolving that line shouldn't increase the XP requirement in PRO. Does anyone have one of these pokemon to test it out? I also wonder what that means for base XP yield for Gen V and VI pokemon, since they are on a different scale.
  23. In normal pokemon games, pokemon are sorted into 5 different leveling groups. Each leveling group uses a different formula to determine how much XP it requires to reach each level. You can find out what group a pokemon is in from its Bulbapedia page. In this game, it seems like there is a very large bug or oversight with the code that means the pokemon's base experience yield is a factor to determine experience requirement. So Squirtle's base yield is 63 and Wartortle's is 142 and so Wartortle will require roughly 2.25x more XP to level up once evolved. My advice is you will want to evolve your pokemon if possible when playing through the game, because the Gym battles are tuned really high and you will need the extra stats to beat them. If you are grinding up a low level pokemon to catch up with your team, don't evolve them until they catch up with your team because it will go a lot faster. The other thing to keep in mind, is that evolved pokemon learn moves at different levels, and in some cases the evolved forms won't be able to learn moves that the prevelutions do. If you level up a prevolution you will able to learn the moves the evolved form missed by visiting a move relearner, but evolved pokemon can not relearn moves that only the prevolution forms learn. This mainly affects pokemon that evolve using stones rather than leveling. If you check Bulbapedia you can see that Arcanine can only learn 5 moves total, so if you evolve Growlithe before learning its best moves like Flare Blitz, you're in trouble.
  24. I'm going to pre-empt this response because i know someone is going to make it. "But this game isn't meant to be exactly like the Nintendo games. MMOs are meant to be grindy. Get good noob."<i></i> First of all, a developer said on the previous page that the experience in this game is meant to follow the Gen 5 formula. As i have demonstrated in the previous posts, this is not the case. Either through a misinterpretation of Gen 5 XP formulas or a mistake in the code, the PRO experience does not currently work like Gen 5 as it is supposed to. Secondly, MMOs are not inherently grindy. The reason so many are is for two reasons. First, it is basically impossible for developers to create content as fast as players consume it. To keep people paying subscription fees or buying stuff from the cash shop in F2P MMOs, developers make the game grindy so players don't finish all the content in 2 days then quit. The other reason is to create value through opportunity cost. Currently, if someone has a level 100 shiny Charizard with perfect IVs and nature that's really rare and valuable. It has value because it takes a long time to catch a perfect IV shiny Charmander, and it takes time to level up to 100. If everyone could generate a lvl 100 shiny Charizard at the push of a button. All pokemon would be worthless and we might as well just play Pokemon Showdown instead. However, in an ideal world you would level that Charmander by fun engaging content, such as fighting difficult trainers, rather than just 1 shotting wild pokemon for hours on end. That said, i accept that there might be good reasons to make it slower to get to level 100 in this game than the mainline Nintendo games. For instance, if you don't want people to be able to quickly level every pokemon to 100 for end game content so there is some variety between what pokemon people use. However, varying XP requirements based on XP yield is a terrible way to do this. Lets go back to the Growlithe. Say i catch a Growlithe with a good IV spread and good nature and want to level it to 100. What am i going to do? The answer is level it to 100 as Growlithe then give it a Fire Stone to evolve it to Arcanine. Arcanine takes about 3 times more XP to level, so i avoid the grind by keeping it as a Growlithe. If the point of this system was to make it take longer for people to get pokemon to level 100 then it failed completely because i just avoided the increased XP cost by keeping it as a Growlithe. If you want to make it harder to get to level 100 then you should just change the formulas used to determine the XP curve across the board. For instance, change the Slow group formula from EXP=(5*n^3)/4 to EXP=(5*n^3)/2. By making that simple change you doubled the XP Growlithe and Arcanine require to get to 100, and you can't avoid the grind by keeping it as a Growlithe until level 100. I'm not arguing to make the game easier, and i'm not saying that everything has to be identical to the main Nintendo series. I just want a system that makes sense and serves a purpose, because the current system does neither.
  25. In case anyone still doesn't believe me, i evolved a Growlithe to Arcanine using a Fire Stone in Black 2. Same XP required for both forms because they are both in the Slow leveling group. Just to verify that the equations i referenced above are correct, we can use these values to verify the equations. Growlithe and Arcanine are part of the "Slow" leveling group. The equation to calculate total EXP required to reach level n for the "Slow" group is: EXP=(5*n^3)/4 So for level 13: EXP=(5*13^3)/4=2746.25 For level 14: EXP=(5*14^3)/4=3430 So XP required to get from 13 to 14 is: 3430-2746=684 If you check the screenshot of Black 2 you can confirm that this is correct. For reference, the base experience yield for Growlithe is 70, and for Arcanine it's 194. However, this only affects how much experience you get for killing a Growlithe or Arcanine in the wild or against an NPC trainer. This number does not affect the experience of YOUR Growlithe and Arcanine in any way. PRO does not follow the Gen 5 XP formulas. Go and catch a Growlithe then give it a fire stone and see for yourself. There is either a bug with the code or one of the developers misinterpreted the equations the pokemon games use when implementing it.
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