
Cjlj
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Everything posted by Cjlj
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In the short term yes, in the long term no. A pokemon's stats are calculated by (level/100)*(2*BASE+IV+EV/4+5). When you evolve a pokemon the base stats change and are updated to use the evolved form's bases stats, and that usually gives a nice bump in stats. It doesn't matter when you evolve it though. If you evolve a Growlithe at level 10 it will have the same stats as one you evolve at level 50 as long as they are both the same level.
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Get surf and go to floor b4f of Seafoam Cave. There are lots of Golbats, Dewgongs and Psyducks there which give a much higher xp yield than pretty much anything else.
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Shane, if this is the official explanation then this is an actual full on bug. The "Base Experience Yield" is used to calculate how much experience a wild pokemon gives. It has never been used to calculate how much experience your pokemon requires to level up. Here is the relevant Bulbapedia on how experience is calculated in Pokemon: https://bulbapedia.bulbagarden.net/wiki/Experience The formulas in the first section are what is used to determine how much experience is required. The equation you use for a pokemon is determined by its "Leveling Rate Group" that is shown on a pokemon's Bulbapedia page. So all pokemon that are in the FAST group use the equation EXP=(4*level^3)/5. All pokemon in the medium fast group use EXP=level^3 and so on. NO POKEMON CHANGE LEVELING RATE GROUPS WHEN THEY EVOLVE To use your example of the Bulbasaur line, you can check the Bulbapedia pages for Bulbasaur, Ivysaur and Venusaur and see that they are all part of the "Medium Slow" group, so they all use the same formula to determine the experience required to reach a given level. But what about experience gained? Does that change? The experience you gain from a battle is shown in the Gain Formula section further down the Bulbapedia page for Experience. Gen V used a different formula from all the other games because it scaled experience depending on the level difference between the pokemon in the battle. This game supposedly uses that formula so lets look at that. a is equal to... 1 if the fainted Pokémon is wild 1.5 if the fainted Pokémon is owned by a Trainer b is the base experience yield of the fainted Pokémon's species; values for the current Generation are listed here e is equal to... 1.5 if the winning Pokémon is holding a Lucky Egg 1 otherwise f is equal to... 1.2 if the Pokémon has an Affection of two hearts or more 1 otherwise L is the level of the fainted Pokémon Lp is the level of the victorious Pokémon p is equal to... 1 if no Exp. Point Power (Pass PowerGen V or O-PowerGen VI) is active If Exp. Point Power [x] is active... 0.5 for ↓↓↓, 0.66 for ↓↓, 0.8 for ↓, 1.2 for ↑, 1.5 for ↑↑, or 2 for ↑↑↑, S, or MAX s is equal to... In Generations II-V... If no Pokémon in the party is holding an Exp. Share... The number of Pokémon that participated in the battle and have not fainted If at least one Pokémon in the party is holding an Exp. Share... Twice the number of Pokémon that participated and have not fainted, when calculating the experience of a Pokémon that participated in battle Twice the number of Pokémon holding an Exp. Share, when calculating the experience of a Pokémon holding Exp. Share t is equal to... 1 if the winning Pokémon's current owner is its Original Trainer 1.5 if the Pokémon was gained in a domestic trade Generation IV+ only: 1.7 if the Pokémon was gained in an international trade That's a lot of factors, but most of them are just stuff like exp share or the bonus you get if it's a traded pokemon. The important ones are b, L and Lp. L and Lp are the levels of the fainted pokemon and your pokemon. This is the part of the formula that scales experience based on if you are higher or lower level than the pokemon you defeat. b is the base experience of the pokemon you defeat. It is not the base experience yield of your pokemon. At no point does the base experience yield of your pokemon influence the calculation. If we look at a case where the fighting pokemon are even level, and ignore all the modifiers like lucky egg, exp share and trading bonus, you can simplify the formula down to: EXP=(a*b*L)/(5*s)+1 Or if you say that it's a 1v1 fight against an even level wild pokemon: EXP=(b*L)/5+1 So lets take a case where we are using out level 50 Bulbasaur to kill a level 50 wild Rattata. b is the base experience yield of the Rattata which from Bulbapedia we can see is 51. L is the level of the wild pokemon, which in this case is 50. All other variables are either 1 or cancel down to 1 so we can ignore them. So for this fight the experience is EXP=(51*50)/5+1=511 This is true for any level 50 pokemon that defeats a wild level 50 Rattata. It is always 511 experience. If instead you fight a level 50 Golduck, b would be 175 so EXP=(175*50)/5+1=1751 This is true for any level 50 pokemon that defeats a wild level 50 Golduck. It is always 1751 experience. There is one other variable i haven't talked about here. In Gen VI only, pokemon that are at or past the level that they can evolve get a 20% bonus to experience gain. This is not scaled to the pokemon's base experience yield and it is only in Gen VI, so this doesn't account for the huge difference in experience requirement seen from evolving pokemon in PRO. So in summry: If you intended to copy Gen V's experience calculations, there is a huge error in the calculations somewhere. Base experience yield of your Pokemon does not influence your experience required or experienced gained in Gen V or any main series pokemon games. You need to look at the code for how you calculate XP in this game because something has gone horribly wrong.
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Here are some screenshots i took today of the XP required before and after evolving a few pokemon. https://i.imgur.com/IsoJXRN.png So it looks like it's more complicated than just a 3x multipler across the board. I need to do more testing, but my best guess is that it's either different multipliers for different leveling rate groups, or evolved pokemon are on a different curve so the difference changes depending on level. I have a bunch of pokemon from different leveling rate groups around 50 now so when i get a chance i'll try to compare different breeds at the same level. Can you explain clearly what you mean by "devs changed it to fit this for end game"? What change do you think they made and for what reason? If you think they made it take more experience to level pokemon so it's harder to get to level 100, you are wrong. People who are training pokemon for end game just don't evolve their pokemon to avoid the extra grind because they aren't stupid. If you think they reduced the experience cost of unevolved pokemon so people at end game can easily level up pokemon, you are wrong. It is an xp penalty applied to evolved pokemon, not an xp bonus to unevolved pokemon. If you think the increased xp curve only kicks in at high level so it doesn't affect people working through the gyms, you are wrong. I tested it at level 13 on a Caterpie and the xp penalty for evolving definitely occurs at that level. Without any evidence to the contrary i have to assume it takes place at all levels. It definitely affects people working through the story. So what exactly do you mean by "devs changed it to fit this for end game"?
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Nobody is impressed that you can walk to the pokecentre after every couple of battles in a children's RPG. This game has the most toxic community i've ever encountered. You can't discuss anything about the game without some kid butting in to call you a noob because you think a pointless, unfun part of the game is pointless, unfun and doesn't add anything to the game. Since apparently you have a hard time understanding this, people play games as a form of recreation. If i wanted to just waste time i would sit in a chair and stair at a wall for several hours. The bar for what can be considered entertainment is a little higher than that. Killing overtuned Rattatas isn't a demonstration of skill, of your mastery of the pokemon battle system. When you only have 1 pokemon and all it can do is tackle, there's not much strategic planning going on there. It's just asinine, and the only people who would defend it are people who have such little going on in their life that they derive their self worth from how much grinding they were willing to endure in a children's RPG. Your comparison to IV hunting is ridiculous by the way. IV hunting is completely optional, many people play through the game without worrying about it. Hunting for perfect IVs and rare pokemon is where the grindy aspects should be, rather than the very first thing that new players have to do.
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The formula for pokemon stats is: ((level/100)*(2*Base stats+IV+EV/4)+5)*Nature The base stat value is based of the pokemon breed. When you evolve a pokemon its base stats will immediately update to the base stats of the evolved form. So for your example, the base stats for Growlithe and Arcanine are the following: Growlithe HP: 55 Attack: 70 Defense: 45 Sp. Atk: 70 Sp. Def: 50 Speed: 60 Arcanine HP: 90 Attack: 110 Defense: 80 Sp. Atk: 100 Sp. Def: 80 Speed: 95 Lets assume the IVs and EVs and nature are the same for the 30 Arcanine and 22 Growlithe and compare the Attack stat since you want to use physical attacks with the Growlithe line. 30 Growlithe: ((30/100)*(2*70)+5)=43.5 Attack 22 Arcanine: ((22/100)*(2*110)+5)=49.5 Attack So in this case the Arcanine has higher attack. So to answer your question, evolving your pokemon will usually give you a significant increase in power, so you're probably going to want to do so when playing through the game to beat the hard fights like gym leaders. The problem is that you get punished long term because in this game there is a significant XP penalty for evolving your pokemon. So if say you beat Giovanni with a team of level 55 fully evolved pokemon, it's actually faster and easier to just go and catch a Ghastly and level it to 100 before evolving it than trying to level 6 pokemon from 55-75 with the huge xp penalty from evolving them.
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I can understand the point of not including breeding. In a game where it's so easy to trade pokemon they don't want the game to be flooded with perfect statted pokemon to the point where catching wild pokemon is entirely pointless. You can agree or disagree with the position but at least it serves a purpose. Making evolved pokemon require several more times exp to level up is baffling to me. I can't see what purpose it serves, apart from being a screw you to new players who don't understand how it works. As for getting annoyed by all the closed minded players coming out the woodwork to proclaim that whatever is the status quo is the best decision, i can understand your pain. I think it's wise to keep in mind that this is a Pokemon game, and it attracts a lot of younger players. So when people try to refute your arguments with nonsensical appeals to tradition and the like, just remember that there's a high chance that they're 14 years old. It might help you keep your sanity.
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It's an interesting idea for PvP content, but it's a bad idea to needlessly segregate the player base for PvE.
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You're confusing "hard" with "time consuming" again. One shotting Golducks in a cave to level up isn't hard, it's just time consuming. But again, if as you say the point of the increased experience requirements is to make it so people at end game can't easily level whatever pokemon they want to 100, then the current system is a complete failure even at that. Anyone who has beaten the story is just going to level any extra pokemon they want in their unevolved forms. The system only harms new players who don't know that they shouldn't evolve their pokemon. If you want to make it hard to get to 100 then tweak the exp curve so it takes a lot more exp at higher levels. The current system only makes it so the optimal strategy is to dump your main team in the PC and quickly grind up unevolved replacements once you have unlocked the region's map.
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I defeated Elite 4 with only 4 Level 70 Pokemon and I never thought that the grind was hard, no idea how do you find that mindless grinding but I don't and nor do many people who are playing the game. The grind is pretty easy, even if you are using a fully evolved Pokemon till level 90, and assuming you are still in Kanto E4, it is very easy to grind all your Pokemon to level 75 without much effort. This is a MMO, where grind is part of the game, if you don't like the grind then you shouldn't even play. It depends on the pokemon you have. Maybe i could have beaten them with what i had but the 12 hour cooldown punishes experimentation. The point remains it was easier to just level a Ghastly. (For the record, i think i had a 70 Umbreon and Arcanine, a 55 Hypno, a 60 Nidoking and 60 Sandslash.) I don't agree that grinding is an inherent part of an MMO. Pretty much everyone considers it a downside and the only reason it plays such a major part in MMOs is because developers need to pad the game out to keep people paying a subscription fee. Even if you like grinding though, that isn't a good defense of the current system. Once players understand how the exp works in this game they will just follow the optimal strategy of not evolving their pokemon until 99, avoiding the grind. All the current system does is hurt your main team you use to get through the story which you have to evolve to beat the gyms, all future pokemon you decide to level up will be kept unevolved. If you want to make it more grindy for some reason then fine, just increase the exp requirement across the board. The current system doesn't serve any practical purpose.
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This change has killed my enjoyment of the game. I got 8 gym badges with a team of pokemon in the 55-70 range, then got crushed by the elite four. No worries, i thought, i'll just go level up some more. However, after going to seafoam cave i realised that it would be no easy task. The increased experience requirement, combined with the reduced experience yield for fighting lower pokemon made leveling my pokemon a complete slog. I saw in help chat that people said you could level a Ghastly to 99 then evolve to Gengar and solo the elite 4. Faced with the grind of levelling my team up i decided to try it. A couple of hours later i had a level 95 Ghastly with maxed EVs. I evolved it and went back to the elite 4 and did it easily first try. That was probably my most unfulfilling experience of playing a Pokemon game i've had in the past 18 years. The enjoyment from these games comes from building a team of pokemon and growing stronger together to overcome challenges. I want to defeat the elite 4 using the team of pokemon i raised for the past 40 hours, not some Gengar that i caught a couple of hours ago that i have no attachment to. For people saying i could have used my original team, yeah i probably could have, but only after torturing myself with untold hours of grinding in Seafoam cave. As much as i wanted to use my main team i'm not willing to waste hours of my life on mindless grinding when it's much quicker and easier to just level up a Gengar. You can argue all you want about how it works in the Nintendo games, or how this is an MMO so the developers should make changes to make it more grindy. At the end of the day this system encourages unfun, unfulfilling gameplay and should be removed because it makes the game worse. I don't know why it was added, but it clearly needs a rethink because the consequences are toxic and kill people's enjoyment of te game once they learn of it.
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Can't you make it give experience after the battle too? I can understand not giving you experience every loss because people might use it to farm experience, but not giving the experience just puts weaker/inexperienced players further behind the curve which causes a feedback loop that causes them to be more likely to lose in the future. Having to mindlessly grind wild pokemon to catch up is the worst part about this game.
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Currently, the higher level towns like Cinnabar don't sell pokeballs. If you want to buy more you have to backtrack to early towns to buy them. All pokemarts should sell pokeballs to eliminate a pointless time sink.