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caioxlive13

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Everything posted by caioxlive13

  1. As you may or may not have noticed, Smogon didnt put the stats in the way we are used to, but in order of least important to most important. You can see that special defense has more than 50% of the variables (32/63), which means that if it's odd, your total number will be 8+ (or special), if even it will be 7- (or physical). It is impossible to get a max Speed Hidden Power Fire, Rock, Fighting, or Psychic, regardless of the strength of the Hidden Power (there isn't one for 70 power, 69 power, or 30 power). I cant really give more explanation about this, i can however provide you with all possible IVs that give a certain HP type. [spoiler] Numbers are in the order of HP/Atk/Def/Spd/SAtk/SDef Read 31 as odd and 30 as even. Fire: 31/30/31/30/30/31 31/31/30/30/30/31 30/30/31/30/30/31 30/31/30/30/30/31 Water: 31/31/31/30/30/31 31/30/30/31/30/31 30/31/31/30/30/31 30/30/30/31/30/31 Grass: 31/30/31/31/30/31 31/31/30/31/30/31 30/31/31/31/30/31 Electric: 31/31/31/31/30/31 31/30/30/30/31/31 30/31/30/30/31/31 Ice: 31/30/30/31/31/31 31/31/31/30/31/31 30/30/30/31/31/31 Fighting: 31/31/30/30/30/30 30/30/31/30/30/30 30/31/30/30/30/30 Poison: 31/31/30/31/30/30 30/31/30/31/30/30 Ground: 31/31/31/31/30/30 30/30/30/30/31/30 Flying: 31/31/31/30/30/30 30/30/30/31/30/30 Psychic: 31/30/31/30/31/31 31/31/30/30/31/31 30/31/31/30/31/31 Bug: 31/31/31/30/31/30 31/30/30/31/31/30 30/31/31/30/31/30 30/30/30/31/31/30 Rock: 31/31/30/30/31/30 30/30/31/30/31/30 Ghost: 31/31/30/31/31/30 31/30/31/31/31/30 30/31/30/31/31/30 30/30/31/31/31/30 Dragon: 31/30/31/31/31/31 31/31/30/31/31/31 30/31/31/31/31/31 Dark: 31/31/31/31/31/31 Steel: 31/31/31/31/31/30 30/30/30/30/30/31 [/spoiler] Lets now do some power math, because you can get the perfect HP type, but if it lacks power, you might as well not use it. It is another line of math just like the type one, but I will try to put an easier version of the same straight under it. Power = (U + V + W + X + Y + Z) * (40 / 63) + 30 If the IV of HP divided by 4 has remainder 2 or 3, then U = 1. If the IV of Attack divided by 4 has remainder 2 or 3, then V = 2. If the IV of Defense divided by 4 has remainder 2 or 3, then W = 4. If the IV of Speed divided by 4 has remainder 2 or 3, then X = 8. If the IV of Special Attack divided by 4 has remainder 2 or 3, then Y = 16. If the IV of Special Defense divided by 4 has remainder 2 or 3, then Z = 32. If the IV of any divided by 4 has remainder 0 or 1, then their variable = 0 In other words, if the IV is 2, 3, 6, 7, 10, 11, 14, 15, 18, 19, 22, 23, 26, 27, 30, or 31, you use the number given, otherwise, use 0. It is in the order of hp/atk/def/spd/spA/spD again, because the spD has the most relevance to the power. You can just follow the math given by smogon, or take a look at what I spoiler below, which will be the exact power gain a certain good stat gives. [spoiler] HP gives (+/-)0,635 power atk gives (+/-)1,270 power def gives (+/-)2,540 power spd gives (+/-)5,079 power spA gives (+/-)10,159 power spD gives (+/-)20,317 power the standard: 30 power [/spoiler] Once u added all these numbers up, you need to round it down and that's your HP power. spD decides over 50% of the total power again, so if the spD IV isnt one of these: 2, 3, 6, 7, 10, 11, 14, 15, 18, 19, 22, 23, 26, 27, 30, or 31, you might as well not check the rest, cuz that would be a total waste (If the IV isnt in that list, it means a max power of 49, and who would run that?). I hope I made as much sense with this guide as I feel like I did, if not, please add feedback below! My god, what a hassle just to get some kind of Hidden Power. Thankfully they added the Gems and it's possible to change it by 20 Gems (Or rather it was, until one of the last updates, where they changed the requirement, and now it requires 40 Gems.) . So, even if this is a 2013 guide, can still be updated and put some info from updates that coming.
  2. I think they decrease the number of ribbons needed to enter the Ribbon Syndicate. After all, I went in with an eevee missing some ribbons(If I'm not mistaken, 8 ribbons) and even so they let me pass and buy the 3 Syndicate ribbons. (My Eevee is a Gift from history, 6x15, that i'm use like a pet. So, the number of ribbons missing can be 8 or 9, depending on whether the Gift ribbon counts or not.)
  3. Complementing the MPDH information: Remember: Shiny only breeds with shiny, so to pass the particle, you have 2 options: - Buy a Male Shiny/Ditto Shiny, that have the particle and are from same egg group(if not a ditto), to breed with your shiny, which is complety Impracticable, due to been extremelly expensive, when you found one with particle, because defeat pumpking is extremelly hard last year, and because this, have the chance of you don't found a shiny with this particle - Pass your particle to some mon from species that you want to have particle, and make egg hunt for him, then breed the IVs when he comes shiny.
  4. Porygon Z -The vote has concluded, it will not be banned from UU at this time. - (Copypasted from post above) Well, Porygon-Z will torment Under Used players for more one season. rs
  5. Well, wouldn't it be better to suggest that they change the number of seats available per tournament? I would suggest that they add a tracking system that assesses how tiers are doing in terms of Popularity. And based on that, determine how many seats you will have in the tier tournaments. Example: The OU tier is very popular, so your seats should be increased to 96(With the 32 that came from the priority queue, getting a bye for the next stage of the tournament) or 128 seats. However, UU, NU and Doubles have more seats than they should, as they are not being filled 100% of them in tournaments (I can confirm, there are people going through W/O (Without Opponent)to next stage of tournament ,and with randoms, it only worsened the situation), and because this, the more correct to do, is reduce the avaliable seats to 48(With the 16 that came from the priority queue, receiving a bye for the next stage of the tournament) or 32. What does that mean? The more the tiers become popular, the more places available in Community Combat they would have. Likewise, the less popular the tiers become, the smaller the vacancies in Community Combat. This system could even be used by the staff to see how the tiers are in terms of popularity, and if they see that a tier is not being played, implement something in it to encourage people to play it.
  6. I think it's a good idea, however, it can't be implemented now, because the low tiers (UU, NU and Doubles) are so deserted since Randoms was added. So something has to be done to save these tiers (Below this paragraph is my suggestion for improvements in matchmaking, one of which involves adding season missions in all tiers except randoms, so players can go play them and get some good rewards, incentivating players to withdrawn to randoms and go play that tiers) before implementing tournaments for Randoms, and even if they do, to prevent them from almost completely replacing Randoms with low tiers again, they will be at a lower frequency. But I'm in favor of at least one end-of-season tournament
  7. About this, i will coment about your criticism. - For example: Setup a rotation schedule of PvP Weekly rewards based on Tiers in order to motivate people to play tiers outside their "confort" zone and less played tiers...who knows?! They might like it! January Week 1 OU Weekly Quest - Win 10 OU Ladder Matches of over 6 mins (so people don't just forfeit) January Week 2 UU Weekly Quest - Win 10 UU Ladder Matches of over 6 mins January Week 3 NU Weekly Quest - Win 10 NU Ladder Matches of over 6 mins January Week 4 Dubs Weekly Quest - Win 10 Dubs Ladder Matches of over 6 mins You could scale these... Win 10 Matches get X Win 20 Matches get Y Win 30 Matches get Z This would incentivize people to push further each week depending on their available time/taste for the specific format. This can help, but like i sayed, fixes some quests for each tier and make something like: - OU Seasonal - Deal 10000 damage using Lucario. Rewards: - 1x Lucario (Gift, Your choice of nature, Gender, 2 Egg Moves and 3x0-31 3x25) + 1250 Matchmaking Points - UU Seasonal - Use Roserade and win 5 matches Rewards - 1x Vitamins Pack + 350 Matchmaking Points With this, incentivate more diversity in teams, than have in MM actually(I basically only found Cofa + Rotom + Chansey/Blissey, all of this with toxic, and when i don't face it, is a weird team that work, since player that uses it is in Professional, Veteran or Top Rank, but this is more rare. So, you don't found diversity and players throwing your coins in New Meta, and adding this mission it's more possible to you see something different in High Ladder Matchs), and some players to play low tiers, if both are implemented. - These would be fixed Daily Quests with fixed rewards. Bracers/Ability Pills/Vitamins/Everstones/PvP Items...things PvPers need on a regular basis. Make these untradable so as not to inflate/flood the market. This would help newer players get going and reduce the entry barrier. Win 2 OU Matches Win 2 UU Matches Win 2 NU Matches Win 2 Dubs Matches For daily quests, i Aggree to give Bracers/Vitamins/Everstones/Tutor-Required items(Since he will need to breed much mons and makes sets for him to clear missions ) because are weaker prizes, and for daily missions it's fair to give weaker prizes, and leave better prizes to Seasonal or Weekly Missons, that naturally are hard. - This would also make it so that people were getting weekly rewards from PvP instead of just seasonal ones. These rewards should be setup to help people grow in PvP and not "farm" PvP as cash making method. This suggestion is more to satisfy the more casual players in PvP, as there are players who use PvP to basically get cosmetics, the more serious and active in PvP, the ones who play for pure fun (these are more active in randoms) and the casual ones who play just like a way to farm BP, since in Battle Frontier it is a trash to farm BP, and the BP farm with legends, after the incident with the Brazilian team Toca, was nerfed
  8. This is not the topic of discussion, but about improvements. What's more, I just used this game to exemplify my point. In the first suggestion, I used it to demonstrate how rotten the rewards system is, since in this match, the guy was entitled to rewards (so much so that I received the consolation prize, so the match was eligible) even though the match lasted 2 minutes, now when I play with guys who clearly use a team from history, and beat them, even though the match takes longer, the matchmaking doesn't give rewards and still comes with the excuse: "This match was not eligible for Matchmaking rewards for being too short." And the second suggestion is to improve the balancing system to be similar to other games: In Low Ladder, anything would work, but as the guy gets higher ranks, he faces more difficult opponents, then he would notice that he/she would have to use strategy to keep climbing the ranks, and not dropping anything and praying for it to work.
  9. this looks greats. In fact, all mons that are Rewards and are hard to get(except if you use Stall/Semi-stall, that give you free elo when you face someone that forfeit in 5th turn when face one of those teams because don't have pattience to kept 30 minutes at least in one match, or a chinese, because China is the higher population of earth, and is easy to found matches ,or a no life, to play 24 hours each day) that don't are better than a standart version of mon, that are used by most part of players? One proof is TRoom reward mons. You cannot use him for TRoom because other IV are low, and you need to give up from HP 31 or one defense, or one of Attacks, to use the 0 IV, and this 6 IV missing makes a difference , especially because RNG of PokéMMO is complety weird. I can complete, suggesting to improve IVs to: 2x0-31 1x0-28 3x28 Making players can use mons too good than a standart mon. 0 IV for reduce Attack stat to 0, when you don't want to use this attack, to minimize damages from foul play and hitting themselves in confusion, since in UU have umbreon and he have Foul Play, and because of this reason, walls that are Psychic-type is prefered to leave your attack stat in minimum possible, or reducing Speed to 0, to abuse from Trick Room. I played Against Bluedeww once, my garchomp took damage from Stealth Rock and had 12 IV HP. I know in my soul how much difference 1 HP makes, that was basically what guaranteed my first victory against a top rank.
  10. Well, i reveal only Overheat and Vaccum wave, so Players throw chansey thinking that they're safe(Vaccum Wave is used in Special Sets, in Mixed Mach Punch is prefered). Ask for my oppontents, that throw Chansey without thinking in front of gengar. Maybe to resist to some Attack, like Sludge Wave or Shadow Ball, or even a Psychic? But however, is always one free turn to i use Nasty Plot, or more, depend of how many turns he will try to toxic my mons.
  11. My Infernape is Naive Life Orb 128 Atk EV(Split EV into both Attacks, Physical and Special) 128 Atk Life Orb Infernape Close Combat vs. 252 HP / 252+ Def Eviolite Chansey: 523-616 (74.2 - 87.5%) -- guaranteed 2HKO If chansey don't be OHKO, it's sure that chansey will use Toxic or Thunder Wave , and on next turn, Switch out to Soft-boiled later. However, if i remove their eviolite: 128 Atk Life Orb Infernape Close Combat vs. 252 HP / 252+ Def Chansey: 775-915 (110 - 129.9%) -- guaranteed OHKO
  12. The guys on the forum have to understand that the RNG is part of the game. They complain about King's Rock, but forget that There is Serene Grace + Choice Scarf + Air Slash Togekiss, which can be worse to deal with, than cloyster or weavile with King's rock. There are these boring strategies like Toxic Stall, very common in meta, and ParaFlinch/King's Rock Flinch. And in my opinion, they shouldn't be banned,even if braindead strategys that only involve spamming moves, and wait the game do the rest, because it will show how the player can handle it. Example: I suffered a lot for chansey Toxic Stall. Do you think I would just come to the forum and open a post to ask for a ban on that? No. I looked for a way to deal with it, and the way I found the most effective was to use Trick Specs Gengar, that even tricking the wrong target to Specs, I can still use Trick to take Eviolite from Chansey, and make my Infenape OHKO her. Likewise, I saw that you guys complained about King's Rock, I already looked for a way to take down the leads, and I found one, using Vaccum Wave Infernape, and it worked, as both the leads of this item, Cloyster and Weavile, are somehow weak to that move. Weavile takes 4x more damage from him. Cloyster, has a weaker Special Defense. Boring strategys exists, and Really expert players don't make posts on forum and wait devs help him. They search viable ways to get around the problem. As DoubleJ sayed, the TC don't want to discuss against Hax strategys. So, the really expert players will make this strategy fall into ground, using secure Counters and some checks
  13. Can send to us the Dex Updates? Who one fall to UT and other that are going up to NU?
  14. Not quite. In Climatic battle, there is a rule: Whoever loses all the pokes that set the weather first, loses the fight. That's why torkoal doesn't stand a chance in OU, because the tier has Tytar and Hippowdon. Two sandstorm setters. That is, even if the sun team ends up with one of the setters, they still have the other to deal with, and certainly at that point, the torkoal will be almost dead, and it can't heal except with Wish, coming from a teammate. And about Heracross, I never said he's teamed up with Darmanitan. What I said was that they both play for the same spot on the team, and most of the time, darmanitan is more preferred to use. Heracross, is specific use. Unlike Darmanitan, that can be used on too much teams, is extremely versatile .
  15. Nope. Toxic Stall, especially against Hyper Offense teams(Normally have 1-2 mons with taunt, and not all mons) is more worse. Because this reason, is better use Gengar, and put Trick Specs and Nasty Plot if needed(Don't be a stupid to nasty plot when you have specs. Trick and lock a wall, and then buff, while your opponent is wasting PP or Switching Out)
  16. However, ask public opinion now about UU is literally talk with a wall(not a pokémon wall , a wall in your house.). Tier desert + Xmas Event running. Will need to ask only after 05th January
  17. Torkoal is a good mon, but users will need to care about Hippowdon, Tyranitar and Pelliper. Climatic Battle, and in case of sandstorm, the situation is worse, because sand teams can have Dual Setters. About heracross, is a good stallbreak? yes. But, he compete the place with darmanitan. Because this reason, he don't stand a chance in OU.
  18. Slowbro has risen... Goodbye boring wall that only knows how to use Toxic or Future Sight. About the rest: Torkoal: won't do anything in OU, I doubt it can last a season. But, this impacts sun teams in the UU negatively, making pokes that were part of the tier, but didn't work without Torkoal setting Sunlight, will now drop tier, as they are likely to do nothing in OU, especially with competition with Pelliper Heracross: No comments, good stallbreak, only one season on Over Used and it has already dropped again, because of competition with Darmanitan. Under Used: Absolute Meta. Over Used: Cannot stand a chance. Mandibuzz and Slowbro: Extremely dangerous, I think they will be used well in cores or compete to see who will be the team's wall. The stall, will reign in the UU, because wall option is no longer a problem. But the tier is dead, so hardly one of them will drop tier, because it won't take many matches to beat the usage needed to stay. the max is Mandibuzz return to OU Gligar: One Physical Wall fall, other enter to replace. However, this wall cannot do nothing against ice, and Frosslass has been so used... Aerodactly: This one is going to fight Archeops for a spot on the team. Both play the same role. However, Aero comes from a higher tier and has a good ability, unlike Archeops. So whoever uses Archeops will switch him to Aerodactyl on the team. Munya, can send the Dex Updates, from NU and Untiered, to see who can no longer be used in UT Unoffical Championships, and who mons can now be used? Note: Porygon-Z have less chance to be banned, one check from him returned to UU.
  19. In fact, the exact opposite would occur. If a lot of rich people buy the item to sell, and demand doesn't move, the rich will compete on price to see who sells. This makes the item drop in price. It makes the younger ones farm less, but the items are accessible for them, because being a seasonal item, it comes back sooner or later, so the price doesn't go up much.
  20. I think turning cute into limited item, and not so cute as seasonal, is not a good idea. After all, it would mean people not giving value to seasonal items, and everyone would only buy limited items, thus making them take time to get expensive, as demand would outstrip supply. At the same time, it would make the seasonals cheap, as they are not so pretty, no one would be interested in them, and the price would drop in a desperate attempt to sell it, increasing demand with every event the item appear. when demand > offer , the price will go up. When offer > demand, prices will drop.
  21. Devs will not ban Garchomp. Without HA, garchomp doesn't have any ability to use. So, until HA being added in game, garchomp cannot be banned, because doesn't exist nothing to nerf and make him return. The max that can be maked, is deactivate Sand Veil's effects in PvP.
  22. Hello. Too much things changed. Wobb is unbanned, but you checked Shadow Tag? Nerfed. Only will work for 3 turns. Garchomp are back to OU, but you check their movepool? Swords Dance Removed. Hydreigon doesn't banned, but why nobody use him with Draco Meteor? Removed. Somethings are banned, but return nerfed.
  23. I'm disgusted here because the reward system in Matchmaking is completely meaningless. For those who are new to and don't know, when you play PvP, you get rewards per game. When you win, 500BP(150BP on Randoms) and a certain amount of Matchmaking Points. The amount increases with a series of criteria. The biggest problem is that this system is broken and appears to favor the 650 Elo or higher (At least in the matches I played, that's how it is). What is my complaint: I play directly against some opponents, and I spend 30 turns, about 10 minutes of gameplay, win, and there are times when I don't win any Battle Point. Nothing. So what is my complaint? I arrive to face a 650 or High elo, who is almost always using Toxic Stall. Then I give up on the 5th turn because I don't have the patience to face it. And if you give up on Turn 5, in theory my opponent(and i) shouldn't win rewards (I know he does because when the match gives rewards, the loser gets consolation prize (except randoms) of 150 BP), but they still get rewards. Has anyone else besides me been through this?
  24. Correct. High Ladder always think that one pokemon only have one set , and incentivate the high numbers of novices possible, that only this set is correct. the proof of this: Doesn't hard to found two Copypasted teams, in Matchmaking. Copypasted Sets, and Copypasted Weakness(Like a stall/semi-stall. Very Common, and extremlly weak to Hax. Lucky to me, i don't use one. ) Not for other reason, things more diferent doesn't work too well against low ladder, but works very well against high ladder. Example: I use a Muscle Band Jolly Ambipon, to pray opponents to they think that ambipon is Choice Item(Because i don't use Fake Out) adamant. Works very well, high ladder players always throw Scizor/Garchomp to resist to one Elemental Punch, but i have another to do 4x more damage. And my nape, that uses Vaccum Wave instead of Mach Punch, to Blissey Toxic Spammers think that my Infernape is Special and they're safe. Always OHKO with close combat. When add Infernape to Randoms, and Ambipon, here is two Blueprints of Sets: Infernape @ Life Orb/Focus Sash - Vaccum Wave - Overheat - Stone Edge - Close Combat Ambipon @ Muscle Band/Focus Sash - Fire Punch - Ice Punch - Thunderpunch - Pursuit
  25. Spread that i think that are good: 200 HP/252 Atk/58 Speed. Some speed to pass uninvested scizors, without remove the Higher investiment on HP that scizor need.
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