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Cubes

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Posts posted by Cubes

  1. The order of things happening is wrong. The residual damage should happen first, and then Leftovers recovery should happen after.

    So, a pokemon should stay at full health if it gets hit by hail and then gets lefties.

    A pokemon should also die if hail damage would kill it before leftovers happens.

    Source: experience. I'm trying to find somewhere where it says it.

  2. A Rare Candy is a non-tradeable item that levels up your pokemon by 1 level. Thus, the only real way to obtain them is to make runs through the game.

    With the full introduction of the islands, we now have access to 14 Rare Candies, and this guide will show/tell you where they are (This guide was inspired by Neekz)

    [/url]

    That video shows 13 of the locations. The last 1 is:

    - In Lost Cave next to Resort Gorgeous on 5 Island (in the cave, go Right>Up>Down>Down>Right>Left>Down>Left, not hidden)

    In written form, they are

    - At the bottom-right corner of 1F of Mount Moon (not hidden)

    - In Cerulean City, in the Flower Patch in the backyard with the flowers, go through house to get there (hidden on tile in-between flowers)

    - On the route from Cerulean to Rock Tunnel (hidden in the upper-right part before the grass patch)

    - In Pokemon Tower, on the floor before Mr. Fuji (not hidden)

    - In Celadon, in the Rocket Hideout, on B3F in the moving tile puzzle (not hidden)

    - On the Route between Vermillion and Saffron, in the upper right corner next to the guard house (hidden on a tile in-between the 2 ledges)

    - On Cycling Road, on the right-most side about halfway down (hidden in the middle of the grey road, 1 tile up from the 3rd brown sign on the left (It's your 3rd sign if going down)

    - On the Route between the Right Snorlax and Fuschia (hidden in the first grass patch 5 tiles down, 3 in)

    - In Fuschia, in the Warden's house blocked by boulder (not hidden)

    - In Silph Co tower, 10F in the bottom left with 2 other pokeballs, its the bottom-most one (not hidden)

    - In Pokemon Mansion 3F (hidden down a 2 tile passageway to the right of the drop down area, tile is near the wall)

    - In Victory Road, in the first room, the left pokeball in the boulder puzzle to the north (not hidden)

    - On 2 Island, behind the Blast Burn/Frenzy Plant/Hydro Cannon tutor's house (hidden on the right-most tile)

    As to how you should use Rare Candies, here are some tips:

    - Save your Rare Candies until they're exactly what you need to get to your target level (30,50,100). For example, if you're trying to level Aerodactyl from 70 to 100 and you have 14 Rare Candies, you should train him normally to level 86, then use the Rare Candies. It's much more efficient.

    - Sweepers are relatively easy to level, while walls, tanks, and utility pokemon are much harder. Save your Rare Candies for these pokemon, as it saves you so much time.

    - Certain pokemon take more experience than others to get to 100. Typically, stronger pokemon take more experience than weaker pokemon. Save Rare Candies for those harder pokemon

  3. Just bumping this, because it's the guide I probably use the most.

    *cough could use an update with the new pokes though. But I don't think anyone's too fussy about it.

    You got it chief.

  4. Right now, Critical hits deal double damage, which is correct. The problem is that crits should ignore both Attack debuffs and Defense buffs, which they don't. Essentially, crits should favor the attacker in which boosts to use and which to ignore.

    Example:

    +2 Calm Mind Slowbro uses Psychic on +2 Calm Mind Blissey, and gets a critical hit. The critical should act as if Blissey has no Calm Mind boosts, but keeps Slowbro's +2 in Special Attack when calculating damage.

    -1 Growl'ed Marowak uses Earthquake on -1 Leer'ed Scizor, and gets a critical hit. The critical should act as if Marowak wasn't -1 in Attack, but keeps Scizor's -1 in Defense when calculating damage.

  5. can anyone tell me where abilities like flash fire and overgrow alter damage calculation? would you multiply the damage modifier by an additional 3/2 or would you want to apply it to the base power of the move you're using?

    From looking at the damage formula, it seems that any "modifier" is done to the damage output, not the base power. So multiplying the damage by 3/2 or whatever is how you do it. STAB, Super Effective, Crits, and the random number generator all also work like this.

  6. Not what I meant, but I do appreciate the help.

    Move tutors being able to teach a move multiple times would allow them to teach it to not just 1 mon on your character, but an infinite amount of mon on your character, for a price. Because of this, using up a move tutor's one and only use on a mon you later realize you don't want on your competitive team would be a thing of the past.

    Ah. These were implemented in Emerald. Battle points from the battle frontier was used to purchase them.

  7. What attacks would you say aren't viable? I'm not sure if you mean accuracy or immediacy or something else.

    Hyper Beam is not viable for the most part, but it's the most powerful Normal attack.

    Focus Punch is the strongest Fighting move, but you can't just use it whenever.

    Take things like this in to account.

  8. You should add the trainer's pokemon that you can steal from as well. I'm not sure which, but I think on 1 island there's a black belt trainer where you can thief black belts off repeatedly with vs seeker. And of course, the cool trainer with the chansey in victory road. A great idea though =]

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