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Aard

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Everything posted by Aard

  1. I'll be timing from entering the first gym to completing the last gym. Solving the puzzles factors into the time. Good question.
  2. That's true but isn't really a problem related to bracket size. More people play ou than nu and 1 mil is quite a bit harder to get in ou than it is in nu as a result. If the organizers cared about fixing that they would make the cash prize higher in ou than it is in lower tiers. As far as pokemon prizes, ou pokemon tend to be more expensive because more people want them on their team. So, the prizes are still proportional unless you are just talking strictly about raw cash. An ou shiny is worth more than a nu shiny and an ou comp is worth more than a nu comp both in time and difficulty. And as far as the bracket size reducing the number of rounds, it really didn't do that. 70 people still signed up to get the lucario. Its just instead of half being eliminated in a first round of battling, half were eliminated for clicking a button a fraction of a second too late.
  3. I guess where I'm confused is why do you think if a tournament had a really good prize too few people would join or if a tournament had a really bad prize too many people would join? Why wouldn't the amount of people joining be directly proportional to how much the community values the prize? If people think its a good prize they get excited and want to play. If people think its a bad prize they don't enter. All market values are just a collection of what people think something is worth. I don't see why prizes have to be designed for bracket size when a flexible bracket naturally grows or shrinks toward whatever the prize is worth. The organizers could just come up with any prize and not even have to worry at all about the bracket size since the community would take care of that for them. Also, an inflexible bracket has to either allow byes or cancel the tournament if fewer people join than expected. In contrast, a flexible bracket has the option of cutting the tournament in half whenever too few people join and can eliminate the existence of byes entirely.
  4. Having an automated bracket would literally makes things better. The difficulty of getting the prize would equal player demand and the tournament organizers wouldn't have to worry about having to estimate how many people will join a week in advance. The only two realistic arguments I can see against it are: 1) Too hard to code 2) People should know how many rounds a tournament will last before joining so they can plan their day better. For #1, I don't know how pokemmo is coded, I do know anywhere else I've seen with tournaments hasn't had a problem. For #2, I'd argue you can't really know how long each round will last anyway or how far you'll get when you join. I could see wanting an absolute max hour time, I'd just argue to cap all tournaments at 128 players for constant max of 7 hours. If you're willing to spend 5 (32 bracket, you're probably willing to spend 7 (128 bracket) or hope it doesn't approach the max.
  5. What I plan to do is have everyone speedrun for a month and every day everyone competing sets aside 10k. Then after the month is over the best time WITH VIDEO PROOF gets the prize pool. Even with a few people competing it runs into the millions. Right now, I just wanted people to discuss strategies and give honest times with no benefit. Obviously, when prizes are involved or an official leaderboard there has to be videos. I get people can cheat right now. I want to know if anyone is actually on board with this idea since it could make grinding less boring.
  6. Clicked the second it started today on the lucario tourney and was unable to join. 70 people wanted that lucario, I really can't see a good reason for only letting 32 compete for it. The market dictated that the lucario was harder to get. It was still a higher selection bias than expected, just the tournament creators forced it to be a random one rather than an added 64 player round. There was still basically an extra round. It was just a round decided by complete luck rather than skill. I don't think that's in the spirit of the game.
  7. Shouldn't the prize itself dictate how hard the tournament is to win and not the other way around? If its a better prize more people will join naturally. Why does it have to be set in reverse? As is, the consequence is that some tournaments with lower play caps are actually significantly harder to win than tournaments with higher caps because the barrier to joining gives a higher percent chance of being eliminated than any individual battle would. Also, how are tournaments handled when less than the predetermined power of 2 number of people join? Are some people randomly given byes? If that's the case then the fairness of the tournament comes into question.
  8. It doesn't make sense that a tournament is preset to a number of entrants. Today, 70 people joined a tournament within the first two seconds of it opening and more than half were not allowed to play because it had a 32 cap. The tournament should go with the highest possible power of 2 that gives the most players possible a chance. If 70 people join, 64 slots should be assigned. If 127 people join, still 64 slots, but if 128 join it should bump up the bracket to include 128 players. Having to play roulette on if your internet and fingers are fast enough in a skill-based game is not fun.
  9. Are the natures negative point bonuses or is the - a dash and those 4 natures are ones to avoid?
  10. I've decided to start speedrunning all of the gyms rebattles in the game plus mirimoto. It would be fun if other people tried speedrunning and shared their teams and times. Eventually there could be a competition with prizes for the fastest time where people upload videos of their records. Right now, I'm curious what strategies people find. I'll update the leaderboard daily. LEADERBOARD: 1. A bunch of cheaters 2. Aard 1:53:06 (no vid) 3. Cheaters who suck at cheating
  11. Sounds cool. I would definitely do it if it any region other than unova. I guess one thing that seems weird is the starters. Why so many, and why use starters at all? What if you made people not even use the starter poke youre given and beat the game and make teams completely off of stuff caught in the wild before the gyms? That would be better than randomly having to fight against a haxorus or metagross with a meganium and ampharos just because you picked your starter badly.
  12. ((18!/17!)(.33)(.67)^17) x 100 = 0.66% this happened by chance. Hope that helps.
  13. People are saying an ai can solve battling and are comparing it to chess, but I don't think so. It is better to compare it to poker. An ai can know all the probabilities and could even randomly select sometimes against what probability would dictate if it will hit or fold to mix things up. But what information is going to be input that could possibly match what a human can do when making the same choice? Today's ai just doesn't have the cues to read opponent's choices. You not only have to choose your own risk allowance based on probabilities , but you also have to factor in the other player's mindset. An ai would be able to battle decently and a lot better than the current npc's, but it wouldn't be winning tournaments.
  14. I'd replace Umbreon with Snorlax and Alakazam with Starmie. Give Snorlax Bodyslam, Curse, Rest, Earthquake/FirePunch and a chesto berry. You can either make starmie a bulky spinner or scarf it and give it trick so you have a way to outspeed a +1 gyarados and can trick a snorlax or chansey if you have to. I think overheat is better than flamethrower on arcanine, but when I used it I had a -spdef nature instead of-spatk and it was to ensure a 1hko on skarmory which can't happen since they changed sturdy. I do know return is better than iron tail.
  15. This game needs to be more like a single generation instead of some weird combination that never actually existed. And I'm not talking about it in the context of what pokemon are available, but with how the mechanics aren't consistent. I lost a battle because I found out giga drain had 6th gen pp and power when i thought it would go by gen 4. Then I found out Outrage only has base 90 power, which was only true in gen 3, but then its a physical move which it wasn't in gen 3. So outrage in this game is a move that never existed in any pokemon game. And this sturdy thing is another example, sturdy acted as a focus sash in gen 5 and 6, not 3 or 4. Most pokemon in the game do not have the full benefits they had from gen 4 much less gen 5. This is just inconsistent. Either give every pokemon in the game their gen 5 movesets and abilities or make sturdy behave how it did in gen 4. Mixing and matching just creates problems. If you don't believe me, look at Snorlax. It never learned pursuit and crunch in gen 3 so something like haunter would completely wall it. But in gen 4 the high-powered fighting move close combat came into play which meant snorlax could be killed reliably by physical fighting types. It can't be here and no, superpower doesn't work because of the stat drop. So Snorlax gets its full 4th gen movepool without any of the threats against it getting their full movepool. Snorlax is op for that reason. Inconsistency is bad, and making sturdy gen 5 adds to the inconsistencies unless everything else behaves as it did in gen 5. As is, we are just playing a made up version of the game that never existed in any generation. Stealth rock and perma-hail was always there to offset sturdy in gen 5 and 6. Now, Skarmory just can't be 1hko'd at all which is something that was never true in any of the handhelds. You were always able to put rocks up and have it lose full health when it switched in. Now you can't and are basically forced to make all attacks against it a 2hko. The multiple hit moves are all physical so you can't really call that an answer. Also, Forretress has acces to the ungodly 4th gen explosion and the 5th gen sturdy making it impossible to 1hko? It never had both at the same time so I really don't see how is that okay. So that's a couple of tangible consequences of this. (I guess I'm not completely sure explosion doesn't work like 5th or 6th gen. I realize I haven't tested it enough. That's part of the problem, you can't ever tell from what gen mechanics are here. Let me know if explosion is powerful or nerfed.) Its not good for making money ,but more importantly its not good for pvp.
  16. You need to say what set you are talking about. This isn't true of the standard Curselax. -1 0 Atk Snorlax Body Slam vs. 252 HP / 252+ Def Gyarados: 57-67 (14.4 - 17%) -- possible 9HKO after Leftovers recovery After one curse the 3hko still isn't true. 0 Atk Snorlax Body Slam vs. 252 HP / 252+ Def Gyarados: 84-99 (21.3 - 25.1%) -- possible 5HKO after Leftovers recovery After two curses, which Snorlax should never be able to be able to get off, this would be like 5 parahax in a row at this point, the 3hko is only true 0.2% of the time. +1 0 Atk Snorlax Body Slam vs. 252 HP / 252+ Def Gyarados: 126-148 (31.9 - 37.5%) -- 0.2% chance to 3HKO after Leftovers recovery Basically, you need to be paralyzed six times in a row for Snorlax to set up on Resttalk gyara and kill it with body slam. Sure, you can't control parahax, but 0.25^6 = 0.024% is the chance of paralysis making you unable to roar away Snorlax with this gyara set about two in ten thousand times. There's a better chance Snorlax would crit 3 times in a row. Then there's choice band Snorlax, which your 3hko doesn't work with either. 252+ Atk Snorlax Body Slam vs. 252 HP / 252+ Def Gyarados: 114-135 (28.9 - 34.2%) -- 99.6% chance to 4HKO after Leftovers recovery Choice band is more dangerous, but you know its banded at this point and should have a secondary answer for normal moves. Are you forgetting to factor in intimidate or did you just not do any calculations? By the way, I think Snorlax is broken, I just don't think it is at all because of body slam hax. Also, if resttalk Gyarados became a popular thing in the tier, some Snorlax sets would eventually have thunderpunch on them just like some Snorlax sets have surf for Rhydon. Resttalk Gyara only works so well right now because of its unpopularity. This is a good example of how body slam hax have nothing to do with the problem but you think they do. The problem is the diversity in Snorlax's movepool combined with its base stats. That said, a core of Resttalk Gyarados, Rhydon, and a trick user will stop any Snorlax set if you figure out what it is. If anyone has a more efficient combination then that would be interesting, but with this one I think that's asking a little much to be able to reliably stop one pokemon. I think we should look at things Snorlax has trouble beating instead of arguing about this body slam ban. Its silly, and probably won't happen. Things that Snorlax can have trouble with are Rhydon, Gyarados, Skarmory, Weezing, Machamp, Milotic,and Dusclops. Are those answers enough to keep Snorlax from being uber? Most of those only really roar it away or get in a stall war with it.
  17. I don't agree with interpreting usage like that. Just because something that was broken had 50% usage doesn't mean something with 40% usage is likely not broken. That's the same fallacy and its annoying. At least use other things that had 40% as examples if you are going down that road. The idea is still problematic, but it at least makes some sense like that. I do agree the complex ban isn't the right direction. Step two and three seem fine in your plan but step one doesn't make sense to me.
  18. No, they don't lead to the same point at all. Try to actually listen this time so you get it. First statement: If you are going at 50 mph then you are probably speeding. A police officer should check the speed limit and decide whether to give you a ticket. Your statement: If you are going at 40 mph then you are not speeding. You see the logical jump there? You see how the second one doesn't make any sense given the first piece of information? People say stupid things when discussing what to ban on the simulators, but never this bad. Greninja was third in usage behind Landorus-T and Ferrothorn when people voted on if it should be banned. No one used arguments about its usage when making the decision. I didn't think it should be banned but I got outvoted. Anyway, something being at "only" 40% usage isn't a valid reason for leaving it in the tier. Usage is a symptom that can be used to indicate whether something might be broken. You could still be sick if you don't have a fever, but if you have a fever its a good indication that you are sick. I think I should quit talking to you and come back if I want to discuss points like the guy above made about Milotic and Machamp doing well against it. That's the kind of stuff that should be in the discussion along with damage calcs to back it up, not some made up cutoff of 50% or arguing about the differences Snorlax has with Chansey.
  19. Those two are very different. The first one is saying usage can determine what should be banned whereas the second one is saying that usage is a good place to start when considering what should be discussed. And as far as the Chansey stuff, Chansey is different than Snorlax, I get that. That's why they are both viable and one isn't outright better. But DoubleJ originally said they are dealt with the same way. That's not true. Then he said his Jolteon deals with Snorlax. Which isn't true. Chansey and Snorlax both eat Jolteon and Alakazam for dinner. Maybe I shouldn't have gone as far to say Snorlax deals with it better than Chansey, but either way I'm not wrong about anything that pertains to the ban discussion. If someone's argument on why Snorlax shouldn't be banned is that it can't continually switch in, then that is at least a good argument. Saying that Snorlax only has 40% usage instead of 50% is a bad argument, saying dealing with Snorlax is the same as dealing with Chansey is a bad argument.
  20. Now this argument is a bit weird. "Dealing with Snorlax is like dealing with Chansey" "No, its not. They have completely different playstyles. Here's some things Snorlax can deal with that Chansey can't." "But Jolteon deals with Snorlax better." "Not really." "But Chansey's playstyle is different than Snorlax's. It has more sustainability and can switch in more often." Yeah, that's true, but then your original point that dealing with Chansey is like dealing with Snorlax is invalid. People switch Chansey directly in wheras Snorlax is more common on no risk switches. Playing against the two is completely different. But then again, it was your opinion that dealing with them is the same so maybe its allowed to be wrong. You called it an opinion, so that covers your bases. For risk of this becoming circular, I'm not going to talk about Chansey anymore. I don't believe Chansey was at 50% usage unless some items and moves were missing at the time. I don't think Snorlax caused it. I don't know the history, I'm too new, but that can't be the whole story. And as far as judging things by usage, its just not a good idea. Even on the simulators where getting any pokemon you want is instant, judging if something is broken by usage does not work as an argument. Usage is a good reason to start a discussion. "This is at 50% usage, discuss if its broken". Usage isn't a reason for something being broken. "This is at 50% usage, must be broken.". Furthermore, "This is only at 40% usage, must not be broken." is even more absurd. There are mechanisms behind whether something is broken, usage is a symptom, not a cause.
  21. In my opinion the sky is green..don't read much more into it than that. I'm tired of people saying opinions can't be wrong, they can. Especially when its only labelled as an opinion in order to stave off criticism. Your opinion isn't worth putting in a ban discussion unless it has some justification behind it. Yours doesn't. A specs Jolteon can't even 3hko the standard Curselax. 252+ SpA Choice Specs Jolteon Thunderbolt vs. 188 HP / 216+ SpD Snorlax: 157-186 (30.9 - 36.6%) -- guaranteed 4HKO after Leftovers recovery A body slam from any Snorlax 2hko's. 0 Atk Snorlax Body Slam vs. 0 HP / 0 Def Jolteon: 151-178 (55.7 - 65.6%) -- guaranteed 2HKO Earthquake is a notable possible 1hko 0 Atk Snorlax Earthquake vs. 0 HP / 0 Def Jolteon: 236-278 (87 - 102.5%) -- 18.8% chance to OHKO With a little bit of attack investment it does 1hko. The most powerful Jolteon can't do much of anything and risks getting set up on if the Snorlax curses one or two times then rests with a Chesto berry. Not to mention they know you are locked into thunderbolt after the first round of damage and can at any point switch to something that is immune and get a free turn to set up with that. If the Jolteon doesn't have specs a curselax set just outright demolishes it and gets as many boosts as it wants. 252+ SpA Life Orb Jolteon Thunderbolt vs. 188 HP / 216+ SpD Snorlax: 135-160 (26.5 - 31.4%) -- 23.7% chance to 4HKO after Leftovers recovery 252+ SpA Jolteon Thunderbolt vs. 188 HP / 216+ SpD Snorlax: 105-124 (20.6 - 24.4%) -- possible 6HKO after Leftovers recovery Leaving either of those in on Snorlax would be nothing short of insane. And Chansey doesn't actually do that much better. 252+ SpA Choice Specs Jolteon Thunderbolt vs. 4 HP / 252+ SpD Chansey: 159-187 (24.7 - 29.1%) -- possible 5HKO after Leftovers recovery Seismic toss is a 3hko but you know what move Chansey is probably going to use so switching is easy. Its either seismic toss or toxic. With Snorlax it could be curse, a banded attack, a predicted move like fire punch, pursuit to almost kill your Jolteon. Jolteon is terrible against either of them, but it is worse against Snorlax. This is a tangent, but interestingly a non-specs jolteon with toxic and wish might actually be able to stall out a Chansey lacking toxic until it forced a switch due to poison damage. Sub and wish would prevent toxic Chansey and might would get close to pp stalling it out. Sure, these aren't good sets, but Jolteon does have two free move slots to basically put any terrible move in if its hidden power isn't any good so its not completely absurd. Its kind of funny the example you bring up does terrible against both Chansey and Snorlax, but actually has a slightly better chance of beating Chansey. It always loses to Snorlax, the only question is if Snorlax can be effective after killing Jolteon with the answer being yes unless Jolteon is specs. Chansey isn't going to magically jump to 50% if Snorlax is banned. They aren't the same poke, they don't work similarly, even if they did there is no way to predict that and use it as an argument in this ban discussion. The answer might just be to suspect Chansey if that was an issue. Also, alakazam with calm mind and recover can actually give Chansey trouble whereas Snorlax just kills it. Trickspecs Alakazam will always cripple Chansey, but won't cripple Snorlax if Snorlax is banded. Snorlax can pursuit trap so switching out isn't always an option either. So again, bad example. Alakazam does much better against Chansey than Snorlax in multiple situations. My point with the usage stats is that it is a bad way to go about determining what is broken because to a certain degree they are arbitrary. If Snorlax has considerably higher usage stat than anything else then that is an indicator it MIGHT be broken. Comparing Snorlax to other previously broken things doesn't even do that anything and is bad logic.
  22. I agree with you on some of this, but I highlighted the parts I don't agree with. Snorlax is nothing like chansey besides high hp and spdef. Comparing them is really silly. I'd like to know what you could possibly be using that makes Snorlax no more effective than Chansey. From my experience it is much more effective. Some examples: A physical arcanine beats chansey, can't touch snorlax and gets set up on. A calm mind Alakazam with recover can beat chansey, it can't survive too many body slams. Starmie can switch out on chansey, but not on choice band pursuit snorlax. Fighting mons can 1hko Chansey, most 2hko snorlax especially after curse. There's really not much at all that deals with both equally as well. Even something like a choice band Rhydon is worse against Snorlax than Chansey because Snorlax can actually paralyze it. Maybe dusclops, but dusclops doesn't really beat Chansey or Snorlax, its just prone to get in a stall war it outright loses if a curse snorlax has two attacking moves. The glaring difference with Snorlax is that it can set up and do damage, Chansey can't. They are nothing like each other. Comparison is no better than saying Dusclops and Gengar are dealt with in the same way because they are ghost types. Its just not true. Your percentage thing is also flawed. I would argue first that how hard it is to breed a pokemon impacts usage rate. Something like Gengar or Dugtrio is incredibly easy. Snorlax is harder, you absolutely need 4 of the 6 stats to be good whereas on the other things you only need two to be good. Not to mention its a rarer catch. Also, measuring the usage by itself isn't great when you yourself want to compare its impact on the game. Its usage should be contrasted with the next highest things in usage. 40% is quite a big jump from the next best thing which is quite a big jump from the rest of the tier. Saying 40% isn't over-centralization because other things that over-centralized had 50% is kind of a bad argument. You just set an arbitrary cutoff and called anything above it broken because previous broken things had that usage. That's like saying because you crashed your car at 50 mph, driving at 40 mph must be safe. Better logic please.
  23. Personally, I've had to design my team with three things that can mess up Snorlax in order to reliably deal with all of its sets. I use a choice band Rhydon. Sword dance and sub would be better, but I really want it to be able to 2hko Snorlax if I switch it in on a curse. Also, choice band rock blast is nice for predicting a Skarmory switch. Anyway, choice band superpower does 2hko a cursing Snorlax unless Snorlax is max hp and def with a +def nature. I haven't seen that. Superpower either 1hko's or gets very close if curse isn't used on the switch. Rock blast is great for breaking sub punch Snorlax if it trying to focus punch. In my opinion, Rhydon is the closest thing to a Snorlax counter in the game. Still, two things can beat Rhydon. A curse Snorlax that gets a fair amount of para hax or a Snorlax with surf. The other check I have for Snorlax is resttalk Gyarados with roar. It can tank body slams, doesn't care about paralysis too much, and just roars out Snorlax. Intimidate is what makes this work since it stalls Snorlax's curse setup by a turn. I suppose Snorlax could carry thunderpunch, but that's not going to happen. The problem with gyarados is that it has no way to kill Snorlax. If Snorlax is the last thing and it carries curse it will beat gyarados. This is why I also have a trickscarf Starmie. It cripples a Snorlax that isn't banded. However, if a banded pursuit Snorlax even switches in on my Starmie, its gone. Gyarados and Rhydon both deal very well with banded Snorlax sets. I can use these three things to beat Snorlax every time. A snorlax will never cause me to lose a game unless it surprises me with some move like thunderpunch or surf. These three things also deal with much more than Snorlax. Choice band Rhydon can beat Skamory, Choice scarf Starmie outspeeds and 1hko's ddanced gyarados pretty regularly, gyarados can outstall dusclops and milotic. So these three things work well together, they aren't just for Snorlax. However, I designed half my team worrying about the monster that Snorlax is more than anything else and found the fourth member of my team had to be a choice banded pursuit Snorlax just so I'd have a way to deal with special switchins like Starmie and Gardevoir. From my experience, Snorlax definitely overcentralizes the metagame. I can't find any one thing that can reliably deal with all of its sets, I need at least two things specially designed for Snorlax more so than anything else. On top of that, 40% of teams run a Snorlax. That is pretty insane. I think if Snorlax is banned there will be a metagame where more things from UU can work their way up and not just be completely walled by a stall core involving Snorlax. I think it should be banned because a ban would make the tier more diversified and enjoyable. Also, for whoever is saying body slam should be banned because body slam is broken on Snorlax, that's not the solution. There are plenty of ways to deal with body slam hax like the rest talk gyarados I run. The problem is with the amount of things Snorlax can do. It can setup, it can stall, it can pursuit trap, it can wipe away rhydon with surf. There's no good way to deal with it unless you build a great portion of your team with Shorlax in mind. One last thing, the sets on the front page don't include a 2 attack curse snorlax with rest and a chesto berry. I think that's a real thing that makes a curse set more of an issue than if snorlax only carries one attack. This set is better with a chesto berry in my opinion. Don't know why its under leftovers. Also, earthquake is better than fire punch except for skarmory. I could see earthquake being run and the person having a magneton or something to wipe out skarmory. Leftovers: Curse, Body Slam, Fire Punch, Rest This would be a more accurate set to discuss. Chesto Berry / Leftovers: Curse, Body Slam, Fire Punch / Earthquake, Rest I guess I also have a problem with the main choice band set too. I would argue the main point of choice band Snorlax is to pursuit trap. Pursuit isn't an optional move. I don't why fire punch is a must on these sets. Fire punch Snorlax shouldn't be a team's way to deal with skarmory. Choice Band: Body Slam, Crunch, Fire Punch, Pursuit/ Earthquake Choice Band: Body Slam, Crunch, Fire Punch / Earthquake, Pursuit
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