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| Evasion Improvement; Why can't stats improve hit chance? | |
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| Tweet Topic Started: Jul 18 2012, 05:34 PM (3,406 Views) | |
| xelada | Jul 18 2012, 05:34 PM Post #1 |
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Pokémon Trainer
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I had a thought, a well trained Pokémon should be more accurate than an untrained one correct? A Level 50 Seadra should be better at hitting things with its Water Gun than a Level 10 Horsea, correct? My solution is hopefully pretty simple: - Every 15 in Special Attack/Attack increases that Pokémon's Hit Chance with Special/Physical moves by 1 respectively. - Keep the every 10 Special Defence/Defence increases Special/Physical evasion respectively by 1. - Every 10 speed adds 1 to both Evasion AND Hit Chance for both Special and Physical. - Allow Speed Evasion/Hit Chance to be added to Special/Physical Evasion/Hit Chance. This increases the accuracy of well train Pokémon while keeping the increase of evasion among high level fights. The numbers are just guess work, I'm not sure if those are the best numbers but they get the point across, so feel free to suggest better numbers/change them completely. |
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| Kaorin Sakura | Jul 18 2012, 05:56 PM Post #2 |
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The Sprite - Envy
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I would agree with you that a well-trained Pokémon would be better at hitting things if anything Pokémon ever worked that way. The moves themselves have always had their own accuracy and have only fought against the opponents evasion adjustments versus the Pokémons own (according to 5th gen) improved or decreased accuracy stages from other moves. PTA's system follows the Pokémon canon well.
Edited by Kaorin Sakura, Jul 18 2012, 05:56 PM.
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| Captain_Six | Jul 18 2012, 06:07 PM Post #3 |
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Fightsmith
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Except PTA has evasion bonuses granted from the pokemon's defense score. I could see an accuracy bonus existing with the stipulation that it can never lower AC below the move's base AC. |
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| xelada | Jul 18 2012, 06:25 PM Post #4 |
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Pokémon Trainer
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Plus this lop-sided increase to evasion means in late game battles, attacks miss much more than in early game, to the point where some attacks become coin flips and the few moves that are consistent in accuracy are moves they get very early on causing stagnation in the move-pool. I'm on the fence when it comes to the subject increasing Hit Chance past a moves natural, on one hand shouldn't a well trained Pokémon be capable of above average Accuracy? But inversely the game is balanced around Hit Chance only going down... |
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| Darchias | Jul 18 2012, 09:58 PM Post #5 |
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Pokémon Trainer
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I disagree with this idea. Though having it at such large intervals such as 15 ATK/SATK is a good idea, perhaps this is the wrong way to go about this. Instead of straight up increasing accuracy, perhaps reducing Evasion? Lemme give an example. I notice a lot of people, when building high-level Pokemon, keep their DEF/SDEF at 30 because that is the natural cap for Evasion at +6. If, for every 15 SATK/ATK this bonus was reduced by 1, then having DEF/SDEF over 30 would suddenly be more profitable. A Pokemon with 45 ATK attacking a Pokemon with 30 DEF balances out a +3 Evasion, but against a 45 DEF it still goes up to the +6 cap. A little more complicated, but more balanced I think. |
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| xelada | Jul 20 2012, 08:35 AM Post #6 |
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Pokémon Trainer
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Isn't increasing Accuracy the same as reducing Evasion? But yeah, what you said was one of the reason for adding this. |
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| DrStraightLord | Jul 20 2012, 01:11 PM Post #7 |
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Pokémon Trainer
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I think what Darchias is trying to get across is that high attack stats shouldn't bring an Accuracy check below it's normal difficulty, to avoid throwing off game balance. Also, I think this is a great idea and I will test this out if I ever get a game going. |
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| pika626 | Jul 20 2012, 01:32 PM Post #8 |
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Pokémon Trainer
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I'm thinking about trying this in my own campaign. It did seem really odd that a Pokemon can easily cause moves like moves like Tackle or Ember to miss with little to no effort. Shuckle could essentially stonewall an entire team because of the base +2 AC bonus to all moves that don't require a Speed evasion. It gets even worse once it can actually put points into his stats. Don't even get me started on how the +6 to AC effectively stops all OHKO moves from hitting no matter how high they roll apart from a natural 20. The +/-1 for each 15 in the attack stat is perfect. Not only does it mean that players have to put points into Defense, but Offense as well in order for their attacks to hit. Though, especially for people ho like the glass cannons and don't even care about defenses, the bonus should not effect the base AC of a move. Otherwise Pokemon with an already high offensive stat to be able to knock out Pokemon easily with OHKO moves that can hit at half the AC. |
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| xelada | Jul 20 2012, 06:04 PM Post #9 |
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Pokémon Trainer
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Ah, I see the difference and yeah, as things are balance now negative Evasion probably shouldn't work. |
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| Saruno | Jul 20 2012, 08:54 PM Post #10 |
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Pokémon Trainer
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Actually in the games, Pokemon had a static accuracy of 100%. The original Accuracy formula is P = Abase x (Accuracy / Evasion) Abase was the base ac of the particular move. Accuracy was of the user, (in this case 100% or 1) Evasion was of the user, (again typically this would be 100% or 1) So a move of 95% ac would could up as P = 0.95 x (1 / 1) which P was 0.95 or 95% probability of hitting. well since Defenses (I still find this pretty redic) increases evasion you would throw the normal balance out of whack by a static gain so in effect. However applying such a formula to PTA will be quite difficult since the mess Evasion into Defenses and such. I would take the defense raising of Evasion out of the picture. Keep it related to Speed and make Speed bonus account for Evasion and Accuracy Bonus. This would make Speed twofold into an actual important stat lol. Speed for Evasion obv but for Accuracy it can be that pokemon are more attune at hitting while moving their for their base ACC should be better than a slower pokemon. Which should make since. That just me but I think It will take a lot of theory-crafting and figuring out truly how to balance it. |
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