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SSJ2 Vegeta
August 9th, 2004, 12:05 AM
Here's some helpful hints and tips when updating Pokedexes.

For the Updaters

1. ALWAYS let the person win their first battle and ALWAYS have their Pokemon gain a level after winning.

2A. When doing RPG, try to make the battles last between 5-10 posts total if the two Pokemon are about the same level, etc.

2B. When doing Stats, if the Pokemon are about the same Level, etc., have their HP's be somewhere between 20-35 and have the attacks do damage along the lines of 1-7 (Generally 3 or 4 damage), depending on the status of the Pokemon. (Whether they have lowered defense, highered attack, or if a critical hit happens.) For the amount of HP, some Pokemon have a natural high HP, like Bulbasaur, so give him like about 30 HP or 29 HP. Charmander doesn't naturally have that high of a HP, so he would get maybe 24 HP or 25 HP.

3. And here is the current intro for Johto and Kanto profiles. (Current Moderators edit this if necessary):

*Chirp* *Chirp*

You wake up to the sound of the birds and look at your alarm clock. 10:00?!?! You forgot to set your alarm and now you're gonna be late. You quickly throw clothes on and run outside. You see a crowd of people walking away from a house down the block. You run pass the crowd into the house.

You: Professor! Can I have my Pokemon?

Professor: Hmmm. I do have one left.... Ok, you can have it!

You: Yes! Thank you so much Professor!

You take your pokemon and run outside in excitement. You bump into another trainer.

Steve: It's about time you showed up. And judging by your pokemon, the prof didn't have anything else...

You: Don't talk about my Pokemon like that!

Steve: Make me. Go, *rival pokemon* Lv. 5!

You send out your Pokemon, ready to battle. Stats or RPG? Make your move.

For Hoenn profile's, use this:

The day has finally come! You can finally live your dream of becoming a pokemon trainer. You have your head up high with your *pokemon* in your pokeball your parents gave you. You are about to open the door to Prof. Birch's labratory when....

BANG!

The door slams into your face and you fall flat on your face. When you open your eyes, you see a young girl around your age helping you up.

Girl: I'm sorry.... I didn't see you coming.
You: That's okay. It was an accident.
Girl: I'm just so excited! I got my first pokemon today!
You: Cool. I have a *pokemon*! I'm going to go see Prof. Birch to get my pokedex.
Girl: Cool. Oh yeah, my name is May. Nice to meet you. Wanna have a battle before you get your pokedex?
You: Sure. My name is *name*. Go *pokemon*!
May: Go *rival pokemon*!

Your pokemon are sent out just as you hear an explosion come from Prof. Birch's labratory.

Prof. Birch: GET BACK HERE WITH THOSE POKEBALLS!
Person: C'ya sucker. Remember this name "TEAM *something*"
Prof. Birch: MAY!*name*! I'm glad you are here! Go retrieve those pokeballs and come back.

Team *something* member stops and laughs.

May: Okay Prof.
You: Okay. Let's go May.
*Something* Member: Okay kiddies, 2-on-2 battle! Go *Opp. Poke* and *Opp. Poke*!"

Stats or RP? You go first.

*name*=RP'ers name
*pokemon*=Rp'ers starting pokemon
*rival pokemon*= Try to pick a pokemon with a type strong against the RP'ers pokemon
*something*= Aqua, Magma, or Rocket
*Opp. Pokemon*= Aqua: Two water types; Magma: Two fire types; Rocket: Two poison types

For Sinnoh Pokedexes use this:
You wake up fresh and early as you hear the sound of ringing bells. You know exactly what this means; *Professor* has arrived in your hometown. *Professor* has come today to give out each new starting trainer their pokemon licence and their chosen pokemon they wished to start with on their journey. You become very excited, and trip over as you put your socks on. Not letting the pain get to you, you quickly grab the last slice of pizza as you hurry out of the door.

As you walk outside, you notice how wonderful it is today, the Sun is shining and the the skies are clear. You breathe in the fresh air as you stroll to the tent nearby your house. You see many new faces as you queue up to receive your pokemon.

Professor: "Ah, hello there *Trainer*, glad to see you here. How have you been?"

You: "I have been well thanks, I am really excited to see my pokemon, *Professor*!!

Professor: "Indeed you are. Here it is, take good care of it. Oh here, you need your pokedex too."

He hands you your pokemon and your pokedex. You thank him as you leave the tent, marvelling at your new pokemon. Finally you can begin your journey. As you walk, awe-struck by recieving your pokemon, you are approached by another trainer.

Rival: "Hi, I'm *Rival* Do you want to battle?"

You: "Yeah sure, oh and I'm *Trainer*."

Rival: "Go, *Pokemon/R*!!"

You: "Go!! *Pokemon/T*!!"


4. When choosing a Pokemon to give the rival, try and make it's type opposite off the Trainer. For example, if the profile person has a Charmander, use Squirtle. If he/she has a Squirtle, give the Rival a Bulbasaur.

5. When choosing wild pokemon for the trainer to fight, try to avoid rare or powerful pokemon. A rare pokemon once in awhile is alright.

6. When telling a person to create a thread, have them put what area they want to go in and who their updater is in the thread title so things are more organized.

7. Update everyone at least once a week. You can spread it out, so long as you give each person at least one update a week.

Jeffie!
April 15th, 2008, 06:14 PM
Ok, something new: Stat dexes:

I broke down the damage equation last night for use in stat dexes. It's quite a bit simpler, and leaves out a bunch of stuff, but should work beautifully for our purposes here. EVs and IVs are obviously ignored, and Natures too. Also, it loses the floats (dropping decimals: 12.50983467 >> 12) that the game uses, but that barely changes things until you get up to the higher levels, and even then just a little. Now, I can't be held for perfect accuracy, because I forgot to bring my notebook, but I'm pretty sure everything will be correct.

Anyway, I couldn't break it down quite to using simply the base stats (just because it was late), but I'm pretty sure that no one will complain too much about these modified stats. They're pretty easy:

(2 x Base x lv) + 5
See? Simple. I was using some low guys to start last night. Here's a little walkthrough:

Charmander is my example. He'll be level 5, and we'll use his Attack, just to work this all out. Char's Base Attack stat is 52. That goes in "Base". So multiply it by two (104) and then we have a new variable:

lv
This guy's easy too. It's the level of the pokemon, converted into a percentage (in other words, since levels go from 1 to 100, it's the pokemon's level divided by 100). So CharChar's "lv" is .05.

104 x .05 = 5.2
Then, add 5. Just because. (10.2) Now, I think that all our stats like that may need to keep the decimals, but I haven't played around with it enough to see quite where I'm going to stand on that one. So for now, we'll say that our level 5 Charmander's Attack stat is 10.2.

Now, this equation works for any stat, except HP. So I'm going to show you one more, this time level 5 Squirtle's defense (if you haven't guessed, I'm going to be making my Charmander example attack my Squirtle example later). So here it is:

(2 x Base x lv) + 5
(2 x 65 x .05) + 5
(130 x .05) +5
6.5 + 5
11.5
Cool. Now we'll look at HP, to cover the Stats. The equation is similar:

(2 x Base x lv) + 10 +LV
Oh noes! We have a new variable! Not a big deal, though; "LV" is just your pokemon's level. So our Squirtle example is going to come back and let us check him out again. His base HP is 44, and he's level 5, so lv = .05 and LV = 5. Let's see:

(2 x Base x lv) + 10 +LV
(2 x 44 x.05) + 10 + 5
(88 x .05) +15
4.4 + 15
19.4
All right! Now we're on to the real meaty stuff. Here's the majority of the damage equation (there are a few things to do after this):

(LV + 5) x BP x Att
125 x Def
Hoo boy! Crazy stuff! Now, of course, we've already figured out Att and Def, which are the respective pokemon's Attack and Defense stats. However, Stat modifying moves like Swords Dance and Calm Mind and all those modify these before they go into this equation. You can have up to six levels of boost or drop in a stat, from any number of moves. that's something you'll have to keep track of in whatever way you see fit. The modifications are pretty easy, and Serebii.net's done the work for me already:

-6 levels: 25%
-5 levels: 29%
-4 levels: 33%
-3 levels: 40%
-2 levels: 50%
-1 level: 66%
0 levels: 100%
+1 level: 150%
+2 levels: 200%
+3 levels: 250%
+4 levels: 300%
+5 levels: 350%
+6 levels: 400%
Next up is BP. That stands for Base Power; it's the move's attack power. You can look that up on whichever is your preferred pokedex. Anyway, for my example, Charmander (Att = 10.2) will use Scratch (BP = 40) on Squirtle (Def = 11.5). I'll calculate the top first:

(LV + 5) x BP x Att
(5+5) x 40 x 10.2
10 x 408
4080
And then the bottom:

125 x Def
125 x 11.5
1437.5
And then divide:

4080 / 1437.5
2.83826087
There's a few more decimals than are going to matter, so I'm going to trim it down (2.8 is prolly enough). Now for a slurry of random calculations. Next you add 2 (4.8). Next is the Critical Hit muliplier. That's going to take some extra figuring to iron out that system, so we'll assume no Critical (so, multiply by 1 [4.8 still]). Then you multiply by a random percent between 85% and 100%. Randomizer.org (http://randomizer.org/form.htm) works great to grab a number which you can use. I got 90, so I multiply by .9 (4.32).

Finally, STAB, SE, and other changes are applied. Since none of those apply in this example, I have my damage! It's subtracted from the pokemon's HP (Squirtle had 19.4 [so he's left with 15.08]), and you're done! Of course, we have some crazy decimals in there, which will likely be either floated (discarded) or rounded to account for. In any case, we have a nice equation to use!

So here they are one more time:
HP:

(2 x Base x lv) + 10 +LV

Other Stats:

(2 x Base x lv) + 5

Damage:

(LV + 5) x BP x Att
125 x Def

Remaining HP:

Previous HP - ((Damage + 2) x Crit x Random x STAB x Types)

Chris!
April 15th, 2008, 07:25 PM
Holy living ****, dude, you basically fixed the Normalized system we kept trying to work with. Sexy!

Jeffie!
April 15th, 2008, 08:13 PM
Well, no, I went from scratch and made a different one that, I think, is a little simpler.

Storm Wolf
April 16th, 2008, 12:20 PM
Now, If I had Excel on my computer, I would be plugging this in. This is pretty good actually.

I'll work on an equation for Gyro Ball for ya. Shouldn't be too hard, since I'm doing Maths at College (FYI: College in England is like the top year of American High School).

Mmmmkay guys, didn't take me long to make a BP equation for Gyro Ball. I used base stats since they are the easiest to use since IVs, EVs and Natures aren't considered here. You wanna see it?

Next you add 2 (4.8). Next is the Critical Hit muliplier. That's going to take some extra figuring to iron out that system, so we'll assume no Critical (so, multiply by 1 [4.8 still]).

I believe that there is a 6% (6.25% to be exact, or 1 in 16) chance of landing a critical hit. So if you did use randomiser you could just punch in those figures. You only need to worry about that in a battle to be fair.

With the following things you can be hitting crit 50% of the time:

Attack has a High Crit Ratio - hits from these are jacked to 12.5%
+ Focus Energy - x(4/3)
+ Super Luck - x2
+ Scope Lens - x1.5
NOT INCLUDING DIRE HIT!!

Jeffie!
April 16th, 2008, 01:25 PM
Well cool! There are also some specific items and Abilities that are supposed to be multiplied before the 2 is added there at the end. And then there are those that come in after. Pontus can fill you in about them if he feels like it.

((If you do, Chris, I think Mod3 is the only list that falls after the +2. Then the BP, Att, and Def also have all their crazy junk, which might be useful. So who knows, maybe it would be handy to have a giant list of everything for that.))

Also, nice job on the Gyro ball equation, Storm. If you post it, I'll add it to the first post and give you credit. I doubt that that many people will end up using Stats, but it'll be good to cover everything. At this point, I'm thinking it may be the only thing we need to use the Speed stat for. Because in actual battle situations, the alternating post style may restrict attacks to simply one for one. Well, species' relative speeds could be accounted for at the start of battle, but stat boosts like Agility and Rock Polish would be lost.
Now I'm trying to figure something out. I'll let you guys know if I come up with anything workable.

Bulbasaurus Rex
April 16th, 2008, 03:46 PM
Serebii.net defines Gyro Ball as:
Base Power = 25 * (TargetSpeed / UserSpeed)

I can't find it online anywhere, but I thought normal critical hit ratio was 10% and attacks with high critical hit ratio have a ratio of 30%

Storm Wolf
April 16th, 2008, 05:01 PM
Well I thought I'd make a different version of it instead of going with that. Seeing as though we're not going with the serebii version of the damage and stat calc. I suppose I could ditch my equation altogether.

Sod it, if you wanted to know what it was it was this:

0.72{ [(Y - X) + |(Y - X)|] ÷ 2} + 24

Y being the opponents base speed stat.
X being the user's base speed stat.

Bulbasaurus Rex
April 16th, 2008, 05:35 PM
We may not be using the exact same damage formula, but we are using the same base power values for the attacks, and we're just calculating Gyro Ball's base power here. On top of that, the official equation is very simple, even simpler than yours, so I think we should just use the official equation for Gyro Ball's base power.

Storm Wolf
April 16th, 2008, 06:11 PM
I just ran some tests using the two methods, and it seems like they will give out basically the same BP. for Base 80 against Zong, you get 58BP for both if you were to round to the nearest 0.5, so I guess you should go for the simpler.

You gotta admit, was pretty well thought up though, only thing is that mine doesn't like negatives (hence the modulus function being there). Big perk is that mine'll keep at 24BP even if you are faster than your opponent.

Jeffie!
April 16th, 2008, 07:58 PM
Well, the damage formula I created and the game's equation will yield the exact same result for two pokemon with zero IVs and EVs, no items, a Neutral nature, Abilities that don't affect Stats or damage, no weather, and if you don't round as many times as the game would. And if the random number is the same.

But the critical hit percentage makes sense to be a multiple of 2, but who knows. Anyway, I just wanted to point out that my formula only has things reorganized from the original formula. As well as having just taken a bunch of things out.

Goku
April 20th, 2008, 02:46 PM
Way back when the RPG did have stats, but there weren't many people who liked stats, and it was quite a pain for the updaters. I believe when SSJ2 came back for a short while, we took out stats all together, but I'm not completely sure on that.

Chris!
April 20th, 2008, 05:58 PM
The critical hit ratio is based on stages, similar to accuracy, evasion (which I'm working on), and stats. 6.25 (1/16) is the base. "High critical hit ratio", Super Luck and Scope Lens add a stage. Focus Energy and Stick add two stages. This is how the stage formula works:
CH = Critical Stage counting in everything
CH 0 = 1/16 (6.25%)
CH 1 = 1/8 (12.5%)
CH 2 = 1/4 (25%)
CH 3 = 1/3 (33%)
CH 4+ = 1/2 (50%)

Accuracy and evasion will be up ASAP, probably slightly modified.

Explaining the sheer hell of the Original Damage formula and the sheer number of floors in it is, uh, hell. For example, the random number between .85 and 1 is actually a bunch of operations done to an 8-bit integer (0-255), so there are some numbers that are more likely to be rolled than others. Also, since the game floors after EVERYTHING, the specific order of multiplication is extremely important. You really have to hand it to the guys at Smogon for being so rigorous with their testing to discover every possible formula secret.

I think since we aren't writing down pure numbers for Speed, we should just slightly modify the standard formula to be based on Base, but a bit less extreme. For example, 50 base should do tons of damage to 120 base, but in the game it's only like 66 BP or something. Also, Gyro Ball caps at 150. So here's some approximate BPs of Gyro Ballers:

Minimum Forry hitting Maximum Gengar (40/110) is 114 BP, though both having the same IV and no EVs is 55 BP (yup, not having a 0 Speed IV and not training your Gengar makes that big a difference). So we should make the formula in our case more "dramatic" about Speeds.

Jeffie!
April 20th, 2008, 09:36 PM
Technically, to make things accurate, you should use either both minimum speed or both maximum speed. Otherwise, the lack of EVs and IVs is really gonna mess things up.

Chris!
April 21st, 2008, 06:45 PM
Exactly, which is why our Gyro Ball equation needs to be about twice as dramatic with base stats.

25 * (2*Opp Base / User Base) = BP?
25 * (220 / 40) = 137.5 BP
25 * (120 / 40) = 75 BP (Makes sense, Forry isn't one of the slowest Gyro Ballers. Base 60)

The only problem I see is when you get to Shuckle, he just rapes people with Gyro Ball and Power Trick. Oh wait, he does that in game too.

Storm Wolf
April 21st, 2008, 06:48 PM
Only if Trick Room is in play and focus Sash is there to help him power Trick effectively, along with no Stealth Rock, no spikes, hiding behind sub etc, etc, etc... :tease2:

Jeffie!
April 21st, 2008, 07:04 PM
Exactly, which is why our Gyro Ball equation needs to be about twice as dramatic with base stats.Actually, it means that you need to recalculate your numbers because you added unnecessary variables. I think the game's equation (as posted by Bulba) should work, but you can't expect to see 150's as often. It's not fair to say that in the official game, you can make it big, so in our game it should be just as big. Our stats are much smaller, and therefore damage will be smaller. But a pokemon's HP will be smaller as well, which accounts for the difference.
Basically what I'm saying is that you have to look at the big picture: instead of simply looking at the Base Power, calculate out to damage, and consider the percents. I think that those will compare more accurately.

Chris!
April 21st, 2008, 08:06 PM
Well, considering that move Base Power will remain unaltered in stats, it makes sense that Gyro Ball's base power should be roughly the same. This is just a lighly different way of calculating it so that it's actually usable without opposing EV investment and stuff.

Chris!
May 10th, 2008, 02:00 PM
This needs moar sticky.

Statuses

Sleep: When something is put to sleep, a number from 1 to 7 is rolled immediately. That number equals the number of "is fast asleep!" messages the game would display. That means the number of turns is inclusive of the "put to sleep" turn if the sleep inducer is faster, otherwise it does not count the put to sleep turn. Switching the Pokémon holds the counter, and the counter should ideally be secret.

Paralysis: When something is paralyzed, there's a 1 in 4 chance each turn of them being unable to move. In addition, their Speed is cut to 25% of its normal level.

Freeze: In the game, Freeze is really complicated. The odds of unfreezing each turn is determined by 1-(1-(60/255))^(1+n), where n is the number of turns counting the turn they got frozen (so they can defrost right away if they're slower). I'm thinking we could simplify that a bit in PRPG. Say, there's a 1 in 4 chance of them thawing for the first time they try to attack. Then it could be 2 in 5, then 3 in 6, then 4 in 7, then 5 in 8, then... So basically, we should use 1+n / 4+n where n is the turns frozen. Freeze, unlike Sleep, isn't a predetermined number of turns.

Storm Wolf
May 10th, 2008, 02:54 PM
I've seen that equation before. Statistics; Syllabus 1 (or S1 as we english call it).