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daramark

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Since: Jun 03, 2007
Posts: 155



(Msg. 1) Posted: Fri Sep 14, 2007 6:17 am
Post subject: Changes to Attacks
Archived from groups: alt>games>nintendo>pokemon (more info?)

I seem to remember that Payday used to just double the level that the
poke who used it was at, so you got 80 monetary units for a level 40
poke. Then the Amulet Coin doubled this so you got 160 for a level 40
poke. And you learned it much earlier (in the teens, now it's at 30
as Meowth) so it didn't seem to give as much (level 14 you were
getting 28 monetary units 'cause the Amulet Coin was later).

But I was playing along and noticed that with the Amulet Coin I was
getting 10x the level (easy to see) of the poke I was using. So I
just did a tiny trial and found that Payday now gives out 5x the level
normally, and doubles that to 10x when the poke is holding the Amulet
Coin. This does add up nicely if you go against things that are
resistant to Normal attacks, (like Rock, Steel) and you just keep
hitting it with Payday, you can pick up thousands of monetary units
after 1 battle.

It's also the reason that I don't think Pickup is the best ability for
a Meowth, unless you like Limber on a Persian (never gets Paralyzed
(sp?)). Technician apparently powers up attacks that are under 70
(which seems to me to be a bit high to call a "low level" attack's
strength) in strength (Pay Day is 40 like Fake Out). But I don't
think anyone knows how much it 'powers up' (which is so vague) the
move. It can't be like Howl, 'cause that ups the poke's Attack stat
and that would affect all attacks, so how do they do it?
But Pickup would be wasted if you have the poke holding the Amulet
Coin.

Steffan was telling us about the changes to Weather attacks (he says
'cause there isn't anyplace else to stick it and let's face it, we are
interested), but I don't think I have read a FAQ on the changes to the
attacks like this. People focus on the new attacks (some of which are
just sort of continuations of what was going on before (Aqua Jet and
Ice Shard going first just like Quick attack for instance (but both
hit Ghosts and almost every other poke except for those with the
Abosrb abilities). The Attack FAQ that I do have doesn't have the
changes to Blizzard (that it's accuracy changes to 100% in Hail, but
this is again a continuation from games before, where Thunder becomes
100% accutate in Rain, so it does make sense) (just checked it the
Weather section and it is there, but unconfirmed and the other Hail
and Sandstorm effects are not there) for instance.

And then there are the changes to attack strength and accuracy, such
as Fly.

But my head hurts with all the work I think this could be (finding all
the actual changes in the new generation, not just the new attacks and
pokes). I could just be over complicating things though. It's been
known to happen.

daramark

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Steffan Alun

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Since: Aug 12, 2007
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(Msg. 2) Posted: Fri Sep 14, 2007 7:47 am
Post subject: Re: Changes to Attacks [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sep 14, 2:17 pm, daramark <daram... DeleteThis @hotmail.com> wrote:
> I seem to remember that Payday used to just double the level that the
> poke who used it was at, so you got 80 monetary units for a level 40
> poke. Then the Amulet Coin doubled this so you got 160 for a level 40
> poke. And you learned it much earlier (in the teens, now it's at 30
> as Meowth) so it didn't seem to give as much (level 14 you were
> getting 28 monetary units 'cause the Amulet Coin was later).

Yeah, I'm pretty sure you're right, though I never bothered with
Payday after GSC - and I merely traded my high-level Paydayer from
Blue for that generation too. But 400 at most really wasn't
worthwhile compared to the thousands that could be earned easily in
the Elite Four by ANY Pokémon that's at :L100, singlehandedly.

> But I was playing along and noticed that with the Amulet Coin I was
> getting 10x the level (easy to see) of the poke I was using. So I
> just did a tiny trial and found that Payday now gives out 5x the level
> normally, and doubles that to 10x when the poke is holding the Amulet
> Coin. This does add up nicely if you go against things that are
> resistant to Normal attacks, (like Rock, Steel) and you just keep
> hitting it with Payday, you can pick up thousands of monetary units
> after 1 battle.

But this is incredible news, and I may just train up a Paydayer
again. The VS Seeker already makes money less of a problem in DP than
it has been in past generations, but I really like that Payday's more
useful now.

> It's also the reason that I don't think Pickup is the best ability for
> a Meowth, unless you like Limber on a Persian (never gets Paralyzed
> (sp?)).

Yeah. I like Pickup, but since Meowth loses it when it evolves, it's
not really worth it.

> Technician apparently powers up attacks that are under 70
> (which seems to me to be a bit high to call a "low level" attack's
> strength) in strength

Well, in competitive battling, only rarely would an attack be used if
it was under :L70, since there are almost always better alternatives.
How many people keep Swift? The only exceptions I can think of would
be Bite and Dig, because they're really useful types, and could be
learnt by Pokémon that couldn't necessarily get the superior Crunch
and Earthquake. Although Dig does 80 damage now.

> (Pay Day is 40 like Fake Out). But I don't
> think anyone knows how much it 'powers up' (which is so vague) the
> move. It can't be like Howl, 'cause that ups the poke's Attack stat
> and that would affect all attacks, so how do they do it?

Good question. My assumption is that it just jiggles the move, a bit
like STAB. Crunch on a Houndoom will still claim to be 80 base
damage, even though it's technically 120, so Technician must apply a
similar logic. It'd be very interesting to research the difference
Technician makes, though.

I wonder how good Ambipom actually is. With Technician, it might
actually make Swift a viable attack, particularly for double battles
and as a Double Team counter.

> But Pickup would be wasted if you have the poke holding the Amulet
> Coin.

Ahh, yes, I hadn't thought of that. But Technician/Payday sounds good
anyway.

> Steffan was telling us about the changes to Weather attacks (he says
> 'cause there isn't anyplace else to stick it and let's face it, we are
> interested),

I may well make a page for PKMN.NET about it, though I thought I'd see
if anyone else had noticed/read about/heard about any other
differences first ... and because I love reading those kinds of posts
myself.

> but I don't think I have read a FAQ on the changes to the
> attacks like this. People focus on the new attacks (some of which are
> just sort of continuations of what was going on before (Aqua Jet and
> Ice Shard going first just like Quick attack for instance (but both
> hit Ghosts and almost every other poke except for those with the
> Abosrb abilities). The Attack FAQ that I do have doesn't have the
> changes to Blizzard (that it's accuracy changes to 100% in Hail, but
> this is again a continuation from games before, where Thunder becomes
> 100% accutate in Rain, so it does make sense) (just checked it the
> Weather section and it is there, but unconfirmed and the other Hail
> and Sandstorm effects are not there) for instance.

Yeah, I've noticed plenty of changes to old attacks myself, and that's
from normal playing. It'd be interesting to collect all these changes
- seems far more dramatic than past games, which would occasionally
fiddle with base damage or type.

> And then there are the changes to attack strength and accuracy, such
> as Fly.

I'll list the ones I can remember from the top of my head, and see if
we can get a list going. I won't bother listing moves that have
changed between special and physical.

Rock Smash - up from 20 base damage to 40.
Fly - up from 70 to 90.
Surf - now hits your partner in double battles, like Earthquake.
Dig - up from 60 to 80.
Blizzard - now 100% accurate in Hail.
Thunder - now 50% accurate in a Sandstorm.
Recover - down to 10PP (did this happen before this generation? I'm
sure it had 20PP in RBY).
Crunch - now lowers Defense instead of Special Defense.

> But my head hurts with all the work I think this could be (finding all
> the actual changes in the new generation, not just the new attacks and
> pokes). I could just be over complicating things though. It's been
> known to happen.

I do want to look into this, so I'll let you know.

Steffan

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daramark

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Since: Jun 03, 2007
Posts: 155



(Msg. 3) Posted: Fri Sep 14, 2007 2:50 pm
Post subject: Re: Changes to Attacks [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Sep 14, 4:49 pm, Gumby <gumb... RemoveThis @eastlink.spammersmustdie.ca> wrote:
> Steffan Alun wrote:
> > How many people keep Swift?
>
Uhmm... I like it except that it can't hit Ghosts.

> I would, though Aerial Ace'd probably be preferable. Faint (silly
> translators - obviously that should be 'Feint'), if still Special in
> D/P, obviously would be better than either on some 'mons, of course...
> Why bother wasting a turn on Haze or Whirlwind to get rid of Double
> Teamers/Minimizers when you could just keep smacking them without
> interruption? Smile Of course, I don't battle with other humans, so maybe
> evasion is currently out of style or something... Smile

Ya, that is basically what the FAQ I read about the Battle Tower
said. Or rather that you absolutely need some way of dealing with DT,
be it a Hazer or a never miss move. Except Swift doesn't hit Ghosts
so something else would be better. But the Scrappy ability
(Kangaskhan, Miltank) allows Normal moves to hit Ghosts.

> > Rock Smash - up from 20 base damage to 40.
>
> Nice. That actually makes it useful enough that you don't have to be
> PO'd about it taking up a spot on your mule. Smile [assuming you have your
> mule fight as well, like I do - Linoone with Strength, Surf, Rock Smash
> and Cut was actually quite useful for most of the game in R/S/E, for
> example]

I loved my Linoone, but I think I kept Covet and stuck Cut on ...
Tropius or something. Well, I did try to play with all kinds of pokes
(the same team each game would get kinda boring), but somehow some
pokes were more fun to play with.

> > Surf - now hits your partner in double battles, like Earthquake.
>
> Ugh. Sad Guess they felt they had to add a negative to Surf to make up
> for making Waterfall a physical attack and therefore giving Gyarados a
> STAB attack it has the stats to use well. Razz

I knew that Waterfall was physical but I never thought of Gyarados.
Don't know why. Except of course for the 4x allergy to Electricity.

And Surf hitting your partner could be a good thing if you have the
right ability, since there are now several that heal with water. Or
is that heal in Rain, which isn't really the same thing... Let's see,
Dry Skin apparently heals with both Rain and Water attacks, Hydration
heals status conditions in Rain (not so good for this example), Rain
Dish heals HP in Rain (also not so good for this example), Water
Absorb heals 1/4 of max health when hit with a Water attack. So
that's 2 that heal waith a Water attacks and 3 that heal in Rain (1
does both).


daramark


> > Dig - up from 60 to 80.
>
> Rather unnecessary, IMHO. If I'd been in charge, I'd've left it at 60
> and upped its PP to 15 instead... But this is nice, too. Smile [I assume
> that there's still only one Dig TM in the game?]
>
> > Recover - down to 10PP (did this happen before this generation? I'm
> > sure it had 20PP in RBY).
>
> Sucky. Very sucky.
>
> > Crunch - now lowers Defense instead of Special Defense.
>
> I assume Crunch is Physical now?
>
> --
> "Our enemies are innovative and resourceful, and so are we. They
> never stop thinking about new ways to harm our country and our
> people, and neither do we." - George W. Bush [August 5th, 2004]
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daramark

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Since: Jun 03, 2007
Posts: 155



(Msg. 4) Posted: Fri Sep 14, 2007 2:54 pm
Post subject: Re: Changes to Attacks [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

While I was replying to Gumby (and Steffan) I was looking up info on
abilities and came across this for Technician: "Power of the user's
moves less than or equal to 70 doubles."

I wonder where they got this info and if it is right.


daramark
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Gumby

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Since: Jan 19, 2007
Posts: 272



(Msg. 5) Posted: Fri Sep 14, 2007 7:56 pm
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Gumby wrote:
> I would, though Aerial Ace'd probably be preferable. Faint (silly
> translators - obviously that should be 'Feint')

Er, "Faint Attack" and "Feint Attack", of course.

--
"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004]
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Gumby

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Since: Jan 19, 2007
Posts: 272



(Msg. 6) Posted: Fri Sep 14, 2007 7:56 pm
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daramark wrote:
> While I was replying to Gumby (and Steffan) I was looking up info on
> abilities and came across this for Technician: "Power of the user's
> moves less than or equal to 70 doubles."
>
> I wonder where they got this info and if it is right.

Dunno. That would make Slash the best Normal move ever, though.

--
"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004]
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Gumby

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Since: Jan 19, 2007
Posts: 272



(Msg. 7) Posted: Fri Sep 14, 2007 8:49 pm
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Steffan Alun wrote:
> How many people keep Swift?

I would, though Aerial Ace'd probably be preferable. Faint (silly
translators - obviously that should be 'Feint'), if still Special in
D/P, obviously would be better than either on some 'mons, of course...
Why bother wasting a turn on Haze or Whirlwind to get rid of Double
Teamers/Minimizers when you could just keep smacking them without
interruption? Smile Of course, I don't battle with other humans, so maybe
evasion is currently out of style or something... Smile

> Rock Smash - up from 20 base damage to 40.

Nice. That actually makes it useful enough that you don't have to be
PO'd about it taking up a spot on your mule. Smile [assuming you have your
mule fight as well, like I do - Linoone with Strength, Surf, Rock Smash
and Cut was actually quite useful for most of the game in R/S/E, for
example]

> Surf - now hits your partner in double battles, like Earthquake.

Ugh. Sad Guess they felt they had to add a negative to Surf to make up
for making Waterfall a physical attack and therefore giving Gyarados a
STAB attack it has the stats to use well. Razz

> Dig - up from 60 to 80.

Rather unnecessary, IMHO. If I'd been in charge, I'd've left it at 60
and upped its PP to 15 instead... But this is nice, too. Smile [I assume
that there's still only one Dig TM in the game?]

> Recover - down to 10PP (did this happen before this generation? I'm
> sure it had 20PP in RBY).

Sucky. Very sucky.

> Crunch - now lowers Defense instead of Special Defense.

I assume Crunch is Physical now?

--
"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004]
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Chet Weaver - Now with Ou

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Since: Sep 11, 2007
Posts: 59



(Msg. 8) Posted: Fri Sep 14, 2007 9:56 pm
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"Gumby" <gumbyjd RemoveThis @eastlink.spammersmustdie.ca> wrote in message
news:cgEGi.49311$Pd4.13855@edtnps82...
> Gumby wrote:
>> I would, though Aerial Ace'd probably be preferable. Faint (silly
>> translators - obviously that should be 'Feint')
>
> Er, "Faint Attack" and "Feint Attack", of course.
>
Actually, I believe the game describes the move as having the Pokemon become
faint, as in "hard to see." Also, there is now a move called Feint, which
allows you to get around Protect.


-- Chet Weaver

"It's the abominable snowman! And I don't think he appreciates my honesty!"
- Shaggy, "Chill Out, Scooby Doo"

Diamond Trainer Name: Minnie
Friend Code: 0988 8637 4610
Badges: 7
Location: Veilstone Galactic Building
Time: 208 Hours since April 22, 2007
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Current Concern: Training Munchlax to level 43, fighting Team Galactic,
farming berries
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Gumby

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(Msg. 9) Posted: Sat Sep 15, 2007 1:56 pm
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Steffan Alun wrote:
> As far as I can tell, with competitive battling, evasion moves are the
> attack equivalent of legendaries - they give trainers too much of an edge,
> and although there *are* counter-measures, designing a whole team to take
> down Pokémon/moves that may not even come up is tiresome. As such, the
> metagame doesn't tend to use things like Double Team, considering them
> cheap.

Ah, the old "I can't be bothered to put something I consider sub-optimal
into my team build to respond to an effective tactic, so instead let's
call anyone who uses that tactic 'cheap'" tactic. Razz

--
"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004]
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Gumby

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Since: Jan 19, 2007
Posts: 272



(Msg. 10) Posted: Sat Sep 15, 2007 1:56 pm
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Steffan Alun wrote:
> "Gumby" <gumbyjd.RemoveThis@eastlink.spammersmustdie.ca> wrote in message
> news:BiEGi.49312$Pd4.18409@edtnps82...
>> daramark wrote:
>>> While I was replying to Gumby (and Steffan) I was looking up info on
>>> abilities and came across this for Technician: "Power of the user's
>>> moves less than or equal to 70 doubles."
>>>
>>> I wonder where they got this info and if it is right.
>> Dunno. That would make Slash the best Normal move ever, though.
>
> The info makes sense - mostly, only sub-par Normal types get Technician;
> Persian, Ambipom, Smeargle ... Though Hitmontop and Scyther/Scizor also get
> it, which is certainly interesting.

And I see Faint Attack is also a Physical move which Persian gets - so a
Technician Persian naturally gets a 120 power attack that never misses.
And I see it can also use the Aerial Ace and Shock Wave (which isn't
so bad since its SA's only slightly lower than its Attack) TMs. So
three 120 power attacks that never miss, 240/480 when super-effectve,
plus a 210 power Slash to use when you don't need an always-hit and the
foe isn't vulnerable to Dark/Electric/Flying... Damn, Persian's looking
pretty nice for story mode, though I wouldn't take it into battle
against other humans 'cos of its stats. Smile

--
"Our enemies are innovative and resourceful, and so are we. They
never stop thinking about new ways to harm our country and our
people, and neither do we." - George W. Bush [August 5th, 2004]
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Steffan Alun

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(Msg. 11) Posted: Sat Sep 15, 2007 2:29 pm
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"daramark" <daramark RemoveThis @hotmail.com> wrote in message
news:1189806644.990597.303470@d55g2000hsg.googlegroups.com...
>> I would, though Aerial Ace'd probably be preferable. Faint (silly
>> translators - obviously that should be 'Feint'), if still Special in
>> D/P, obviously would be better than either on some 'mons, of course...
>> Why bother wasting a turn on Haze or Whirlwind to get rid of Double
>> Teamers/Minimizers when you could just keep smacking them without
>> interruption? Smile Of course, I don't battle with other humans, so maybe
>> evasion is currently out of style or something... Smile
>
> Ya, that is basically what the FAQ I read about the Battle Tower
> said. Or rather that you absolutely need some way of dealing with DT,
> be it a Hazer or a never miss move. Except Swift doesn't hit Ghosts
> so something else would be better. But the Scrappy ability
> (Kangaskhan, Miltank) allows Normal moves to hit Ghosts.

As far as I can tell, with competitive battling, evasion moves are the
attack equivalent of legendaries - they give trainers too much of an edge,
and although there *are* counter-measures, designing a whole team to take
down Pokémon/moves that may not even come up is tiresome. As such, the
metagame doesn't tend to use things like Double Team, considering them
cheap.

> I loved my Linoone, but I think I kept Covet and stuck Cut on ...
> Tropius or something. Well, I did try to play with all kinds of pokes
> (the same team each game would get kinda boring), but somehow some
> pokes were more fun to play with.

I tend to use Pokémon like Linoone and Bibarel for ages in the game, and a
lot of HMs are great early moves - Cut being better than, say, Pound or
Tackle, Strength being better still ...

> I knew that Waterfall was physical but I never thought of Gyarados.
> Don't know why. Except of course for the 4x allergy to Electricity.

Yeah, Gyarados has had a real boost in this generation. He was already
disgustingly good, able to learn things like Earthquake, but it can also get
Ice Fang, the physical Ice move, and all sorts.

> And Surf hitting your partner could be a good thing if you have the
> right ability, since there are now several that heal with water. Or
> is that heal in Rain, which isn't really the same thing...

No, you're right - Water Absorb converts Water attacks into HP. I imagine
that Water Absorb with a Surfer will become the new Levitate/Earthquake ...
though I'm not sure anyone would want two Water types on their team.

--
Steffan Alun - http://steffanalun.blogspot.com
Pearl Friend Code: 1117 7548 4978
Seen: 148 Caught: 146
Current Project: Victory Road
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Steffan Alun

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Since: Aug 14, 2007
Posts: 164



(Msg. 12) Posted: Sat Sep 15, 2007 2:34 pm
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"Gumby" <gumbyjd.RemoveThis@eastlink.spammersmustdie.ca> wrote in message
news:mtCGi.49301$Pd4.311@edtnps82...
> Why bother wasting a turn on Haze or Whirlwind to get rid of Double
> Teamers/Minimizers when you could just keep smacking them without
> interruption? Smile Of course, I don't battle with other humans, so maybe
> evasion is currently out of style or something... Smile

I responded to this in my reply to Dara, if you want to check it out.

>> Rock Smash - up from 20 base damage to 40.
>
> Nice. That actually makes it useful enough that you don't have to be PO'd
> about it taking up a spot on your mule. Smile [assuming you have your mule
> fight as well, like I do - Linoone with Strength, Surf, Rock Smash and Cut
> was actually quite useful for most of the game in R/S/E, for example]

Yeah, the Rock Smash boost made my day. I rarely use Fighting types early
on, so having Rock Smash for early Normal types is very handy indeed.

>> Surf - now hits your partner in double battles, like Earthquake.
>
> Ugh. Sad Guess they felt they had to add a negative to Surf to make up for
> making Waterfall a physical attack and therefore giving Gyarados a STAB
> attack it has the stats to use well. Razz

I think it's more likely that they realised that a 95 Base Damage move
hitting both Pokémon without a down side was a bit cheap. After all, that
makes Surf basically the Water Earthquake.

>> Dig - up from 60 to 80.
>
> Rather unnecessary, IMHO. If I'd been in charge, I'd've left it at 60 and
> upped its PP to 15 instead... But this is nice, too. Smile [I assume that
> there's still only one Dig TM in the game?]

Nope, you can buy Dig TMs in Veilstone. Personally, I prefer more damage to
more PP, since it was quite laughable that Earthquake is almost twice as
strong as the next Ground move down.

>> Recover - down to 10PP (did this happen before this generation? I'm
>> sure it had 20PP in RBY).
>
> Sucky. Very sucky.

It's sensible, I think. I never got through anywhere near 20PP anyway.

>> Crunch - now lowers Defense instead of Special Defense.
>
> I assume Crunch is Physical now?

Yeah, and I assume that explains the change. I wonder whether other moves
have had similar changes of side effect.

--
Steffan Alun - http://steffanalun.blogspot.com
Pearl Friend Code: 1117 7548 4978
Seen: 148 Caught: 146
Current Project: Victory Road
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Steffan Alun

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Posts: 164



(Msg. 13) Posted: Sat Sep 15, 2007 2:37 pm
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"Gumby" <gumbyjd DeleteThis @eastlink.spammersmustdie.ca> wrote in message
news:BiEGi.49312$Pd4.18409@edtnps82...
> daramark wrote:
>> While I was replying to Gumby (and Steffan) I was looking up info on
>> abilities and came across this for Technician: "Power of the user's
>> moves less than or equal to 70 doubles."
>>
>> I wonder where they got this info and if it is right.
>
> Dunno. That would make Slash the best Normal move ever, though.

The info makes sense - mostly, only sub-par Normal types get Technician;
Persian, Ambipom, Smeargle ... Though Hitmontop and Scyther/Scizor also get
it, which is certainly interesting.

--
Steffan Alun - http://steffanalun.blogspot.com
Pearl Friend Code: 1117 7548 4978
Seen: 148 Caught: 146
Current Project: Victory Road
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Steffan Alun

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Since: Aug 14, 2007
Posts: 164



(Msg. 14) Posted: Sat Sep 15, 2007 5:58 pm
Post subject: Re: Changes to Attacks [Login to view extended thread Info.]
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"Gumby" <gumbyjd RemoveThis @eastlink.spammersmustdie.ca> wrote in message
news:G6UGi.49538$Pd4.28433@edtnps82...
>> As far as I can tell, with competitive battling, evasion moves are the
>> attack equivalent of legendaries - they give trainers too much of an
>> edge, and although there *are* counter-measures, designing a whole team
>> to take down Pokémon/moves that may not even come up is tiresome. As
>> such, the metagame doesn't tend to use things like Double Team,
>> considering them cheap.
>
> Ah, the old "I can't be bothered to put something I consider sub-optimal
> into my team build to respond to an effective tactic, so instead let's
> call anyone who uses that tactic 'cheap'" tactic. Razz

Pretty much what I thought too. I remember dabbling in online battling in
GSC (using those IRC emulators, which I never particularly liked actually),
and if you didn't have Hazer, it was pretty much an automatic loss. But
then, certain tactics do unbalance the game - Subtitute, Double Team and
Leftovers in tandem can be a very tough combination to shift, harder even
than defeating legendaries.

--
Steffan Alun - http://steffanalun.blogspot.com
Pearl Friend Code: 1117 7548 4978
Seen: 148 Caught: 147
Current Project: Victory Road
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Steffan Alun

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Since: Aug 14, 2007
Posts: 164



(Msg. 15) Posted: Sat Sep 15, 2007 6:49 pm
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"Gumby" <gumbyjd RemoveThis @eastlink.spammersmustdie.ca> wrote in message
news:jkUGi.49539$Pd4.21493@edtnps82...
> Damn, Persian's looking pretty nice for story mode, though I wouldn't take
> it into battle against other humans 'cos of its stats. Smile

The standard these days is that you organise tournaments in advance, with
specific rules of what's allowed. This means that Persian can see more use.
Training up Pokémon is much quicker now, with new EV items and no need to
get them to :L100 (since the game boots them for you), so you can have loads
of different teams if you like.

Apologies, therefore, if I'm repeating something you're already familiar
with, but I'm going to talk about tiers.

There are five tiers - Uber, Standard, Borderline, Underused and Neverused.
Though people have differing opinions on what belongs where, it's accepted
that most legendaries belong in Uber, apart from the ones that come in sets
of three, which belong in Standard. People will organise battles, using one
of the five words, which means you can only use Pokémon from that group or
from lower ones.

A section of PKMN.NET - http://pkmn.net/?action=section&page=84 - provides
one set of listings for the Pokémon, which places Persian in the Underused
category. Technician could make it a really good member of this group, and
knowing you won't have to worry about legendaries or most starters or
anything like that, it could put a whole new spin on battling.

--
Steffan Alun - http://steffanalun.blogspot.com
Pearl Friend Code: 1117 7548 4978
Seen: 148 Caught: 147
Current Project: Victory Road
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