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Jul 30th, 2014
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  1. Power creep: the meta
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  3. In this meta, we throw caution to the wind and significantly extend or alter mechanics to buff just about every pokemon to absurd levels of power. No additions to pokemon. Abilities may be changed. Moves may be changed. Mechanics WILL be changed.
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  6. Mechanic changes:
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  8. Attack/Special attack:
  9. "A good defence is a good offence" -some pretty clever person.
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  11. When your pokemon has an attack stat that is double its opponents respective stat (attack for attack, special attack for special attack), it gains a passive ability. For attack, this is tough claws. For special attack, this is sheer force.
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  13. An example of this is two identical mew going up against eachother. Mew A uses swords dance, Mew B other nasty plot. Mew A now has tough claws in addition to its previous ability, Mew B has sheer force in addition to its previous ability.
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  15. Boost well friends.
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  18. Speed:
  19. [img]Panel 1: electrode is crying. Panel 2: areodactly enters from the left and asks "What's wrong electrode". Panel 3: Electrode says "Thignkin of fast"[/img]
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  21. Have you ever used deo-s and and just been so frustrated that it isn't faster? No? Well maybe that's a problem. There isn't much of a difference between 160 base speed and 180 base speed. They're both sanic fast and will outspeed whatever. They may as well be identical.
  22. However, here? Not so much.
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  24. When your speed is more than double the opponents, you attack twice ala-parental bond. This stacks. Each multiple of times you outspeed the opponent you get another hit (each one weaker than the last, however). For example, if you outspeed your opponent by four times, you will hit four times. Each hit half as powerful as the last. All moves that parental bond does not effect are not effected by this.
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  28. Defence, HP and crits:
  29. "A good offence is a good defence" -Probably that same guy.
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  31. Ever wanted to stall, I know I have. With all the offensive buffs it's looking like you wont be able to here, but never fear! Because defence is here.
  32. When your defence is over x1.5 the opponents [i]averaged attack stats[/i] secondary effects will not effect you. (you are still vunerable to status only moves). In addition to this, if your HP is above the opponents (while having x1.5 the opponents averages attack stats) you will only receive 3/4 of the damage. If no damage is taken on any turn, you heal 1/16th of your health. Protect away.
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  34. Critical hits have been reworked entirely. The base rate is now 0%. Critical hit rate is now calculated in difference. Your crit stage minus the total amount of defence boosts halved the opponent has is your crit stage.
  35. The stages as of now, work like so:
  36. Stage 0 = 0% crit
  37. Stage 1 = 50% crit
  38. Stage 2 = 100% crit
  39. Stage 3 = 100% crit, ignore immunites.
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  41. Critical hit stages can now be stacked. Focus energy will give +2, you may now do that twice to give +4.
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  43. Use these new mechanics, they are your best defence against defence.
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  46. Priority:
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  48. All positve priority has been moved down one stage. +1 becomes 0, +2 becomes 1. "But wait!" you cry "Doesn't that mean quick attack and the likes are now useless??"
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  50. Not at all, just different. They now double your speed for that turn, and the turn afterwards. A good example would be mega pinsir using quick attack to give a quick buff to speed and then slaming whatever dares to come in afterwards.
  51. Feint and extreme speed also have this effect, while still having priority.
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  53. No other priority moves have this effect with the exception of detect. There is now a reason to run that over protect, you're welcome.
  54. (yes, this effects gale wings. No more priority brave birds. Just super incredibly fast ones. Couple this with the new speed mechanics and do the math.)
  55. This effect will not stack.
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  58. Move and ability changes (mostly to do with crits right now):
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  60. Meditate: Boosts attack and accuracy by 1 stage. Crit rate increased by 1 stage.
  61. Work up: Boosts attack and special attack by 1 stage. Crit rate increased by 1.
  62. Keen eye: Boosts crit stage by 1, ignores all defence boosts when calculating critical hits.
  63. Super luck: Boosts crit stage by 1, doubles the chance of using protect or detect multiple times in a row.
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