Pokemon Usael- Setup Combat Pt 2
Simply based on the way the equations are set up, anyone fighting an evolved pokemon (even almost other evolved pokemon) is impossible unless we take into consideration this decay. Dexterity doesn't scale up with transformations as it really shouldn't. Instead it scales up with skills only. But let's say A has a Dex of 8. B's Speed is 6 (which is average). When B is in their evolved form, their speed becomes 18. Meaning that A only has an 11% Chance of hitting someone with only average speed. And then factor in the 3x for Strength, Special and Toughness and they probably won't do much of any damage even when they do hit. And then have to get through a base 60 health on top of that.
For the combo attack rule, it mostly depends on how much the roll is succeeded for Dex and Speed. For example. Our Jolteon friend here in panel one has a speed of 24 right now. They roll a 16 on their first roll, giving them a dodge of 40. Duncan has a Dex of 8 and rolls an 18, giving him a hit value of 26, 14 short. But because it is between 10-15+, the Jolteon gets a -5 to subsequent rolls. Second attack. Jolteon now has Speed of 19, rolls a 7, for 26. Karen has a Dex of 5 and rolls a 14 for a hit value of 19. The gap is now under 10 so the Jolteon loses an additional 10 to subsequent rolls. Jolteon now has a speed of 11 and botches the roll and only rolls a 2 for a dodge of 13. Our Riolu Manuel has a dex of 9 and rolls a 6, which gives a hit of 15, which would still connect. As soon as any dodge or deflect fails, all attacks after have to be tanked only.
Now Dodging is really good if the person's speed is high enough. Beat anyone's attack by over 15 and there is no decay. Dexterity, however, decays really quickly for multiple attacks. A +14 success on Dodge would only drop speed by 5. A +14 success on Deflect would drop dex by 15. And since most people don't have much dex to begin with... Now for Strength, Special and Toughness, each attack will decrease its value from the un-halved stat. So Ninetales has 30 Special, 18 Toughness. First attack does 18 damage. Special defense rolls a 8 for reducing damage by 19 ((30+8)/2), blocking all damage. But now, for subsequent attacks, the Ninetales' special is now 12. Second attack does 16 damage. Ninetales rolls an 11 reducing damage by 11.5 ((12+11)/2). Meaning the other 4.5 damage goes into toughness, which is easily blocked. But now Ninetales' special is 0.5 and their toughness is 14.5. All combination attack decay values reset back to normal once they've had a chance to center themselves (meaning a very valuable strategy and one the characters won't think to do right away is to throw a bunch of very weak, quick attacks to just quickly drain through all their defense rolls and only throw in full power ones once they look like they might be able to get away enough to recover).
The other two are more to deal when combination attacks aren't feasible. Like in a 6v6 scenario or something of that nature. And these decay much slower. Like For Toughness/Strength/Special, they'll decay at a rate of (success roll is 15+ = -0. 5 to 15 = -1. -5 to 5 = -2. -15 to -5 = -3, lower than -15 = -4). This represents the person getting tired. Dexterity is not taken into this consideration and these only go into effect after the previous point is allowed to reset but are still tracked regardless. It doesn't matter how many times an attack is Deflected, it won't drop Dexterity from this form of decay. So Speed will eventually drop to a point where they can no longer dodge, but can still deflect like normal. Speed will recover once they've had a chance to rest an catch their breath. Strength, Special and Toughness will recover over the span of a few hours. Health will also recover at a rate of about 1 per hour.
Finally, more as a way to factor in stamina and exhaustion, the number of times any roll is used will decrease the value. And this is any time a roll for that stat shows up. But for this extent, Offensive Strength/Special are being treated as different than the Defensive Strength/Special, despite them being the same stat. These will usually recover overnight. Unless someone is sick or injured. But these are their own penalties and recover based on the recovery from the illness or injury.
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For the combo attack rule, it mostly depends on how much the roll is succeeded for Dex and Speed. For example. Our Jolteon friend here in panel one has a speed of 24 right now. They roll a 16 on their first roll, giving them a dodge of 40. Duncan has a Dex of 8 and rolls an 18, giving him a hit value of 26, 14 short. But because it is between 10-15+, the Jolteon gets a -5 to subsequent rolls. Second attack. Jolteon now has Speed of 19, rolls a 7, for 26. Karen has a Dex of 5 and rolls a 14 for a hit value of 19. The gap is now under 10 so the Jolteon loses an additional 10 to subsequent rolls. Jolteon now has a speed of 11 and botches the roll and only rolls a 2 for a dodge of 13. Our Riolu Manuel has a dex of 9 and rolls a 6, which gives a hit of 15, which would still connect. As soon as any dodge or deflect fails, all attacks after have to be tanked only.
Now Dodging is really good if the person's speed is high enough. Beat anyone's attack by over 15 and there is no decay. Dexterity, however, decays really quickly for multiple attacks. A +14 success on Dodge would only drop speed by 5. A +14 success on Deflect would drop dex by 15. And since most people don't have much dex to begin with... Now for Strength, Special and Toughness, each attack will decrease its value from the un-halved stat. So Ninetales has 30 Special, 18 Toughness. First attack does 18 damage. Special defense rolls a 8 for reducing damage by 19 ((30+8)/2), blocking all damage. But now, for subsequent attacks, the Ninetales' special is now 12. Second attack does 16 damage. Ninetales rolls an 11 reducing damage by 11.5 ((12+11)/2). Meaning the other 4.5 damage goes into toughness, which is easily blocked. But now Ninetales' special is 0.5 and their toughness is 14.5. All combination attack decay values reset back to normal once they've had a chance to center themselves (meaning a very valuable strategy and one the characters won't think to do right away is to throw a bunch of very weak, quick attacks to just quickly drain through all their defense rolls and only throw in full power ones once they look like they might be able to get away enough to recover).
The other two are more to deal when combination attacks aren't feasible. Like in a 6v6 scenario or something of that nature. And these decay much slower. Like For Toughness/Strength/Special, they'll decay at a rate of (success roll is 15+ = -0. 5 to 15 = -1. -5 to 5 = -2. -15 to -5 = -3, lower than -15 = -4). This represents the person getting tired. Dexterity is not taken into this consideration and these only go into effect after the previous point is allowed to reset but are still tracked regardless. It doesn't matter how many times an attack is Deflected, it won't drop Dexterity from this form of decay. So Speed will eventually drop to a point where they can no longer dodge, but can still deflect like normal. Speed will recover once they've had a chance to rest an catch their breath. Strength, Special and Toughness will recover over the span of a few hours. Health will also recover at a rate of about 1 per hour.
Finally, more as a way to factor in stamina and exhaustion, the number of times any roll is used will decrease the value. And this is any time a roll for that stat shows up. But for this extent, Offensive Strength/Special are being treated as different than the Defensive Strength/Special, despite them being the same stat. These will usually recover overnight. Unless someone is sick or injured. But these are their own penalties and recover based on the recovery from the illness or injury.
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