Missingno.
Grass Dinosaur
Tiki
ZZ voluntary experimenter/ tester/ QA
Posts: 13,564
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Post by Tiki on Nov 25, 2023 1:37:31 GMT 11
Just some more raid suggestions after reading the bulb pages and seeing how to incorporate them on forum mode:
1) barrier only appears on 3 stars raid or higher, so maybe for t1 no barriers? To make it easier ?
2) when barrier mode is up, it seems that the boss can take partial damage while it is up. Maybe we can move the 1/4 damage to also barrier phase?
3) bulb says the boss has -2 def and -2 so def after barrier is down, if we adapt it maybe even -1 to test it?
4) I feel like most bosses hit hard enough with high level stats and (they’re Pokémon totally created for the new meta) maybe when selecting moves we can do like 60? 70? Power or less
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Post by Lamont on Nov 25, 2023 4:15:45 GMT 11
1) I'd like to see more cases of Tier 1 to know how to balance it. It may be as simple as just tweaking the level gap for the lower levels, since they are drastically different than high level play where you typically OHKO everything with any type advantage. Avoiding any special rules for 1 level of raids would be ideal. This was discussed in initial raid talks.
2) With a staff discussion we have opted to simplify the damage to 0% when a barrier is up. No 25% bonus for the move that breaks it.
3) A reason why the canon barrier breaking introduces stat debuffs is because whenever a boss KO'd a player pokemon it would gain a buff. It was a way to balance that buff as the fight reached its climax. We did not implement this Moxie ability and thus also ignored the debuff. Though I can't find anything about it now, (I didn't own the system so dunno first hand) I still don't see a reason to when we've just opened up all of the move options to allow more creative play & removed shockwave as something that can happen anytime so players can build up more on their own. Forcing a boss debuff seems a great way to make sure after a barrier is gone they get KO'd instantly with no forethought or build-up. Feels less of an achievement and more of a 'just get out of my way' grind.
4) I have already added some help/guidelines to the Staff 'how to' guide which mentions recommendations on how to choose moves. Damaging moves aim to be around Party Level, but any non-damaging move up to Boss Level is fine. Not every boss is the same though, which I also mention in the help guide, and stats should be considered. Higher attack focused pokemon should have lower power moves to balance things out, and vice versa. There's no easy way to balance it. Some bosses will be innately harder than others. Not just based on stats or moves, but also with what players bring in as their party.
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Missingno.
Grass Dinosaur
Tiki
ZZ voluntary experimenter/ tester/ QA
Posts: 13,564
|
Post by Tiki on Nov 25, 2023 5:00:34 GMT 11
Also clarification question
In barrier phase you can’t hit them with status moves but the ones before would they be ongoing, paused, or healed?
Ex: sleep, poison, burn, confusion
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Post by Lamont on Nov 25, 2023 5:16:51 GMT 11
The Shockwave, which now only goes off once for the entire battle when the barrier is activated at 35% HP, works as per canon and have been included in the guide for easy reference :3 - Heals all non-volatile status conditions
- Resets any of its negative stats back to 0
- Resets all +/- stat changes to player pokemon
- All player abilities are suppressed until the Boss' turn next round
So this means that on Barrier activation poison/sleep/paralysis/burn/frozen would be healed, but not things like Confusion or infatuation since they're volatile status effects :3 You would not be able to re-apply statuses while the barrier is active, but could reapply any effect after the barrier breaks. This should allow y'all to sorta plan around barrier
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