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Fatigue System Discussion
Topic Started: Sep 11 2015, 10:18 AM (865 Views)
Seiteran22
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This one will also be pretty short. Fatigue is pretty much generated when one is getting tired. It is quite simple as to what makes someone tired. One will be using energy whenever they use a move, attack, move, or anything else. They can also become tired by being hit by attacks or blocking attacks. Certain conditions will make it tougher for a Pokemon to fight since they will not have as much energy as they would if they were not in that condition. A Pokemon will find that their moves, auras, and whatnot will be less useful as they become more tired. An aura move may even fail when one is experiencing a great amount of fatigue. The same could be said of a regular move but to a lesser effect.

List of things that can make you tired:

  • Getting Hit by an Attack:

    • How powerful is the move is that one gets hit by
    • Does it hit full-on its mark (100%) or only hits somewhat (<100%)?
    • Typing of the attack hitting them?
    • How much can a Pokemon shrug off on an attack without blocking?

  • Blocking Attacks:

    • Same as above.
    • How much can a Pokemon shrug off by blocking?

  • Moving about:
    • Walking
    • Faster speed then walking
    • Running
    • Sprinting
    • Dodging
    • Jumping

  • Using a Move:

    • Power of move determines how much energy is used.
    • Level of Pokemon using the move.
    • How experienced one is using the move too can help out with reducing the fatigue.
  • Using an Aura Move:

    • Same as using a move.
    • Aura Level determines how much energy can be used up (or how energy-effective it is).
    • Some Auras will use up more energy than others when one uses an Aura move.
    • High Aura Levels will be more energy-costly to lower-leveled Pokemon than to higher-leveled Pokemon?

  • Activating an Aura:

    • Rarer auras would take up more energy
    • Possible to just half-activate?

  • Keeping an Aura Activated:

    • Energy drain based on aura rarity.
    • On how experienced the Pokemon is
    • On how experienced the Pokemon is with their Aura.

  • Natural/Special Abilities that a Pokemon has:

    • How draining can it be for a low-leveled Pokemon?
    • ...For a high-leveled Pokemon?
    • Does experience decrease the energy use?



Questions to discuss (and make up rules on):
  • Should a higher-leveled Pokemon have more energy or just lose their energy at a much lesser degree?
  • How does one reduce fatigue?
  • Does it go away after battle if one is allowed to rest?
  • How should we handle Legendaries in terms of Fatigue? Whether if they are pure or not pure Legendary by blood?
  • How much energy should an average Legendary have?
  • How should we handle common Pokemon that have part of their genes from a Legendary?
  • Should Victini be unable to become tired since it is supposed to have unlimited energy? Or maybe have it so that Victini can only become tired when hit by attacks? Or just make it so that has an unusually high energy amount, much higher than most if not all other Legendaries?


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Another question: How do you treat recovery moves like Aqua Ring, Wish, etc.?
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- Pokemon should get more energy as they level up. And a significant boost once they evolve.
-Then I think that poses the question of how much energy a Pokemon starts with compared to others. I think it generally should be like this, from least energy to most energy:
-Baby Pokemon (Pichu, Cleffa, Igglybuff, Togepi, Tyrogue, Smoochum, Elekid, Magby, Azurill, Wynaut, Budew, Chingling, Bonsly, Mime Jr., Happiny, Munchlax, Riolu, Mantyke)
-The first Pokemon in a three-stage line (Bulbasaur, Cyndaquil, Snivy, etc.)
-First Pokemon in a two-stage line (sans applicable Baby Pokemon) (Vulpix, Eevee, Zorua, etc.)
-Second Pokemon in a three-stage line (Dewott, Braixen, Bayleef, etc.)
-Single stage evolution Pokemon (Absol, Zangoose, Seviper, etc.)
-Second stage in a two-stage line (Eeveelutions, Honchkrow, Houndoom, etc.)
-Third stage in a three-stage line (Feraligatr, Chesnaught, Charizard, etc.)
-'Minor' Legendary Pokemon (Bird Trio, Dog Trio, Regi Trio, etc.)
-'Major' Legendary Pokemon (Trio Masters, Mew, Lake trio, Creation Trio, etc.)
-Victini (near unlimited energy)
(Note: Half-Legendary Pokemon (Anima, for example) will have slightly less energy than other legends. Common Pokemon with Legendary genes will slightly more energy than others of their species)

-On another note, I think moves should expend slightly less energy with extended usage. It just makes sense to me that as a Pokemon uses a certain move more and more, they would be able to use it more efficiently, thus costing less energy to use them.

-HP and Fatigue should have a relationship. As HP goes down, so does Fatigue. If HP is healed (especially without the use of a move), Fatigue should be recovered as well. As for healing moves, Fatigue should be slightly recovered for the target as well (exception being Wish and Heal Pulse, which will cost Fatigue for the user, but not for the target).

-Fatigue's most common remedy will of course be resting (including use of the move Rest). Sleeping for at least a few hours will result in most, if not all, Fatigue being recovered. But, short breaks will only recover a portion of Fatigue, depending on how long said break is.

-I don't personally believe half-activating an Aura should be possible. Too much deviation from original Aura skills, especially ones without defined amounts of stat increases and the like, for such a thing to be possible. Should be using the aura, or not using the aura.

-Aura will of course be a constant drain on a Pokemon's fatigue should one decide to keep it activated. Higher rarity-Auras will be more strain.
-As an aura levels up, it's moves should cost less energy to use. The longer an aura move/ability remains in the available moveset, the less it will end up costing. But, higher-leveled skills will always be more costly than lower-leveled skills. At Level 20, for example, a move learned at level 1 would only cost a very mere fraction of what it costed early one.
-Higher-Leveled Pokemon have slightly less Aura Strain compared to Lower-Levels
-Referring back to the list I made earlier, those higher up in the Energy ranks will have less of an Aura strain compared to those lower than them.
-With one exception: Lucario. Due to it's natural abilities with Aura, it has the lowest Aura Strain of all Pokemon....Or at least an Aura Strain comparable with 'Minor' Legendary Pokemon

-Perhaps we could have an adrenaline system?
- In times of danger, a Pokemon would be able to push themselves past their Fatigue limits and be able to perform at the peak of their ability for a good bit longer.
-We'll say....An adrenaline boost can last as long as 3-5 posts.
-But, when the adrenaline is depleted, the Pokemon will have to rest for a good awhile longer to recover from their drastic amount of Fatigue.

....Well...That's about all my thoughts I can think of at the moment.


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Luce
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Ya! My brain is jacked onto a super computer and I'll share my brilliant wisdom! Or something like that... :p

Should a higher-leveled Pokemon have more energy or just lose their energy at a much lesser degree?

+1 for High level = High energy. While using 'lesser degree' choice wouldn't be very difficult, I think using 'High level = high energy' is easier. By using 'lesser degree' choice, we need to make a modifier or such to calculate how much energy is used. Also, it's not very user-friendly. I mean, the calculation will be different each time you use different character. If we're using 'High level = high energy', we can skip a step of calculating energy usage.

If we're using 'high level = high energy', then I suggest using "Base Energy + Energy from Level". We can use Base Status (like HP, Deff, and/or Sp. Deff) to calculate the Base Energy of a character, and then calculate the additional max energy from the character's level.

Dessi's idea is good too. The tiers are very clear. We can use that instead of using Pokemon's Base Status.

Well, if I were to say: my idea of using Base Status gives more numbers but a bit complex, but Dessi's idea is less complex but gives less number.

Here's a link. Just in case.

How does one reduce fatigue?

By means of items. There is item that make hunger fall slowly in PMD. We can introduce items that are unique to Phericiole, such as max energy increasing item or items like the said item from PMD but made specifically for energy. Moves like Aqua Ring (probably) can reduce fatigue. I think having something like Leftovers will also reduce fatigue. We can also use Leppa berry, since it's increasing PP (in-game). It works like energy increasing item.

Also, what will increase fatigue? Well, I'm thinking ability like Pressure will shine now. If we are introducing new system, the oldest system might need to change. Pressure was kinda useless here in Phericiole, so we can give it special effect like increasing the fatigue of opposing opponent.

Does it go away after battle if one is allowed to rest?

Like Dessi said, a hour of sleep will probably restore some of the Pokemon's energy. So, the longer the rest, the better the recovery is. However, time is something that's easy to abuse in RP (time skip). We can abuse it by posting, saying that our character is resting for hours (in just one post). We can introduce a rule that'll stop playing for abusing time skip. Without the rule, we need another system which will shut those abuses. We can use dice system. Give resting (or safe) area or energy recovery item like food as one of the result from the dice roll. Voila, I guess?

How should we handle Legendaries in terms of Fatigue? Whether if they are pure or not pure Legendary by blood?
How much energy should an average Legendary have?

Depending on what the average is. If the Legendary in question is a playable character, I think we can use the same calculation as above + additional max energy because of Legendary status. For pure-blooded Legendary, the bonus energy will be higher than a non-pure-blooded Legendary. Using this, we're treating Legendary as normal Pokemon with more energy. So, Legendary doesn't need a different fatigue calculation.

How should we handle common Pokemon that have part of their genes from a Legendary?

A common Pokemon with a Legendary genes should be stronger than their normal counterpart. So having more energy isn't a bad idea. However, Legendary genes is rather tricky. Say, couple may give birth to two children. One can be sickly and the other one can be very energetic. I'm not really good with biology (and genes...). What I'm saying is, we need lady luck, or Goddess of Randomness in determining whether a character has Legendary genes or not if the character we're talking about is the offspring of playable characters.

That rose a question in my mind. Does genes from grand parent or ancestor affect the character?

Should Victini be unable to become tired since it is supposed to have unlimited energy? Or maybe have it so that Victini can only become tired when hit by attacks? Or just make it so that has an unusually high energy amount, much higher than most if not all other Legendaries?

While the Pokedex (probably) said it has unlimited energy, I don't think it means it has unlimited energy that it can use as it wishes so. The anime (and to some extent, the manga), had depicted that Victini can also get tired. And it was easy for him to get tired (by using V-Create). Also, the unlimited energy part was actually his ability (I forgot its name). It can grant unlimited energy to others, but not for himself. Err... So let's just treat him like other legendary.

Possible to just half-activate?

I say no. Half-activating something is rather...impossible. Can you half-start an engine? Sarcasm aside, I think 'using weaker aura' is more plausible. Activating Aura means activating its ability, no? So, let's use Dicentra as an example. Dicentra got 3 tier of aura ability: Bitter Heart, Sweet Heart, and Heavenly Love. If the user is able to use Sweet Heart, the user can also use Bitter Heart (since it's just a downgraded version of Sweet Heart). Bitter Heart should use less energy than Sweet Heart, and so on.

How experienced one is using the move too can help out with reducing the fatigue.

I smell stat grinding... :3

That aside, I think we can use system like PMD Gates to Infinity, where your moves can level up the more you use it. For example, the lowest level will use more energy, while the highest level will use lesser energy, and so on. Also, there might be bonus, like Pokemon Conquest perhaps?
Edited by Luce, Sep 15 2015, 07:17 AM.
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dzonewolf
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Umm, just calculating the sum of HP, Defense, and Special Defense.
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You know, I really don't have the patience to go through every single fully evolved Pokemon and calculate the sum total of their HP, Defense, and Special Defense, I have all of them up to Vileplume through the National Dex, and up to Cinccino alphabetically, so I'm going to leave it there.
Edited by dzonewolf, Sep 15 2015, 10:27 PM.
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Luce
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Well, speaking of patience, I maybe the most impatient member here. Meh, whatever...

I've summed up all of the Pokemon's (with their Forme) HP, Defense, and Special Defense.

Alphabetically
Sum from Lowest to Highest

Special thanks to Bulbapedia for providing easy-to-copy-and-paste Pokemon List. Special thanks to my PC (for not messing my work). Fun fact, Microsoft Excel froze when I paste the whole list. Sometimes I fell like buying a new PC and dump this PC somewhere else. But thinking about how much hardship I've passed using this PC (exaggeration, I know. Bear with it? :3), I don't think I'll ever leave this PC. :p
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Thanks Luce

... Actually, I think I like this set up, maybe people will use Shuckle, since, you know, 120 more points than the next highest you can start with, and 80 higher than ANYTHING. Honestly, the next highest fully evolved 'mon you can be without 1000+ points or a megastone is Blissey (But really, who would use that?) and then Bastiodon.
Edited by dzonewolf, Sep 16 2015, 11:37 AM.
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Destinyweaver
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Hmmm...I actually really like this system of base status Luce mentioned. I'm all for it. My main concern with it is dealing with completely recalculating base energy when a character evolves....But realistically, that will always be a problem if we improve energy with evolution(Which we should, since it makes total logical sense). Maybe we could fix this with a fixed gain with evolution (About +50 or so?)? But then, that means less variety for Eevees and other Pokemon with multiple evolutions...Hmmm...Whatever you guys think is best. But with that out of the way, it's time to get a little more in-depth.

How much does energy increase per level?

Personally, I'd say +10 per level. Easy to remember, and it's a low enough number.

-For a Legendary Bonus....Add +200 to their Fatigue.
-Legends with common genes get +100 to their Fatigue
-Common with Legend genes get +75 to their Fatigue

How much fatigue do moves cost?

My suggestion for this is Fatigue Cost= Base Power/5. Multi-hit moves will calculate fatigue per hit, and trapping moves will continue to accumulate fatigue as they are used.
Status causing moves will cost 35 Fatigue for the user.
Recovery Moves will cost 25 Fatigue for the user.
Stat-Boosting Moves will cost 20 Fatigue for the user.
Moves that don't fall under any of these categories will cost 20 Fatigue

In terms of reducing the amount of Fatigue a move costs, I like Luce's idea of using PMD: Gates move system here. Though, I'm not sure how we would go about doing that. Someone else help me out here.

How much fatigue do actions cost?

-Walking normally will cost a simple 10 Fatigue per action slot. [A normal post of walking without rest will be 20 Fatigue]
-Running is 20 Fatigue per action slot [A post of running from something or otherwise will be 40 Fatigue]
-Dodging (Whether successful or not), will be 15 Fatigue.
-Blocking will be Base Power of Move blocked/5. Add 10 to the Fatigue cost if super-effective.
-Being hit by an attack without blocking or such, will cost you fatigue of Base Power of Attack/10. Add 20 to Fatigue cost if super-effective hit.

Cost of Fatigue with Auras?

Of course, this will depend on the aura's rarity and level. Aura moves are calculated in the same way as other moves. Since Auras add more strain the higher leveled they are, add +5 to their Fatigue cost per Aura Level

Common: 10 Fatigue per turn.
Uncommon: 20 Fatigue per turn.
Rare: 35 Fatigue per turn
Very Rare: 50 Fatigue per turn
Legendary: 75 Fatigue per turn
One of a kind: 100 Fatigue per turn



-Proposing the idea of adrenaline again.
-When in danger(Hostile enemies nearby and at low health and Fatigue), get a temporary +100 to max Fatigue, lasting for 5 turns.
-When the adrenaline runs out, user will faint, and will have to rest or otherwise recover Fatigue in such a way to make up for the overuse of Fatigue.



These numbers are of course, variable.....I was just shooting off random numbers I thought sounded reasonable. If you have better ideas, please do share them.
Edited by Destinyweaver, Oct 22 2015, 04:04 PM.
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Luce
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I'll make another suggestion? :p



Moving about:
 
Walking
Faster speed then walking
Running
Sprinting
Dodging
Jumping

Walking, faster speed than walking, running, sprinting, jumping. I think I'll go with Dessi. :p

About dodging, I think if it's something hard to dodge, the one being attack should exert themselves more when they're trying to dodge something harder to dodge. I think we can use the accuracy calculation.

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Accuracy/Evasion Modifier

Stage
Accuracy Evasion

-6
Accuracy * 0.33 OppAcc * 3

-5
Accuracy * 0.375 OppAcc * 2.66

-4
Accuracy * 0.428 OppAcc * 2.33

-3
Accuracy * 0.5 OppAcc * 2

-2
Accuracy * 0.6 OppAcc * 1.66

-1
Accuracy * 0.75 OppAcc * 1.33

0
Accuracy * 1 OppAcc * 1

1
Accuracy * 1.33 OppAcc * 0.75

2
Accuracy * 1.66 OppAcc * 0.6

3
Accuracy * 2 OppAcc * 0.5

4
Accuracy * 2.33 OppAcc * 0.428

5
Accuracy * 2.66 OppAcc * 0.375

6
Accuracy * 3 OppAcc * 0.33


The energy used will be [P/2] whether it hit or not. So for example: Sheer Cold has 30 Base Accuracy. At stage 0 of Accuracy and Evasion, if a character tries to dodge it, it will use 15 energies.
Let's make another example. High Jump Kick (ouch if it miss) has 90 Base Accuracy. Let's say the user is at stage 2 of Accuracy and the defender is at stage 0 Evasion. The P should be 180. If the defender tries to dodge it (again), it will take 90 energies. (Ouch again)
I think we shouldn't make a cap for the energy usage (or something). With this, we can make sure that someone won't dodge an attack every time. *glare at Jade vs. Tetsu scene*



Using a Move:
 
Power of move determines how much energy is used.
Level of Pokemon using the move.
How experienced one is using the move too can help out with reducing the fatigue.
Using an Aura Move:
Same as using a move.
Aura Level determines how much energy can be used up (or how energy-effective it is).
Some Auras will use up more energy than others when one uses an Aura move.
High Aura Levels will be more energy-costly to lower-leveled Pokemon than to higher-leveled Pokemon?
Dessi's suggestion for this is
 
Fatigue Cost= Base Power/5. Multi-hit moves will calculate fatigue per hit, and trapping moves will continue to accumulate fatigue as they are used.
Status causing moves will cost 35 Fatigue for the user.
Recovery Moves will cost 25 Fatigue for the user.
Stat-Boosting Moves will cost 20 Fatigue for the user.
Moves that don't fall under any of these categories will cost 20 Fatigue
I can't see why a Status Causing Moves and Stat-Boosting (and I think Reducing too) Moves cost more energy than a simple Damaging Moves. Also, I don't think every trapping moves will accumulate fatigue (Whirlpool, Fire Spin, Sand Tomb is used one time, and the Whirl and Spin and Tomb last randomly).

Why don't we use the PP to calculate how much energy will be consumed? Well, the range of max PP is from 5 to 40. How about using [40 / Max PP x 10] (rounded to the nearest zero) formula? That way, a move like Growl will cost 10 energy, while move like Feather Dance will cost 27 energy. Moves like Hyper Beam (and Morning Sun and Moonlight and Detect) will cost 80 energy. Moves like Recover and Wish (and Protect) will cost 40 energy. Well, this calculation, actually, has no consideration with how long a battle will goes on and the max energy a character has. But I think, this is the most simple and the way to use the number that had been made.



Activating an Aura:
 
Rarer auras would take up more energy
Possible to just half-activate?
Keeping an Aura Activated:
 
Energy drain based on aura rarity.
On how experienced the Pokemon is
On how experienced the Pokemon is with their Aura.
I think I have answered (or proposed) about the half-activating thingy. Okay... Forget it. *cough*

I like how Dessi made the number for aura rarity thingy. However, I don't really agree with the "higher level means more strain" part. I think the more experienced the user is, the less energy will be used. Why don't we make it like... [(21-Aura Level)/20 * Mod that Dessi made] Rounded to the nearest...zero? So for each turn, the user's energy will be drained by that much. In my opinion, the calculation is quite simple. So at normal, the user need to put more effort on using the Aura. As the user become more experienced, the user can use the Aura with less energy. Aura Move should be calculated the same way, just like Dessi said.



Quote:
 
In terms of reducing the amount of Fatigue a move costs, I like Luce's idea of using PMD: Gates move system here. Though, I'm not sure how we would go about doing that. Someone else help me out here.
Quoted from Serebii
 
A brand new feature to Pokémon Mystery Dungeon is the inclusion of move levels. Each time you successfully use a move, it will increase a bar in a counter by it. This will indicate the power. After it has filled the bar three times, it will level up, as indicated by roman numerals above it. When a move has leveled up, it is increased in power, accuracy and PP.

The most interesting bit about this feature is that if you level up Thunderbolt on Pikachu to VII, all Pokémon who have Thunderbolt or will have Thunderbolt in the future will have Thunderbolt as VII.
Well, I'll make more explanations about this later.



Dessi's proposition
 
When in danger(Hostile enemies nearby and at low health and Fatigue), get a temporary +100 to max Fatigue, lasting for 5 turns.
I'm all in for this one. But make it for the leader or boss or important enemy or something. :p



One final suggestion: Why don't we make a topic to test the new energy system? I hope you get what I meant... :p
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Kat
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Destinyweaver
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I agree with Luce's suggestions above....Though I do have a little problem....

Luce's equation for move fatigue ([40 / Max PP x 10]) does nothing for calculating Aura move Fatigue. Since Aura Moves have no PP. Thus, the one loose end we have to tie up for sure is figuring out Fatigue for Aura Moves. To compensate for the loss of Aura strain as an aura levels up, moves need to cost more the higher up you go in level.

Fatigue=[Aura Level Move is Learned * The Mods I mentioned Earlier]/5.

This way, the strongest Aura Moves will cost quite a good bit, usually a bit more than normal move counterparts. Except for the weakest of the low rarity Aura Moves, which are made up for with higher Aura Strain costs anyway~


Oh, and we need Fatigue cost for Overflares as well. I think something like Fatigue= [100*Aura Rarity Modifier] will work here.

Anything else we need to go over?
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Luce
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Oops, I did forget about aura moves. I have it in my mind for quite some times, yet forget to post about it. Sorry. However, Dessi has made the formula (which is actually the same with what I'm going to suggest), which I think is good.

About the Aura Overflare stuffs... I think we can lower the number used. Even if the Aura is a common one, the energy used will be 1000. Thus, you'll never be able to use Aura Overflare until the character is at least level 52 (considering that we use [Base Energy + 10*Level], and with Shuckle as the example). Also, that said character can only use Aura Overflare for the battle and run out of energy. Hm... I think even if it's x50, I think it's still too high. Sure, for Common Aura Overflare, it'll be 500 energy at best. However, Rare Aura Overflare will be 1750 energy. x20? Well, it's three times more tiring than using Hyper Beam or Giga Impact (or the elemental variation). But would it be safe? 200 for Common, 400 for Uncommon, 700 for Rare, 1000 for Very Rare, 1500 for Legendary, and 2000 for One-of-a-Kind?

Though if we go with Dessi's formula, I'm glad that Blake will never be able to cross that bridge since he'll need 3500 energies XD *shot*.



About taking hit stuffs... Isn't taking hit related to endurance (or we can say HP)? I don't see any reason to link taking hit with energy consumption. If we're talking about other game, there is HP, MP (or anything to use a skill or magic), and sometimes SP (for moving around). The thing is, under normal circumstances, any damage taken will deduct HP, and it won't affect MP or SP. If we take Pokemon as an example, there is HP and PP (for moves). HP is always related with taking hit. However, PP is related on how many times the Pokemon can move (or attack). Getting hit will not reduce PP but HP instead. Sure, there is moves that reduce PP, but that's a whole other story.



Now, two suggestions. If a character run out of energy, the character will slowly lost HP. That way, HP and Energy Point will be connected. Also, we can think of it as substitute of Struggle (the move used when you're out of PP). That's my first suggestion.

Second suggestion: Condition which increase energy usage. Well, I have suggested it before, but it seemed no one talked about it.
Like I said before, Pressure should reduce Energy twice faster. Well, let's make the list.
- Under Pressure (Ability): 2x energy consumption.
- Expecting: 2x energy consumption. (So Nadia will lay on Blake and use him as pillow or bed more often. XD *shot*)
- Weather: 1/2x energy consumption if the weather benefit the character. 2x energy consumption if the weather doesn't benefit the character.
- More? Please help me here. XD



I'm thinking of making a list of Moves and their effect, since there will be fatigue thingy... Oh well, 24 hours not enough for me anymore. XD
Edited by Luce, Oct 22 2015, 04:20 PM.
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Luce
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Luce
Oct 21 2015, 07:23 AM
Quote:
 
In terms of reducing the amount of Fatigue a move costs, I like Luce's idea of using PMD: Gates move system here. Though, I'm not sure how we would go about doing that. Someone else help me out here.
Quoted from Serebii
 
A brand new feature to Pokémon Mystery Dungeon is the inclusion of move levels. Each time you successfully use a move, it will increase a bar in a counter by it. This will indicate the power. After it has filled the bar three times, it will level up, as indicated by roman numerals above it. When a move has leveled up, it is increased in power, accuracy and PP.

The most interesting bit about this feature is that if you level up Thunderbolt on Pikachu to VII, all Pokémon who have Thunderbolt or will have Thunderbolt in the future will have Thunderbolt as VII.
Well, I'll make more explanations about this later.
Quote inside a quote? Nice~! Or not~... :p



Moves will have levels, just like PMD Gates. The more you use it, the less energy you will consume. Also, if you master the move, you will gain a bonus for the moves. I decided to add the number of time the move is needed to be use to level up, since if we follow the PMD one, it'll be seven levels (which I can't think off what the reward will be) and it will also take 21 times to master the move.

Level Time used Reward
1 3 Reduce energy usage (10%)
2 6 Reduce energy usage (20%)
3 9 Reduce energy usage (30%)
4 12 Reduce energy usage (40%)
5 20 Bonus

The number is subjected for change.

A move need to be used 50 times to be mastered. You can do it! *shot*

*cough* As you can see, level 1-4 will gives energy-reducing bonus. Level 5 will give a bonus. Well, as there is 621 moves, I don't think I can list them all. However, the bonus will be either increased accuracy, increased chance of afflicting status condition, increased power, increased effect, removing bad side effect, reducing energy usage, or many other bonus.

Say, you mastered Flare Blitz, you will not get the recoil. Say, you mastered Hyper Beam, you will not need to recharge after using the move. Say, you mastered Close Combat, your Defense and Special Defense will not be lowered. I hope you get what I'm talking about.
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dzonewolf
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Wow, no drawback to Hyper Beam, Flare Blitz, or Close Combat, seems a little OP, perhaps?
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Seiteran22
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The bonuses seem too OP to be even considered fair.
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Luce
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Well, I actually wasn't really sure whether I should put the bonus or not. I thought that it would be too OP myself. However, you need to use the move 50 times before any negative drawback is cancelled, which is why I thought I should try to propose it.
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dzonewolf
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Try 100+, depending on the drawback. Removing the recharge phase on Hyper Beam, Giga Impact, Frenzy Plant, Hydro Cannon, and Blast Burn should be at least 250+, if at all.
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Luce
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Depending on the drawback, huh? Ummm... I think I shouldn't have brought that here after all. I'm the one who start it, so I don't think I have the right to say it, but... If we want to continue this, then let's start a separate topic.

So speaking about the moves level thingy, considering that we ditch out the bonus thing, the reward should look like this:
LevelTime usedReward
13Reduce energy usage (10%)
26Reduce energy usage (20%)
39Reduce energy usage (30%)
412Reduce energy usage (40%)

Well, I have made the calculation for energy usage thingy. And~ here is the thing.
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dzonewolf
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I'd make it stack, so that you need 3 + 6 + 9 + 12 to reach LV4
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Luce
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So something like this?
LevelTime usedReward
13Reduce energy usage (10%)
29Reduce energy usage (20%)
318Reduce energy usage (30%)
430Reduce energy usage (40%)

A total of 60 uses to master the move?
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dzonewolf
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Why did you pick 3 as the base? Why not 5, to make it a nice round number? 5, 10, 15, 20?
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