jupsto
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jupsto reacted to a post in a topic: Doesn't grinding render nuzlocke obselete?
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I was doing well, lost mankey to some sort of crazy critical 4 hit doubleslap one shot. lost a couple of weaker poke too. got to gary and had a lvl 16 pigey and a lvl 14 rattata and lost. game over :( but like I said instead used start pokemon I think its viable. losing a high level pokemon is an even bigger loss because you effectively lose the exp it gain, which you have limited supply of. especially in the beginning.
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I started a nuzlocke in pokemmo to test if how far I could get without wild pokemon exp and with immediately ditching my starter pokemon. So I start with only a lvl 3 rattata, but I manage to catch a mankey. The battles in veridian forest were really hard, lvl 9 catapie is harder than any gym battle with such low lvl pokes, but I managed it with some potions (I am using a no buying potions rule tho). Basically I beat all the trainers before the 1st gym but still had stupidly low lvl pokemon, I thought I would die and give up for sure. But my lvl 6 mankey's low kick solo'd the rock gym lmao. I think this is a case of luck, if I saw nidoran instead of mankey on that side route it would have literally been impossible. But I think the no wild exp rule is workable if you keep starter pokemon. Maybe at elite 4 it will be impossible, not sure yet.
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Good post RacheLucario, I agree. The only thing that confuses me is There's loads of different rulesets, with all rules are explained in detail, yet this seems to be never mentioned in any of them. Plus popular nuzlocke videos I watched had him grinding wild encounters like crazy. Ultimately you play how you want to play of course. but I just find it stupid all these versions have no specific ruleset for this.
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so i'm only just trying my first nuzlocke after hearing about it for so long. Basically it seems pretty unchallenging to me, it simply forces you to just grind your pokemon to a higher level than opponent. Yeah there are tons of variants on the ruleset to make it more "challenging" such as no poke-centre, but all of them just mean you need to grind even more low level wild encounters than before. They are just added time consuming not actual difficulty. I find it really odd that I couldn't find a non grinding wild encounters ruleset via google, seems to me like it would make the game more challenging not more grindy. So basically what if you had to run from every wild encounter, excluding of course your first encounter in every new area. Why isn't this one of the popular nuzlocke additional rules? it would seem to be far more interesting than any of the many additional rulesets such as here http://bulbapedia.bulbagarden.net/wiki/Nuzlocke_Challenge *obsolete
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Just found this series and watched it, glad to find somewhere to talk about it! I agree. It did feel wierd when they first just skipped over a few badges, but yeah i'm glad its not like alot of other anime such as original series where its super strung out with filler. was very strange series overall since it was most the time following the game so exactly, felt kind of silly at times but I enjoyed it. did anyone else think that when jolteon got hit by ryhorn's electric move it was going to just absorb it with its ability as a plot twist? maybe just me ;)
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Cool thread but FAQ just says not implemented. I doubt legendaries will be implemented and am beginning to think breeding is not on their to do list
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If this exists why not have it in game? only making the game much less accessible. there's no logic behind it.
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This is a horrifically bad idea. The amount of time to find good nature pokes is broken, your asking for money to fix a broken game per pokemon, instead of just fixing the game by adding synchronise ability. If you really need donation money add stuff that people dont NEED, cosmetic stuff. SHINY POKEMON, hats, etc. honestly sell a one-time-use item that makes a pokemon shiny for a large sum = all donation money you could want. it would be far less damaging than anything that effects gameplay.
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edit: nvm i thought this was about move relearner
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jupsto reacted to a post in a topic: [Implemented] Rate my Team part of the Forums
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[Implemented] Rate my Team part of the Forums
jupsto replied to Killjoy's topic in Suggestion Archive
defo needs a section for discussing pokemon builds, both asking and posting. -
[Denied]TM Distribution - a more feasible idea.
jupsto replied to Darkshade's topic in Suggestion Archive
I like this idea but feel "story TM's" should be removed completely. making something non tradeable is bad game design, and so is getting exclusive items per character.- 308 replies
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- TM Distribution
- Technical Machine
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you did mean mathmatically; HP < (Def. + Sp. Def) and not; HP < [(Def. + Sp. Def)/2] and where talking about the actual stats themselves not the base stats? also worth discussing, so 4 EV's = 1 stat at lvl 100. and each IV = 1 stat at level 100. but for level 50 its roughly 8 EV's = 1 stat. acording to the stat calculator I was playing with; the difference between 248 and 252 EV's at lvl 50 could be negliable depending on your IV's. if you work out your exact IV's you could in theory give your pokemon a couple of extra free stat points, by using custom EV values. however the calculators often can only approximate IV values. Am I right? people know much about this?
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jupsto reacted to a post in a topic: [Denied]TM Distribution - a more feasible idea.
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I dont think that % chart is true I just threw bait at a chansey and it fled so.. yeah.
- 167 replies
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- safari zone
- safari
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cool little guide is this true if using leftovers? its the only useful hold item thats easy to get AFAIK. I think most people will be using it in duels atm, and the more HP the more you heal.
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jupsto reacted to a post in a topic: Basic tips on EV's, IV's, and Natures for your Pokemon
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are there any EV boosting items ingame yet? toher than protiens etc. and exp share. just want to check before I grind my uguu off