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Aard

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Everything posted by Aard

  1. Anyone can brute force their way to entei in 30-45 minutes and get their 3 envelope reward. Few can meticulously play for hours without mistakes and beat 3, 4, 10 enteis. When they do this they only get 9, 12, and 30 envelopes. Why? It is much harder to sustain and it takes much longer. There should be some kind of non-linear curve for the reward. This isn't exclusive to this event either. Elfbots had the same problem. Fixing this would make running the event and really getting good at it more enjoyable.
  2. My tip is that the prizes are linear and not exponential while the difficult of each wave is exponential. Therefore, its best to just speedrun to one entei then quit. This can be perfected to be sub 30 minutes and you don't really have to worry about lives or anything. Speed is better than strategy because of non-scaling prizes.
  3. Yeah, the reward doesn't scale so I've started speedrunning to 1 entei then quitting after beating it. 41:49 was my first attempt, but I think sub 30 is possible.
  4. Aard

    Why?

    Now its the other way around. Why have two different coins?
  5. This is attempt 2. People had to go after beating 4 enteis. Kind of bummed out because I got less lucky envelopes than when I beat 2 enteis. Was it nerfed across the board or is it just rng? Also, a day ago I had 40 copper and 3 golds. Now I get more gold than copper and have like 20 extra golds I cant make into envelopes.
  6. I agree with issue 1. The location is garbage. I don't agree with issue 2. Getting a completely new reward when you beat a boss is an upgrade from trying to steal big robot parts from your teammates. It would be better if all 3 legendary beasts spawned and you got better/new rewards when you took down all 3 but its still and upgrade from the same robot part always spawning in the same spot. I don't know about issue 3. The rng matters the least at the beginning. It matters much more later when certain waves are free and others are almost impossible. I kind of like it though because its more interesting than the last event. The rng I don't like is all the moves that miss and deliberately bad abilities like static and cute charm. Anger point is the biggest one. There shouldn't randomly always be a 1/24 chance of losing against it. That is terrible. Just give more things solid matchups that either win hard or lose hard. Overall, I think the rewards need to scale to where if you get something else the further you go. Linearly scaling envelopes just doesn't cut it. Or you could just cut people off of the event after they beat 1 boss. Getting punished for being too good to lose early is annoying. Also, if you d/c from the session to leave you don't get a reward and that is shit. Happened to someone in my group.
  7. Oh, if it extends your buff to 4 hours instead of 1 then that makes sense. If you mean you just get all 4 buffs for 1 hour that's worthless since you dont ever care about more than 2 of the buffs at once. If you're hunting shinies, what the point of a riches buff? And if battling gyms for riches, whats the point of an item buff? They don't really overlap that much. Edit: Okay, so after more thought I apologize because I did come up with one use for the link bonus. Basically, you tell people they can buy in for 500-750k into the link bonus and its a good deal for them since 5% would normally cost 1 mil if you cut the charm price in half. Then if you get 3 people to buy in, you only pay ~500k for a charm that's normally over 2 mil. So, I guess you can encourage people to game the system and not pay for their shiny charms. I think I could get 850k probably then have money leftover after the other 3 pay for the full charm. I'm not going to try it though since I don't care about shinies that much and there's better money. Basically, you can effectively buy a 10% increase and sell a total of a 15% increase while keeping a 10% for yourself so you can profit by buying shiny charms and get them for free. Is that the intended way this is supposed to work? Who knows, but its a whole lot better than grouping four random buffs that don't interact together and have the people without the shiny buff mooch.
  8. I asked if the link buff was given to the person with the charm and you said no. Its not being explained well.
  9. So I'm supposed to reduce the price of shinies across the market out of the goodness of my heart? No thanks. Link bonus to me to or no link.
  10. ok so is the max 127% or does the link just benefit others without the charm? if its just others without the charm why let them mooch off you?
  11. Percents stack like this with the shiny charm: 100% x 1.1(charm) = 110% 110% x 1.1(donator) = 121% 121% x 1.05(link1) = 127.05% 127.05% x 1.05(link2) = 133.4025% 133.4025% x 1.05(link3) = 140.072625% If its misworded on the item and it stacks to the same raw value instead of increasing the percent, then its only 135% at max. 100+10+10+5+5+5 = 135 According to the item, it should be the first one, but stuff has been worded terribly in the past so I'm not sure. Which is it?
  12. Did this with the christmas event, claimed 100 was possible. It was. Don't think 100 is possible this time around. I do think 50 is possible. This is my first good run. What are you guys getting?
  13. Aard

    Why?

    I thought the devs fixed this last event with the robot parts but its somehow much worse this time around.
  14. What's bad about this? Putting up 20 for all the same price would have the same result. Only difference is if you do it for much less money, then buy anyone who posts under, then remove your entries and resell. But that's fair game. Personally, I like to just sit there and do something similar but wait for a new post and immediately sell 1 dollar under whatever someone posts. Something about undercutting someone is just so satisfying. Got to keep people off your turf. I don't even care if my stuff sells, though it does eventually almost every time.
  15. You'd rather have a meltdown and go off about how sg blissey is viable instead of just admit you thought there were other good pokes with serene grace. This list you keep of people you've never been able to beat isn't healthy either. I want to discuss if togekiss is broken too, but I seriously am concerned about the lack of quality discussion. Here's what I think its missing with regard to most of the matchups: Scarf magnezone is a low risk switch in that togekiss has to predict right twice on to beat. With two players of equal skill, that is a 25% chance of brute forcing your way though a magnezone with togekiss. This is every set too, it covers substitute since magnezone can volt switch to break it and gain has the option of a flying or fighting/fire resist after. It covers nasty plot, it covers aura and flamethrower, it covers roost. On any set togekiss has to outpredict Magnezone twice in 1 battle to beat it. After rocks, magnezone 1hkos togekiss. Pointing out that togekiss has to predict right more often than magnezone to win the matchup is not me saying "git gud". If you are losing 75% of your predictions in a battle, you will probably lose even with a better built team. Making ban decisions off of scenarios where the poke wins after multiple correct predictions just isn't how it should be done.
  16. It not rephrasing, its that what you said is illogical. The equivalent of "Mummy is only a problem on cofagrigus" or "Liquid ooze is only a problem on tentacruel." MAybe because that's the ONLY pokemon that uses it in competitive play. Unless you're claiming that nu players run dunsparce and togetic. Both aren't even on the usage chart.
  17. Serene grace isn't used on anything else relevant in any tier. One makes more sense than the other though I disagree with both. My point is its bad we've been talking exclusively about the one that makes less sense.
  18. Yes, if we remove serene grace function it will effect Blissey and we can't have that. Complex bans are dumb, but why are we pretending removing serene grace function would do anything to any poke other than togekiss and maybe togetic in nu? Arguments here are just so.. how did the logic jump to lowering the flinch chance on air slash across all pokes instead of just removing what people find to be a single problematic ability on a single poke? Why? A lot of these pro-ban arguments have a similar amount of effort put into the logic and its not always easy to come in and suggest the solution when you start from a premise that's so far off from reality. You can see what I'm talking about with this air slash complex ban. Somehow the thread got trapped into arguing about an air slash flinch rate ban over 20 posts for 2 days when any individual thinking about this by themselves would've seen the serene grace removal option quickly and only weighed that with full ban and no ban. I think there's a real question as to the quality of debate on this thread. What is this air slash debacle and why did it happen?
  19. What is the accuracy of air slash, joe? I disagree and not because people are stupid but because of how the game is structured. Not for this thread though. You're ignoring that there's a bias toward wanting prediction-based offensive threats banned. I said in the first post I was fine with honchkrow moving up from NU because it had too few answers since everything that resisted bravebird was hit by faster high damage moves the next turn with sucker punch or superpower on steelix. If it had no priority or tendency to crit then it would've been in the same boat as togekiss. I am not fine with togekiss being banned because of situations like this: togekiss wins against scarf magnezone if it outpredicts with aura sphere or roost. If the togekiss player is ballsy enough to aura sphere on the switch or roost after magnezone comes in and volt switches, then they should be rewarded because the punishment for getting it wrong is high. They don't even get rewarded that much considering magnezone isn't 1hkod at 0 and volt switch gives magnezone back the momentum. Magnezone is a great way to manage togekiss and just because there's risk involved doesn't make it less effective. The odds are in zone's favor. That goes to the next point. If it predicts wrong once it loses momentum and potentially opens up a sweep. If you are losing one mon just figuring out the set then you aren't playing it correctly. You should at least be able to figure out the set without losing things. You could still learn serene grace but just have the ability not do anything. I don't see how hustle or hidden ability come into the discussion. If you didn't consider that option, I kind of think there's some logic missing here. Not for a complex ban, but at least suggest it correctly. And yeah, outright banning would be simpler, but definitely not less painful. What would be less painful is just keeping it in the tier because its not broken. It deals with the milotic, cofag, blissey/chansey stall core. After everything else that deals with it was either not implemented or nerfed, we are left with togekiss, a weird hydreigon with taunt and roost, and a shaky pain split gengar.
  20. We've shown there's at least 20 common things in the tier outspeed the most dangerous set and 1hko after rocks. Personally, I don't find it hard to get a chance to switch these things in. Sure, you can add wrinkles like substitute, scarfs, and t-wave, but they all have their weaknesses that can still be exploited after assuming the wrong set for a couple of turns. If you struggle to predict yourself out of a paper bag, then yeah, it might be a problem. I don't know if that's bias, but for me togekiss is so far back on the list of possible broken mons that I'm just interested in what people are seeing here. Is it people playing too much hard stall? Is it too much scouting? Is it an inability to get hazards down? The 57% flinch just isn't that costly by itself when the speed is so low. Something else is going on here that's causing people to have more trouble than they should be having with this mon. Banning it isn't a good idea unless its actually broken. In this case, its glue for the tier than most mons. Even a lot of the pro-ban people are suggesting some sort of ridiculous complex ban at this point so I think they know removing it comes at a cost.
  21. You are doing it wrong because your troll set didn't work. +2 0 SpA Togekiss Aura Sphere vs. 252 HP / 252+ SpD Excadrill: 252-298 (59.4 - 70.2%) -- guaranteed 2HKO 4 Atk Excadrill Rock Slide vs. 252 HP / 0 Def Togekiss: 146-174 (39 - 46.5%) -- guaranteed 3HKO You can't even 2hko togekiss with it. I half think you're really pro-togekiss ban and trying to portray the anti-ban people like they don't know what's going on. If you want to pretend excadrill destroys togekiss before rocks the right way, run sand force choice band. Then at least you have a calc. 252 Atk Choice Band Sand Force Excadrill Rock Slide vs. 252 HP / 0 Def Togekiss in Sand: 344-406 (91.9 - 108.5%) -- 50% chance to OHKO after sandstorm damage Honestly, not the worst set in the world since they will play off expecting its faster than everything then panic when it 2hko's their defensive wall. If you want to debate normally, just talk about how if you get stealth rocks up like a civilized person then a lot of things will 1 shot togekiss, including excadrill. 252+ Atk Life Orb Excadrill Rock Slide vs. 252 HP / 0 Def Togekiss: 250-296 (66.8 - 79.1%) -- 37.5% chance to OHKO after Stealth Rock and sandstorm damage These calcs need rocks because rocks are easy to get up and attempts to spin/defog them can be majorly punished. I think we should redo all the calcs with rocks and see where we are at. This is like that time people pretended charizard was broken in nu all over again, no mention of stealth rock anywhere. Rocks. Losing 25% on every switch in is relevant.
  22. 252 SpA Choice Specs Jolteon Thunderbolt vs. 252 HP / 0 SpD Togekiss: 186-218 (96.8 - 113.5%) -- 81.3% chance to OHKO 252+ Atk Life Orb Kabutops Stone Edge vs. 252 HP / 0 Def Togekiss in rain: 237-281 (123.4 - 146.3%) -- guaranteed OHKO 252+ SpA Choice Specs Kingdra Hydro Pump vs. 252 HP / 0 SpD Togekiss in Rain: 168-198 (87.5 - 103.1%) -- 25% chance to OHKO 252 Atk Choice Scarf Tyranitar Stone Edge vs. 252 HP / 0 Def Togekiss: 186-218 (96.8 - 113.5%) -- 81.3% chance to OHKO 252 Atk Life Orb Sheer Force Darmanitan Flare Blitz vs. 252 HP / 0 Def Togekiss: 191-226 (99.4 - 117.7%) -- 93.8% chance to OHKO 252 SpA Choice Scarf Magnezone Thunder vs. 252 HP / 0 SpD Togekiss in rain: 168-200 (87.5 - 104.1%) -- 31.3% chance to OHKO Mienshao is close: 252 Atk Life Orb Mienshao Fake Out vs. 252 HP / 0 Def Togekiss: 31-38 (16.1 - 19.7%) -- possible 6HKO 252 Atk Life Orb Mienshao Stone Edge vs. 252 HP / 0 Def Togekiss: 151-179 (78.6 - 93.2%) -- guaranteed 2HKO Pory-z needs the download boost from somewhere to get it: +1 252 SpA Choice Specs Porygon-Z Thunderbolt vs. 252 HP / 0 SpD Togekiss: 212-250 (110.4 - 130.2%) -- guaranteed OHKO Mamoswine is a speedtie: 252 Atk Life Orb Mamoswine Icicle Crash vs. 252 HP / 0 Def Togekiss: 198-237 (103.1 - 123.4%) -- guaranteed OHKO Some UU stuff viable in ou: 252 Atk Guts Heracross Stone Edge vs. 252 HP / 0 Def Togekiss: 174-206 (90.6 - 107.2%) -- 43.8% chance to OHKO 252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 0 Def Togekiss: 216-254 (112.5 - 132.2%) -- guaranteed OHKO If rocks are up, the list gets a lot longer. Really, the list should be made with rocks. Don't see why the 1hkos matter either when togekiss can't 1hko back or outspeed a lot of things that 2hko it.
  23. The only time it can get up free nasty plots is on the initial switch or turns when mantine is forced to roost from regular air slash damage at which point is has a 5 turn window to roost whenever it likes or haze predicted nasty plots. I'm not saying only use mantine to deal with togekiss, but if it is paired with something like magnezone that can take air slashes then togekiss is going to have a hard time breaking through. I kind of wonder how many people actually have their togekiss pp maxed.
  24. Only if it nasty plots on the switch. I thought we were talking about if it substitutes on the switch. Yeah, if you give it 2 free setup turns you are probably in trouble. Even then its only a 0.3249 chance of 2 flinches in a row which isn't "almost never" beat.
  25. Well, it has a .6% chance of dismantling a spdef mantine so you saying it will flinch every wall to death just isn't true. There is absolutely skill in using np togekiss. You have to remove faster checks and walls like mantine first, then play 50/50 prediction games with the rest of the tier. What doesn't take skill is trying to brainlessly wall every special attacker with blissey or some other wall. It sounds like that's how you want to beat togekiss, and there's just so many other options that aren't hard stall that you can use.
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