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Comments
So I'd imagine it would have range covering the whole battle field, accuracy matching what an attack with accuracy similar to Curses in game would have, can only be used once per Pokemon Ceter visit (since they just shoved a spectral nail through their body), and do something like (Users level)*1d8 or something like that (to keep it from being fucktardedly powerful on a low level Pokemon
Well, I'm done.
You want to prevent it being fucktardedly powerful, but this is the one you chose?
Consider what would happen if a Level 15 Gastly used this. This would do an absolute minimum of 16 damage, and a maximum of 120 + the Gastly's Special Attack stat. And 15 is a fairly low level.
I hope he meant (User's level) + 1d8. Not that that is any more accurate a reflection of Curse's original ability; I'd wager that that's more damaging than sapping 1/8 HP every turn.
In the end, that would still deal over 100 damage a turn.
So, is it actually worth figuring out what it should do? :V
So, are we playing again today, and if so, can we do a roll call now? I'm sick (again), and while I'd be willing to stay up to play with you guys, I'd like to know, soon, if this is on or not, so I can go to bed.
No.
I do not believe so. I have not gotten the PDF's sorted yet :v
Right. That would make it a little tougher to prepare things. :V
In that case, nighty-night.
As far as I can tell, something closer to (user's level/10 (rounded up))*1d4 damage every time the sufferer moves would be better (so a level 97 curse user would then do 10d4, or anywhere from 10 to 40 damage, while, say, a level 24 would do anywhere from 3 to 12 using 3d4. More tweaking as needed, but this seems like a more real value)
I would think passive damage, like Poisoning, would be better.
Oh, you mean (Level/10(rounded up))d4. If you phrase it the way you were, it would mean that you're multiplying "level/10" by the result of a d4, which leaves much less room for variation, instead of multiplying that many d4's. Yes, the placement of parentheses is important. /pedantry
That is a more realistic figure, though, I'll grant. But Poison and Burn still deal damage in fractions of the victim's HP, so wouldn't Curse more logically follow that pattern?
Anyway, I'm going to bed now, since Cygan said we probably aren't playing and I want sleep.
Hopefully we can play tomorrow. Fair enough?
Yes. Ten o'clock tomorrow morning, 19 1/2 hours from now, please.
Night.
So that's...6 where I am...yeah, I think I can manage that.
Just staying far away and using Curse seems like an easy way to get a victory from even very tough Pokemon (poisoning and burns don't do nearly as much damage)
Range might be an issue (might; I'd argue that the target should be within hearing distance for it to take effect), but I don't see why it would affect more than one Pokemon at a time (does it affect more than one in the games, in team battles?).
It's mostly an issue with battles involving few Pokemon. Large groups won't allow curse to be as effective. But I wouldn't doubt there being a few battles even later on where there are few opponents
The Curse fades if the Pokemon who used it is KO'd then :c
>Level 12.
..wut...
Yeah, I get the distinct feeling this game has some balance issues...
It really does.
Try sending us up against large groups of mons a little weaker than ours, maybe? See how that works?
I showed an example of that earlier.
No, that's not an ideal solution either.
Half the problem here was I went with second-tier Pokemon, which offer an easy 3 times the same amount of EXP.
One. One only.
And lastly, just so you're aware.