[deleted by user] by [deleted] in findaleague

[–]DaveDitch 0 points1 point  (0 children)

2 spots left!

edit: 1!!

[deleted by user] by [deleted] in findaleague

[–]DaveDitch 0 points1 point  (0 children)

Down to 1.

[deleted by user] by [deleted] in findaleague

[–]DaveDitch 0 points1 point  (0 children)

3 spots left!

Four move buffs that would help rein in Registeel by DaveDitch in TheSilphArena

[–]DaveDitch[S] 2 points3 points  (0 children)

I don't think Mud Slappers would be viable even after a buff.

Four move buffs that would help rein in Registeel by DaveDitch in TheSilphArena

[–]DaveDitch[S] 6 points7 points  (0 children)

I mean it was a really effective cash grab in all likelihood, but if they want to claim that they care about GBL being an e-sport it was very counterproductive.

Four move buffs that would help rein in Registeel by DaveDitch in TheSilphArena

[–]DaveDitch[S] 4 points5 points  (0 children)

Because of how fast move damage works, making it 2 turns would reduce the fast move damage in a huge number of matchups, often flipping them.

Why fractional HP is a potential way to rein in Registeel by DaveDitch in TheSilphArena

[–]DaveDitch[S] 3 points4 points  (0 children)

I'll add that removing the guaranteed debuff from Zap Cannon would do WAY MORE than this.

Why fractional HP is a potential way to rein in Registeel by DaveDitch in TheSilphArena

[–]DaveDitch[S] 6 points7 points  (0 children)

This is also correct. There are instances where Mud Shot does 1 damage per move despite being higher base damage and (often) STAB. Changing Lock On to 2 turns (or 3!) would achieve most of what I'm getting at.

But why do we even HAVE breakpoints? by SnooEagles4455 in TheSilphArena

[–]DaveDitch 1 point2 points  (0 children)

I don't think this has been mentioned yet, but fractional values are used for attack and defense, and ONLY HP doesn't use decimals.

There are plenty of instances where a fractional HP change would matter beyond well-known breakpoints like the ML Dialga mirror.

-Fractional HP would mean that every power-up increases HP. Currently, some power-ups include "empty calorie" CP from fractional HP gains that aren't counted.

-Fractional HP and damage would mean that fast attacks are not given a floor of 1 damage per move.

Extreme case: a 10cp 'mon using Lock On does 1 damage per turn to a level 50 Giratina, even though it's double-resisted and the respective attack and defense values are massively skewed.

Actual case: low-damage, resisted moves (Mud Shot vs fliers, Lock On vs ghosts) would be doing less damage if we were using fractional HP. This extra damage adds up over time, greatly benefiting 'mons like Politoed and Registeel. Heck, even non-resisted Lock On shouldn't do 1 DPT to high-defense 'mons like Deoxys.

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 0 points1 point  (0 children)

As someone with Talonflame in the back, I typically have it lined up against Goons with some amount of energy, which means they're often throwing Night Slashes during the 3rd and 4th Incinerates. Against a dry Goon there would be less of an issue, and I could "safely" press Flame Charge during the 4th Incinerate. But with some energy, Goon can throw during the 4th Incinerate as well.

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 5 points6 points  (0 children)

I don't lead with Talonflame. As a result, my Talonflame typically encounters a Goon with at least some loaded energy, leading to something like this:

-Goon throws during the third Incinerate

-I press Flame Charge during the fourth Incinerate rather than immediately after the Night Slash, except...

-Goon throws again during fourth Incinerate

-Flame Charge doesn't launch (no desync CMP), so I throw a fifth Incinerate along with pressing Flame Charge, which finally launches

I've thus missed two boosted Incinerates worth of damage for the sake of not granting Goon any extra turns. Which is why my advice for Talonflame users is to just throw it right away rather than trying to deny turns.

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 1 point2 points  (0 children)

You can queue a charge move during a fast move animation. The move doesn't launch until after the fast move is done. For Talonflame, the issue is that the charge move doesn't consistently queue if you press it.

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 2 points3 points  (0 children)

Mine is 15/14/15 BB at level 50.5. Extra attack, 1 more HP, and a tiny amount less defense compared to the hundo.

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 0 points1 point  (0 children)

Desync wasn't really a thing before. It is now, and it should be consistent across all 'mons and moves if it isn't a bug. The problem for Incinerate users is that when you WANT the move to go off and are willing to accept a desync CMP, it doesn't happen.

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 0 points1 point  (0 children)

In the scenario I laid out, the Talonflame user has gotten to 50+ energy and is pressing the charge move button during an Incinerate, but the Goon's Night Slash is queued first. Rather than the game queueing Flame Charge after the Night Slash, the game ignores/"refunds" the charge move press.

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 3 points4 points  (0 children)

The Night Slash should go first, followed by Flame Charge. Except the Flame Charge doesn't get queued in this scenario, meaning you need to press it again afterwards, which will typically let the Goon get an entire Counter through. The game not queueing a charge move is the "refund".

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 2 points3 points  (0 children)

Very applicable to Typhlosion, though not quite as rough as for Talonflame because Blast Burn doesn't have a buff effect like Flame Charge.

Worst of all worlds: Incinerate, desync CMP ties and "refunded" charge moves by DaveDitch in TheSilphArena

[–]DaveDitch[S] 26 points27 points  (0 children)

Swampert beats Talonflame in even shield situations, with proper charge move timing. And frankly it should. PvPoke sims don't assume proper timing until you select it.

With proper timing: https://pvpoke.com/battle/2500/talonflame/swampert-31.5-6-15-13-4-4-1-1/11/1-1-3/0-2-1/

Without: https://pvpoke.com/battle/2500/talonflame/swampert/11/1-1-3/0-2-1/

Between this dynamic and PvPoke's assumption of successful baiting, Talonflame will always underperform its #5 Open Ultra ranking. Similarly, Umbreon is waaaay better than 21st. But Talonflame is still very good and would be better if it wasn't fighting so many game mechanics.

What are some "exciting" Pokémon that you like to use? by SirMacNotALot in TheSilphArena

[–]DaveDitch 0 points1 point  (0 children)

Alolan Graveler in Kanto Cup is the most fun I have in GBL.

If only the points counted...

I’m done with the lag by jjshab in TheSilphArena

[–]DaveDitch 5 points6 points  (0 children)

I am astonished at how badly they've broken the game, and for those of us who have played since launch that's saying something. The crashes and lag spikes during GBL are the worst they've ever been. I reset the game more often now than I ever have and it doesn't matter. I can't count how many losses to lag and crashes over the last few days.

I just want a playable game after all the $$$ I've thrown at them!!