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Author Topic: Supereffectiveness may vary  (Read 4007 times)

Offline Ridiculous_Notion

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Supereffectiveness may vary
« on: January 08, 2012, 06:45:41 AM »
In the official videogames, if a pokemon uses a move that has a type advantage over the opponent, the move's damage is automatically doubled.  In my experience, this game mechanic makes competitive play a frequent case of "type advantage = odds stacked in your favor/outright win"

How about we mix that up?  8)

Instead of automatic *2 damage, the supereffecive-ness would vary by the pokemon receiving, as well as the one dealing.  The more powerful the poke, the the more damage it recieves from a super effective hit, and vice versa for weak pokemon.  Also, this could apply to how much damage it would give when the poke itself lands a supereffective hit.

Inversely, this could be flipped for "not very effective" damage.

Offline Shadowfred

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Re: Supereffectiveness may vary
« Reply #1 on: January 08, 2012, 06:54:10 AM »
Yeah, that's not going to happen. Sorry.

Offline Wrathes

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Re: Supereffectiveness may vary
« Reply #2 on: January 08, 2012, 09:16:07 AM »
If you suggest that.. then what's the point of leveling Pokemons to high levels to compete each other?
Think it like this in this scenario. You're facing a party of 100 pokemons and you currently have level 60s. You on the other hand have the upper hand in supereffectiveness compared to your foe. If you were to mix it up, winning the battle is far more easier. (no worries.. I've done this before with a battle of 60s vs 100s. Won the battle through this tactic)

Offline lubbies

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Re: Supereffectiveness may vary
« Reply #3 on: January 08, 2012, 09:18:48 AM »
That means work for the developers alot of work.
Grafics Cat <3

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