RP of the Month: And She's Off! - Kyya
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|Stat Boosts and Drops|
|Topic Started: Aug 7 2012, 07:35 AM (90 Views)|
|Grey||Aug 7 2012, 07:35 AM Post #1|
Walking Sexual Harassment Case
In order to distinguish levels a bit more, I thought we should adjust the system of Stat Modifiers. Currently Each stage would raise or lower a stat by 2, but what i was think was:
Level 1-9: One Stage=2
Level 10-19: One Stage=3
Level 20-29: One Stage=4
Level 90-100: One Stage=11
It's a bit of a rough idea, but it prevents stat boosting a dropping moves from becoming less useful every ten levels.
|Ryjsb||Aug 7 2012, 07:41 AM Post #2|
IMO, the increments of 2 is already pretty balance. See, a +2 goes a long way.
Oddish with One Stage Sp. Attack VS Magikarp.
Oddish's Absorb does 15DMG alone. (Base + STAB). Then use it against a Magikarp. That's 30DMG. But, if it has the boost. Then that's gonna be (5base+10staba+2statmodifier)*effecitveness multiplier=34. So, yeah. Say you maxed three nasty plots. That's already +12 Sp Atk already. Then it's super effective. That' +24. That's practically a powerful one slot move already. What more if it's quad effective? Ice VS Grass/Flying. That's +48 Boost alone. It's as powerful as a Fire blast. XD
What we really need is Nat's suggestion or Sane's idea. Nat's damage reduction idea or Sane's damage cap idea.
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