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Messages - Bea

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1
General Metagame / Re: Shoddy "Standard" Viability Ranking Thread
« on: May 27, 2014, 10:57:54 PM »
As I see it, an important factor to consider when thinking about UU mons is how viable they are in Standard, right? If I mention UU using Standard as a basis, I don't think you can just say "this is standard tier thread why are you talking about uu lol" and kick me out?...

The fact is that Standard is practically the only tier available for play in Shoddy right now, though. I find that a little sad, since not only there's no variety, but there is no active encouraging to seek such variety either... you guys might be casually missing out on 2/3 of the game. But well, you should do what you're comfortable with, I guess.

And I think it's a bit funny you'd say this thread is only for showing viability in Standard, yet you rate mons based on Standard in a rank from S to D... that's already a tiering system in itself, the only difference is that you don't intend to restrict anybody based on it.

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General Metagame / Re: Shoddy "Standard" Viability Ranking Thread
« on: May 27, 2014, 01:47:50 PM »
http://thpp.supersanctuary.net/forum/index.php?topic=158.0

Lum and Bloomers are both suuuper common items on Yumeko. Sans that she's normally seen with a type booster. lefties are actually pretty rare.

Is that so? I thought it was the other way around... maybe the people I played with just happened to run more defensive Yumeko spreads.

A completely inoffensive wall not beign able to swap into the things it needs to check makes it pretty unviable imo @_@.

The point is what it needs to check and what it's actually able to check. I agree with you in this, but we haven't really looked at all the potential threats yet, and of course it's going to be tougher for DParsee to stop a physical threat, even with Wisp... I think her strategy is more centered on switching into special threats, Toxic'ing/walling them, then Pain Split or Wisp if you predict the opponent will switch.

Vs 252/252 AKags

Spdef DIchirin Earth Power: 32.81 - 38.54% Earthquake: 22.91 - 27.34%
Mixed bulk DReimu Earth Power: 27.87 - 33.24% Earthquake: 25.31 - 29.92%

So DIchirin can actually boost her spdef to a comparable level while having higher physical bulk even when uninvested. Plus...

0 Atk DReimu Cross Chop vs. 0 HP / 0 Def AKaguya: 129-153 (33.85 - 40.15%) -- guaranteed 3HKO
0 Atk DIchirin Cross Chop vs. 0 HP / 0 Def AKaguya: 142-168 (37.27 - 44.09%) -- guaranteed 3HKO

As for recovery DIchirin is normaly seen with max atk Drain Punches.

DIchirin still retains status weakness and inability to phaze, both of which help DReimu greatly. Drain Punches also have the con that they have to actually hurt to be able to recover considerable HP - meaning if a Reason-type switches in, she all but forces DIchirin to switch. That also happens with DReimu, but it isn't as hard a counter for her.

As for the "not allowed in UU" comment... Shoddy "Standard" Viability Ranking Thread

What I implied was that DReimu and DParsee could be viable alternatives in UU in place of mons like the Shingyoku forms. In fact, isn't that what the C and D ranks are all about? Not very many people would like running them in Standard, because they're either outclassed or have a hard time performing their job - which is what Pokemon UU is for, and which is why I think an actual UU tier in Shoddy would be very valid. This thread will certainly become a reference in that subject as well.

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General Metagame / Re: Shoddy "Standard" Viability Ranking Thread
« on: May 27, 2014, 12:45:26 PM »
As for the outclassing, DReimu is outclassed by DIchirin, DKanako, Shingyouku-M etc. DParsee is outclassed by the other bajillion bulky heart ghosts with better movepools in C rank, along with the bajillion bulky hearts and bulky ghorsts.

@ calcs, your useing the wrong attacker spreads.

What TAya Doesnt run a boostign item with adamant o.o?
252+ Atk Airline Uniform TAya Brave Bird vs. 0 HP / 252+ Def DReimu: 171-202 (43.73 - 51.66%) -- guaranteed 3HKO
252+ Atk Choice Band TAya Brave Bird vs. 0 HP / 252+ Def DReimu: 213-252 (54.47 - 64.45%) -- guaranteed 2HKO

She can still get in on TAya and resttalk. If TAya chooses to keep being brave, the recoil will hurt; if TAya sees it as a setup opportunity, she risks taking a Silver Wind to the face.

DTL on Youki is just sadface
252 Atk Special Bloomers Youki Battle Chant vs. 0 HP / 252+ Def DReimu: 181-214 (46.29 - 54.73%) -- 9.77% chance to 2HKO
+2 252 Atk Maid Uniform Youki Battle Chant vs. 0 HP / 252+ Def DReimu: 289-342 (73.91 - 87.46%) -- guaranteed 2HKO

Again, she can still get in on Youki and Revenge or WW.

>Implying DParsee lives superpower
252+ Atk Special Bloomers Yumeko Superpower vs. 0 HP / 252 Def DParsee: 332-392 (91.96 - 108.58%) -- 50% chance to OHKO
+2 252+ Atk Yumeko Sculpture vs. 0 HP / 252 Def DParsee: 262-310 (72.57 - 85.87%) -- guaranteed 2HKO

Implying band Yumeko, which isn't common at all from what I've seen (people usually like her bulk, so Leftovers is far more common), would randomly use Superpower on a random switch-in. Also implying she hadn't attacked before, otherwise she's forced to Superpower twice in a row.
And I don't think a burned +2 Yumeko can really do much against anybody that isn't weak to one of her STABs...


On the note of Yosika and DHina, Yoshika has her terrible offenses offset by her ungodly BULK and D Hina has spin+ fire coverage.
I'll check the "outclassing" mons you mentioned and answer here later. However, what I can say is that the only "bajillion" Heart/Ghosts in C-rank are Merlin and HMerlin, which I don't think outclass DParsee simply because they play far too differently. While both have Wish+Detect, which could be put to use in HMerlin, both are also far less bulky than DParsee, and neither has double-status or stall as an option: they're more centered around other support options and Serene Grace use.

As for DReimu:
- DKanako doesn't have Resttalk as an option (please don't ignore my rantings about resttalk before you say it's "not reliable at all" again), and indeed lacks any form of recovery at all, serving only as a bulky attacker or a support, but never as a wall. She also lacks DReimu's special defense, which allows DReimu to function as a mixed wall.
- The same goes for DIchirin. While her offensive movepool is much better, and she has two very good abilities in Gatekeeper and Focus, she has neither special defense or recovery.
- Shingyoku-M and Shingyoku-F both do outclass DReimu and DParsee respectively, but I think neither of them would be allowed in UU.

PS: I think Shingyoku-M and F should both be A-rank, they're ungodly despite only having Resttalk/Pain Split as their recovery options. Both fare far better than DMokou as a wall, for example, no matter whether you choose them to be mixed or focused - and DMokou is a B-rank. The only real advantages DMokou has would be Natural Cure and Whirlwind, but Shingyoku-M is naturally pseudo-immune to status on a Resttalk set anyway. Both also actually have plenty offensive potential, which I think is scary on mons with recovery options (albeit "unreliable") and colossal defensive stats.

PPS: I think this thread will be useful in building an actual UU metagame later, along with the Usage Stats thread <3. We need more people actively participating and discussing

4
Teambuilding / Re: gen 5 ou team
« on: May 27, 2014, 12:16:32 AM »
Dry pass on Speed Yams is purely for momentum- half the team only functions if it gets a free switch-in, remember.

With regards to dual powder I encourage you to think about Akyuu's moveset a little harder- if the foe just switches out after getting status'd then something else eats the other status, and in my book Akyuu getting both statuses off counts as doing her job.

The REAL problem with Akyuu is that the meta has an ungodly amount of Natural Cure spam atm. I would not seriously use this team anymore, it's dated as hell.
Drypass on such a fast mon is a little... odd? I've never seen it being done, but maybe it works if you're running her on the lead spot. That's why I thought it was normal BPass instead of drypass.

If I'm not running a consistent cleric on the team, then said team is likely heavy either on Lums, Natural Cure... heck, even Sleep Talk. That's why I mentioned Akyuu getting both statuses off as not being such a game-changing problem - and, as you mentioned, it's also not as easy as in theory.


That kinda comes under the heading of AFlan is predictable and frail. Not entirely certain how agreeing with me is a counterargument @_@.

I can agree with Doesnt that outside of top tier play the threat of AFlan is an UNGODLY weapon when supported correctly and she WOULD be one of the first things banned with a larger community if only because omgstronkIlose2banplz spam from mediocre players. I pretty much just havent S Tiered her or joined the banwagon because snobbery.
But I didn't intend to make a counterargument... I'm just stressing the point that I don't think AFlan is worthy of S-rank at all, much less ubers.

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General Metagame / Re: Shoddy "Standard" Viability Ranking Thread
« on: May 26, 2014, 11:58:11 PM »
True, I had forgotten about Beast, but I covered for it as well. That and Beast types aren't thaaat common (I know there are plenty of good ones, though!), and, most importantly, Beast-coverage is only rarely used, and is usually predictable when a mon does have reasons to use it.

Hmm, I think Pain Split and Resttalk do happen to be good... Pain Split is obviously not nearly as reliable as other forms of recovery, but I think it's more than enough to distinguish a wall from a bulky attacker with the same stats, and it's convenient both due to the fact of being able to hurt the opponent and because it's an one-slot (unlike Wish+Detect). The main problem is that it's a little prediction-reliant, but DParsee did force switches when I used her due to the heavy statusing, so it was an okay bet.

As for Resttalk, it's less reliable in that you're forced into random moves for two turns afterwards (meaning it's difficult to Rest two turns in a row, for example), but Rest does tries to compensate for it by recovering 100% of the user's HP. Resttalk also offers the advantage of turning the user into a status sponge, which is a definite befinit: there's not much point in having a move such as Recover if you're left vulnerable to Toxic. And if you're in an emergency, you could always switch out after Resting, then let a cleric heal her sleep condition, for example - though that never happened to me while I was playing this team.

All in all, both moves definitely have their disadvantages, but I've run both of them successfully often in a few different mons (Pain Split is heavenly on DHina!). They're forms of recovery, just like any other.

As for having no offensive pressure, Yoshika and DHina don't have offensive pressure either, and that doesn't mean they're bad. ~.~

DParsee has been useful for me with her dual-status ability (and both do damage the opponent), while Signal Beam does its job when needed. The problem is DReimu, who has to rely on actual attacks off not very high base stats, and a not-very-consistent movepool... she does get Whirlwind, though, as well as Silver Wind and CM if need be. On mine, I used Cross Chop mainly to crit abuse; Revenge is also an option, given her naturally low speed.

To be honest, I haven't really played them exteeeensively, but Night Shade DParsee could check AdReisen, for example (resisting manabeam and having even a 0.25x resist on one of those is honestly no joke), switching into a Luster Purge taking only 8.03 - 9.41% damage before Leftovers. And assuming AdReisen's carrying EBall:

252 SpA AdReisen Energy Ball vs. 0 HP / 252+ SpD DParsee: 154-182 (42.65 - 50.41%) -- guaranteed 3HKO
...if it hits. As for the subs, she can take care of them. It's likely that DParsee will be left weakened afterwards, and this is honestly theorymon, but there's a good chance the opponent will switch out when AdReisen is low on HP to try and preserve her as a revenge killer, giving you a chance to Pain Split a full HP opponent.

DReimu resists both of AdMokou's stabs too, and isn't weak to her coverage moves (she doesn't have beast punch, now does she?), but will likely have trouble against her if running Cross Chop. Silver Wind or Force Palm could force AdMokou to switch out, though. (Come to think of it, DReimu has an interesting option in Revenge as well.)

Another relevant example:
252 Atk Youki Draw The Line vs. 0 HP / 252+ Def DReimu: 97-115 (24.8 - 29.41%) -- possible 5HKO
+2 252 Atk Youki Draw The Line vs. 0 HP / 252+ Def DReimu: 195-229 (49.87 - 58.56%) -- 69.53% chance to 2HKO


It'll hurt a little, but DReimu can switch into Youki risking a Swords Dance, then Whirlwind and Rest, or attack with Cross Chop/Revenge if he has been damaged before (Revenge is a guaranteed OHKO with one layer of Spikes). If he doesn't SD, he can't break through her, giving her time to attack. In this situation, switching out would actually be wise for Youki, which, in turn, gives you an opening to scout and stack Spikes damage with WW.

Superpower Yumeko, if running 252 ATK and Adamant, can be a little dangerous to DParsee; however, Parsee can just switch in, then burn her and Pain Split or attack afterwards. After Superpower + burn, she'll be forced to choose between switching or death, and that's only if she happened to run Superpower. Yumeko doesn't usually run Lum, either.

252 Atk TAya Brave Bird vs. 0 HP / 252+ Def DReimu: 130-154 (33.24 - 39.38%) -- 15.23% chance to 3HKO
0 SpA DReimu Silver Wind vs. 0 HP / 0 SpD TAya: 162-192 (55.67 - 65.97%) -- guaranteed 2HKO


I don't remember how many ATK EVs TAya usually runs, but I do know she usually runs Jolly rather than Adamant. I didn't bother checking the A rank, but it shouldn't go too differently.








Well, other than that, I don't know? I'd like you to point out the C-rank mons who outclass these two, since I could compare movesets and adapt to them if they really do happen to be outclassed (like Yuugenma is by DHina, which forces Yuugenma to run Disable to differentiate himself), or just conclude that those two straight-out need a buff and no questions asked... though I think the later is a bit unlikely.

What do you think about Ellen? I honestly hated Hemo's idea of taking Natural Cure off of her and giving her Spring Charm instead... I know Spring Charm makes sense on her, but so does Natural Cure. I mean, did she need a nerf or something? Why not just give her Spring Charm instead of Own Tempo, then keep her Natural Cure so that she can do something that Lily White can't do?

The advantages Ellen has over Lily are Burn Powder, a slightly better defensive type, higher special attack, a slowpass possibility and a gimmick jampass strategy (am I the only one who thinks jampass is gimmicky?...). On every other aspect, though, not only does Lily outclass Ellen, she actually humiliates her. Wish+Detect? Lily can do it. One-slot recovery? Call Lily. Actually use Spring Charm well? Lily can even resttalk if she feels like it!

Meanwhile, there are better slowpass users around than Lily (she'd have trouble slowpassing against something with 60 BSpd or less), and Lily doesn't really miss the special attack considering she can just status, Encore or recover forever anyway...

And again: no matter how low you think of the mons ranked in D-rank right now, I still think it's unfair to categorize them the same way you classify Tori, Reisen II and chibis... those aren't "not very effective in the current metagame", they're simply OHKOed by even DReimu in the current metagame. '-'

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Teambuilding / Re: gen 5 ou team
« on: May 26, 2014, 02:49:06 AM »


AFlan isn't particularly hard to counter imo, you just have to be faster than her... she is very scary indeed, but she's far from uncounterable, which is why she isn't banned, I think. In fact, she isn't even S-rank, is she?

Counters have to be able to swap in, AFlan has like a handful of BAD counters and yumeko. The only reason she's not Uber is cause super easy revenge kill with a resisted pursuit. That sad she's not S because she has 1 real set and is predictable and frail.

The opponent has to be able to get AFlan safely in return, which isn't very easy either. Countering her might only be slightly harder than getting her not to be countered herself, I think.

Depending on the enemy and circunstances, you can probably predict with some safety a Thrash or coverage move... heck, you can even get something like Youki or SYoumu in on her with good prediction... which, in turn, will likely force her out, giving you either a free jab or a turn for setting up.

I'm aware it's not that easy in a real match: I'm just saying it's more than possible to counter AFlan with the right thinking, even if you don't have a hard counter such as Yumeko.

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General Metagame / Re: Shoddy "Standard" Viability Ranking Thread
« on: May 26, 2014, 02:42:08 AM »
Uhm, I'm sorry, but I'd make exactly the same considerations if I was running a core such as HEirin + that other girl I forgot? There are very few mons who require no support at all (Sendai and TrMaribel come to mind, but they're kind of banned).

I only described the support I decided to give them, which was mostly offensive support - and, to be honest, I don't see why giving offensive support to a defensive core would make that core bad. Isn't the defensive core there to switch in and take hits?

Having such a defensive core allows me to switch into both of the mons "holding me back" very freely, forcing switches and hurting the other side myself... one side supports each other. I think it only seems to you that "i gave them support" because I built the team based on them and wouldn't take them out no matter what, but they support the team just as they are supported themselves.

As for spikers and spinners, pretty much every team in existence needs them, really... and a cleric was just put in for convenience, but I might as well have filled my team with Lums and relied on DReimu for status sponging instead. Though that'd leave DParsee vulnerable, which was a problem, and I didn't want to sacrifice Leftovers on her.

You could fight me later when I'm available and see the team in practice, it's not bad at all. ;)
Or, better yet, you could test it yourself - but who'd want to play with "a bunch of D-ranks" anyway? Not worth your time, right?



@Thread: no really, both DReimu and DParsee have no gaping typing flaws, reliable recovery and their own niches - DParsee can run dual-status while walling, while DReimu can phaze and is immune to status herself.

I think your mind is a bit... closed. In fact, the community in general seems to determine something's "bad" almost arbitrarily. Usage specifics or difficulty in building a valid set don't mean the mon is bad, not until you've tried everything and played with them.

People were saying Ruukoto was the worst mon ever until even crazier people went and actually made viable movesets for her. Did she suddenly turn into a shining star because of that? No, but it's certainly proven that she is at least playable, and can be useful in the right team.

tl;dr: test things

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Teambuilding / Re: gen 5 ou team
« on: May 25, 2014, 03:51:06 PM »
Don't you just have to switch out after being statused by Akyuu, let her sub, then attack her on the turn she BPasses? Or you could switch to a phazer and make the sub's HP be wasted altogether...

AFlan isn't particularly hard to counter imo, you just have to be faster than her... she is very scary indeed, but she's far from uncounterable, which is why she isn't banned, I think. In fact, she isn't even S-rank, is she?

I don't really understand the role of BPass in SYam. Is it just to escape Pursuit, or is it so that you can bluff with it instead of switching, then switch back later while the opponent thinks "omg she has tw!!!"? (I think that's actually a nice plan)

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General Metagame / Re: Doubles ladder?
« on: May 25, 2014, 02:43:00 PM »
I haven't ever played Touhoumon doubles, but I think I'd definitely be interested in it. Though if it's all about Earthquake, that honestly doesn't sound very fun, since all you need is an Earth-immune partner...

Time to run Detect leads
Speaking of Detect, wouldn't it protect you of moves such as Explosion/EQ even if you're not immune to them?

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General Metagame / Re: Shoddy "Standard" Viability Ranking Thread
« on: May 25, 2014, 02:35:24 PM »
I successfully played a few matches using a team I built based on DReimu and DParsee as a defensive core.

DParsee: +SpDef, -Atk; 252 SpDef, 252 Def, 6 HP
- Pain Split
- Toxic
- Will-o-wisp
- Signal Beam

DReimu: +Def, -SpAtk; 252 Def, 252 SpDef, 6 HP
- Cross Chop
- Whirlwind
- Rest
- Sleep Talk

The near-0 HP EVs on Parsee were necessary so as to successfully run Pain Split. With them, her HP is very near a DHina's with 252 HP, and 252 HP DHina does use Pain Split effectively (I've run it a thousand times on my alpha team!). Both are mixed walls, but one is more specially defensive, while the other is physical-oriented.

Both also cover for each other's weaknesses wonderfully: the only weakness left uncovered is Faith, which DParsee is weak to but DReimu doesn't resist. Neither are good at dishing out damage, either, so I needed good and consistent damage dealers for the rest of the team, as well as strong checks for Konn, Sariel and stallbreakers (though I'm not sure how to handle Sara).

Other than that, I needed a cleric - I think it synergizes well with having someone with Resttalk on the team, and DParsee is weak to status -, a spinner, and a good spiker that wouldn't die so easily while retaining decent damage. I used Tenma on my first runs, but with how my team is built, I think I might be better off with a vanilla Aya.

So I built a defensive core with two D-ranks and it suddenly worked without them holding me back?! I think something's wrong o_o.




I think puppets like Yuugenma and the Iku forms could easily ascend to C-rank granted the administration agreed on giving them on Shoddy the balance changes from EM... you might compare Levitate Yuugenma to DHina and think Yuugenma's useless, but Yuugen does have far higher SpAtk and HP, as well as Disable. Thanks to that, Yuugen would more than likely have a far easier time with Steel switch-ins, and Disable can force switches, allowing Spikes to do their work and a Pain Split being used on what's likely a full-HP switch-in early game. DHina can't do that, and most Steel types wall her to hell and back even if she has Flamethrower or Fire Blast.

The most notable example is Konn, but then again, Konn walls 252 SpAtk Yuugenma as well, even if Konn chose physically defensive EVs. Yuugen-chan can still attempt to Disable her recovery or her Braver, though, forcing a switch or allowing a safe switch-in should she try outrunning your PP.

252+ SpA Yuugenmagan Fire Blast vs. 252 HP / 0 SpD Konngara: 160-190 (41.66 - 49.47%) -- guaranteed 3HKO
252+ SpA Yuugenmagan Flamethrower vs. 252 HP / 0 SpD Konngara: 122-144 (31.77 - 37.5%) -- 0.02% chance to 3HKO

On the other hand,
0 SpA DHina Fire Blast vs. 252 HP / 0 SpD Konngara: 106-126 (27.6 - 32.81%) -- possible 4HKO
0 SpA DHina Flamethrower vs. 252 HP / 0 SpD Konngara: 78-94 (20.31 - 24.47%) -- possible 6HKO

And it gets even worse if it's classic SpDef Konn, even if that has become a little uncommon nowadays. Even against SpDef Konn, though, Yuugen still has Disable as a weapon.

As for the Iku forms, Wind is actually a great defensive type, and all of her forms have access to Resttalk + Static. I don't think she'd be that bad if she had Surf: in fact, I think DIku is already C-rank even now, since she can TWave to great effect and combine it with either Encore or Resttalk. DIku also has offenses considerable enough for her to be able to hurt people with Thunderbolt, without sacrificing bulk for it.




TReisen is just sad, I honestly think a buff is needed here... even I don't know what to do with her ;_;
The most she has is Encore off 90 BSpd, as well as dual screens, which could aid her in an attempt to work as a bulky attacker... she also gets Mist Ball + Mana Burst, which is a good combination. But honestly, she could at least get CM, it'd synergize well with her stats.

IMHO, Tori, Hourai, Shanghai, Reisen II and the chibis should be in a different rank altogether... for the non-chibi mons, like Tori and Reisen II, they have the same BST as any other chibi, so I think all of these should be LC-rank (even if some aren't allowed in LC).

I'll test AdTewi a little myself, I think there must be at least one viable moveset for her considering her array of options... what I've noticed is that vanilla Luna can Encore + Nasty Plot more effectively, but she might actually be a better Spikes + dual screens lead than Kotohime (!), considering she's sitting just above the 120 tier and has Slack Off to work with... AdTewi's Encore is also faster. It's also worth noting that she's only outsped as a spinner by Chen and Luna, of which neither have an one-slot recovery such as Slack Off.

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General Metagame / Re: Shoddy "Standard" Viability Ranking Thread
« on: May 23, 2014, 02:26:39 PM »
Why is AdTewi D-Rank? I don't think Encore off 125 bSpd could be called only "troublesome", and she can run both a dedicated support set with decent-ish bulk or an offensive set with Encore + Nasty Plot.

That and she gets many good moves with low distribution and utility, such as Prank, two forms of recovery (one making her an unexpected status absorber), double screens, Taunt, three forms of status, phazing, Spikes, Sub, Spin, even Trick... I think her versatility is almost Tenma-like, in fact, though her BST and stats are of course far lower.

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General Metagame / Re: Usage Stats
« on: May 23, 2014, 02:15:15 PM »
Nice... did anyone actually not get used in that time? I even see a lot of Gengetsu, Yuugenma and Kedama uses.

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Does anyone have interest in language patches for their games - more specifically, (Brazilian) Portuguese, Italian and Spanish?

I can help with any wanted translations in the aforementioned languages, just ask politely and send me an English script to be translated - preferably in raw text, since I don't want to extract or do any extra work myself. <3

A few points I'd like to make:
  • I'm okay even with huge scripts, but I'm also busy with other N projects, so I can't say anything will be done quickly. I may also stop working on translation projects whenever I need to study for tests, for example.
  • Although I do know the languages mentioned well enough that I think I'd be able to translate a script by myself, each language patch takes considerable work. Please keep in mind I'm no Ordinary Magician, but only a mere mortal of the outside world. (?)
  • If people suddenly decide to overload me with projects, there will be prioritizing based on ask order. Again, please keep in mind I am nothing but a mere, powerless human `-. Priority will also not largely consider factors such as the size of projects: in fact, translating a game script as it is developed would be convenient for me, since that'd lead to a better work split.
  • Not every project might be taken up, even if only a few ask. I might say "sorry, but I'm already working on something else right now; I'll think about it though", or I might say "send me the script and I'll try translating it little by little", or I might as well say "hell no". I think it's safe to say, however, that I'll consider every project.
    • Yes, I intend to work. Call me crazy, a masochist or a workaholic, but the truth is I am all three.
    • Please don't think of me as too reliable. I have honest intentions, but I, as a mere human from the outside world, don't think I'm capable of knowing what the future holds for me.

    Contact info:

14
Shoddy Touhoumon Info/Discussion / Re: Touhoumon Damage Calc
« on: May 22, 2014, 10:13:02 PM »
Was the Nature bug that Joshcja mentioned fixed?
Also, an old quote:
Quote from: Nai
If I may make a suggestion about the damage calc, not knowing the +s and -s on each nature is annoying. Wouldn't it be easier if the positives and negatives were specified between brackets, and if natures were organized according to the positive parameter, instead of them being in alphabetical order?

Other than that, just bumping because I'd like the calculators to be added somewhere in the wiki, and, if possible, on the sidebars as well. Only a few wiki members have permission to do so, I think.

15
Ohh, very nice. I saw you mentioning Gaiden in the chat (in your personal message), but I thought it was another Touhou fangame altogether, not a Touhoumon Gen V hack... now that I know it's a Touhoumon hack, I'll be sure to play it eventually. <3

Do you have a website for Gaiden specifically? If not, I'm linking the en.touhouwiki THPP page to your forum thread anyways, as well as to the wiki. You'd better work on it on the holidays and vacation. `-

I think this is a wonderful idea, really. Looking forward to completion!

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