Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rejnka

Pages: [1] 2
1
Creative Conundrum / Shard Forms You Wished Existed But Don't Exist
« on: November 21, 2016, 12:20:38 AM »
bump because lol

Technical Marisa (clearly defined muscles, optionally wearing nothing but her hat and bloomers)
100/115/115/70/80/50
Electric/Dream

Speed Kasen (based on vanilla's enemy-only Kasen)
85/120/80/75/90/110 (560)
Faith/Earth

Speed Mima
80/70/80/135/80/115 (560)

2
 :rolldice:
Yep. You heard me. I'm questioning you comparing AShinmyoumaru to Garchomp.

Now, I'm not saying AShinmyoumaru is not a threat. It is... just not like Garchomp is. Let's break this down.

AShinmyoumaru's reliable STAB options are Body Slam and Draw the Line. Garchomp's reliable STAB options are Dragon Claw and Earthquake. Draw the Line's criticals are nice and all, and Shinmyoumaru gets Earthquake by TM, but that's pretty much eclipsed by STAB Earthquake from chomp.

Next, onto type. Garchomp might not have as many resistances as AShinmyoumaru, but it also has two less weaknesses (one, if you include Fairy). Also, one of its resistances is to Rock, including the famed Sneaky pebbles Stealth Rocks. AShinmyoumaru's immunity is to Miasma, which, no, no matter how badly you try to buff it, Poison immunity is still borderline worthless (BORDERLINE due to Toxic, but remember AShinmyomaru's ability?). Garchomp, on the other hand, gets an immunity to Electric - still not optimal, but hey, it's KIND OF a thing.

Still on the topic of type, their weaknesses. Garchomp is weak to Dragon, Ice(x2), and Fairy - the last of which didn't even exist when it was banned. AShinmyoumaru is weak to Dream(2x), Earth, Faith, and Fire. Earth and Dream both have some of the most outstanding moves in the game (Earthquake and High Jump Kick). STAB Ice is few and far between, Dragon is a mutual weakness in all cases (most by Dragon Claw, and Dialga by Earthquake), and Gen 4 and 5 didn't believe in fairies.

Now, out of the area of total 'Chomp dominance. Abilities! Garchomp gets Sand Veil - boosting evasion by 20% in sand. Keep in mind, back then, ability-induced weather lasted until it was replaced. AShinmyoumaru gets Guts, boosting Attack by 50% in bad status. It's a bigger and more reliable boost, but Garchomp isn't taking damage the whole time. Still most likely the first victory to the Inchling of Attack.

And then, their stats. AShinmyoumaru has Attack and Speed of 140/120, while Garchomp has the same stats as 130/102. Seems like a win for AShinmyoumaru, right? Well, then you look at their bulk. For that offense, 55/110/70 looks good, right? Garchomp's incredible 108/95/85 begs to differ.

...So, if you want offense, AShinmyoumaru is the bigger threat, but Garchomp's versatility takes the cake here.

3
Creative Conundrum / Re: LoLK and ULiL Puppets!
« on: January 12, 2016, 10:42:23 AM »
??? type is in fact a thing in Gens up to the 4. Although, in Gen 1 it was called "Bird" and Missingno had it along with Normal.

4
Creative Conundrum / Re: LoLK and ULiL Puppets!
« on: November 24, 2015, 04:43:00 AM »
Fire/Heart Clownpiece is definitely what I would support.
Junko shouldn't have a type nor an ability. And her stats will be 90 all around. The same goes for her chibi, with 40 all around. She also learns Nasty Plot and nothing else, other than all TMs and HMs.

5
Fan-made hacks / Re: Touhoumon Faith & Prayer Version 1.8 - RPG Maker XP
« on: August 22, 2015, 02:07:38 AM »
so that means im right
awesome

6
Fan-made hacks / Re: Touhoumon Faith & Prayer Version 1.8 - RPG Maker XP
« on: August 15, 2015, 12:19:57 AM »
but seriously
mewtwo would most likely have a ton of Chibi Sariel slaves.
did i predict the beautiful blast
yes i did

7
Fan-made hacks / Re: Touhoumon Faith & Prayer Version 1.8 - RPG Maker XP
« on: August 13, 2015, 11:20:56 AM »
252+ SpA Mewtwo Psystrike vs. 255 HP / 255+ Def Sariel: 368-434 (101.09 - 119.23%) -- guaranteed OHKO

255 SpA Sariel Dark Pulse vs. 0 HP / 0 SpD Mewtwo: 180-214 (50.99 - 60.62%) -- guaranteed 2HKO
ay
ay
ay

da mewtwo man
goes around crushing your hopes and dreams

252+ SpA (custom) Dark Pulse vs. 248 HP / 0 SpD Zapdos: 166-196 (43.34 - 51.17%) -- guaranteed 3HKO
0 SpA Zapdos AncientPower vs. 0 HP / 0 SpD (custom): 170-202 (68 - 80.8%) -- guaranteed 2HKO

Not one-sided, but still in favor of Zapdos. on the other hand...

0 SpA Articuno Sheer Cold vs. really anything: 441-441 (100 - 100%) -- guaranteed OHKO

8
Shoddy Touhoumon Info/Discussion / Re: April Fool's
« on: June 02, 2015, 05:29:08 PM »
i say make Satanic Ruukuto as an Uber. Because wynaut.

9
Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 21, 2015, 01:03:30 AM »

Adding some more trade evolutions to puppets could be a neat idea. They could allow for some unique puppets that either wouldn't fit as a shard evolution or could be used for the bonus of adding new puppets to your hack without it interfering with
the continuity of the current shard evolutions.

The List:

Meiling -> Lie Meiling (Evil Meiling from the future from a fan work, would be similar to Alice -> Dark Alice.)
Sakuya -> Inu Sakuya (sometimes labeled as "WSakuya.")
Remilia and Flandre -> "Scarlets" A sisters duo like Aki Sisters.
Lunasa, Lyrica, and Merlin -> "Prismrivers" this is actually a puppet in some unofficial JP patches.
Ichirin -> Solo Unzan

If you choose to add DDC characters, Benben and Yatsuhashi -> Tsukumos.


That's just a couple ideas I have floating around.

I'm not too big a fan of the "pairs" idea. Lie, Inu Sakuya, and Solo Unzan are chill, though. Smacking that on the list.

I don't know what ZXNova's saying I wouldn't say no to Inu Sakuya. (although it'd typing would confuse me. beast/steel? beast/reason? beast/ice?) She'd probably get a massive re-stating though compared to whatever she had in the various hacks she appears in.
As for the other puppets, I feel like Lie Meiling's more of a shiny pallet then anything. Maybe she could be like a scripted encounter, a normal Meiling forced shiny with a dark move that Meiling dosen't normally get? the other ideas aren't bad, but if you want a pair suggestion, why not a Mystia/Kyouko puppet? I know there's a sprite for it floating around out there.

Also to bring up something for way earlier, OH HELL NO on the anti-grinding idea elyk mentioned. I know we could use some sort of anti-griding but I don't think it should be THAT extreme. scaling gym leaders based on your own levels would defeat the whole point of engaging in non-important battles IMO. (well, outside of catching more pokemon/removing roadblocks)
I'd say a good way to curb it is to either use B2/W2's EXP system or modify it so that wild pokemon simply give out NO exp if you are a certain level higher then them. (trainer pokemon still give out normal EXP since you can't really "grind" off them, vs. seeker aside) That way you can still "grind" but there's a clear level-limit that can be defined. There will still be overgrinding for the people who like their emulators running at 1000% or don't mind the tedium, but that's unavoidable in any RPG. unless you are paper mario sticker star, and well, look how that turned out.

One last thing is that I personally recommend we go with "puppets" and not "Bonéka" since, to be honest, I kinda have a bias against that word since I mentally associate it with achiya's stuff... not to mention that "puppet/puppets" just sounds a lot smoother to me.

How, exactly, are you confused on the typing of Inu-Sakuya? It's rather clearly gonna be Steel-Beast. Lie Meiling Is SO not gonna be "just a shiny", is Dark Alice just a shiny? No she ISN'T, so neither should Lie be.
Personal bias makes this a BIT more debated, but honestly it won't make a difference until the majority agrees.

10
Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 20, 2015, 12:18:46 AM »
I'm going to state first and foremost that a community hack is not a bad idea, but there are several things to take into account when making one. One of the big ones is the following: If you cannot offer anything to the table at all, except a vague idea of what you want, then you really shouldn't propose a group hack - if anything it becomes more like "I want people to make this game for me while I sit back and tell people what to do." That's not a community hack. Based on your opening post alone, I highly suggest reevaluating what exactly it is you want. A leader is one who sets the bar and lives up to it, not the one who places the bar and says "Impress me".

Going over the individual ideas, some of them are very outlandish, if not impossible without knowing gratuitous amounts of ASM to make them work. If you or anyone else working on it is not willing to learn ASM, then there's no point discussing heavy mechanic changes, such as those proposed for the Critical Hit system. Anything with a meter suggestion would require massive overhauls to the game engine itself. If you have no idea how to do that, then you're stuck with using the default RNG-based System (Personal opinion, removing the RNG from Pokemon would just make it Yet Another Stale And Repetitive RPG).

The other thing I want to bring up is the Hidden Move suggestion. That's probably completely impossible unless you're willing to learn ASM. If you're not, there is a much simpler solution of creating HM Items/Exploration Items (Such as an Axe/Boat/Lantern/Etc) which can take the places of such moves. You can also take the route that Unnamed did and make HM moves forgettable in the field. I don't know how DoesntKnowHowToPlay did it, but I'm sure he'd be willing to direct you on a place where you could learn how to do it.

One last bit of advice; while I may not be a board moderator, I highly suggest avoiding Double Posting in the future if you're replying to two different posts with a barely substantial reply. Unless your next post has massive informative news, edit your first post accordingly next time.

 Welp. Again, I put them insane ideas on the discussion slate, well, because people wanted them, and they wouldn't make the game outright worse. Since most people don't want the Crit Bar, it's time to say goodbye to that idea.

Oh, and I agree with you on HMs and such.

Well the other idea I had was if it isn't possible, just change crits to 1.5x. I forgot to put that in my first post.

Oh, yeah, totally. Best idea, 8/8, no h8. Sincerely.

11
Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 19, 2015, 11:43:29 PM »
Evasion boosts should not be considered.

And for Nether/Ghost to have perfect acc just for that and 'screech' is pointless.

Dark is an offensive typing, with many powerful moves that don't have perfect accuracy. (Hyper Beam, Giga Impact, Outrage) and by making them have perfect acc, it makes the weather strong for dark types.

So seriously, I don't even see why this would be argued.

Fine. Meanie.

12
Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 19, 2015, 11:17:34 PM »
I'll be up for tedious stuff like stat-editing and wild-editing, but don't expect anything too spectacular, since I don't even know how to use ASM myself.

also, speaking of fog, how about we make hail increase both defensive stats on ice-types by a small amount? Something like 10% or 20% (also, shouldn't ghost-types get the perfect accuracy since it's more of a ghost-ish weather? the only thing it's doing for dark is with giga impact/hyper beam, neither one of which make sense to get boosted in fog)

As for the crit/secondary effects editor, I'd be up for it but it sounds like an absolute nightmare to implement in a gen III ROM, if we are going that direction.

I think all ghost type moves have perfect accuracy. So it would make no sense for ghost type moves to gain perfect accuracy.
lel screech
also evasion boosts and such.

13
Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 19, 2015, 11:08:11 PM »
Dynamic level scaling. Grinding in pokemon games is ridiculously overpowered. It breaks the difficulty curve when you can just spend some time to train your party in the grass to be able to beat the next leader. I think that there should be something that reads your party's highest level and then sets the enemy leader's party to be 10 (or however many levels you think are good(maybe like 25 levels for E4)) levels above it.

OUT! School PRISON! Seriously though, bad difficulty curve cancer.

14
Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 19, 2015, 11:00:40 PM »
I'll be up for tedious stuff like stat-editing and wild-editing, but don't expect anything too spectacular, since I don't even know how to use ASM myself.

also, speaking of fog, how about we make hail increase both defensive stats on ice-types by a small amount? Something like 10% or 20% (also, shouldn't ghost-types get the perfect accuracy since it's more of a ghost-ish weather? the only thing it's doing for dark is with giga impact/hyper beam, neither one of which make sense to get boosted in fog)

As for the crit/secondary effects editor, I'd be up for it but it sounds like an absolute nightmare to implement in a gen III ROM, if we are going that direction.

Also good to know.

15
Creative Conundrum / Re: Touhoumon: Random community edition!
« on: April 19, 2015, 10:52:55 PM »
I'd probably be down with making a Town Map / Region-making, but that'd probably depend on the game's Story / Plot.
Good to know, even if it will only come into play later.

Pages: [1] 2