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Originally Posted by LinkNinjaMaster
Ah, I see. Well, I hope Butterfree and maybe others get small favorable tweaks to their movesets in a future update.
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The next update has Butterfree learning moves earlier per it's Yellow movelist.
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Ok I did not know how much Stat Exp they were getting, but the early-game trainers and first rival battles felt considerably more difficult with Set mode on. Do trainers in Switch mode retain their average 8 DVs across the board like Bulbapedia says is the case for vanilla Gen 1, or do they get their DVs randomized as in Set mode? because if they stay the same as in vanilla then maybe that's the reason why they felt a bit harder than they should have when in Set mode, since even the Bug Catchers in Viridian Forest can have up to three extra points in their stats (compared to unmodded Gen 1), which at low levels do make a noticeable difference.
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Every trainer normally has DVs of exactly 9,8,8,8 (and a derived 8 for HP). SET mode randomizes the trainer DVs to be
at least 9,8,8,8 (letting HP be any number between 0 and 15). Even still, DVs scale as a percentage of level such that the difference between a 0-DV and 15-DV stat is 30 points at level 100. This means that the difference between an 8 and a 15 in a stat is a mere 1 point up until level 10, and the difference is 2 points up until level 20.
It could be that what you are experiencing is the full combination of several things:
- A couple more stat points from DVs
- A couple more stat points from stat exp
- More HP derived from stat exp and DVs
- Because the Speed stat only matters if it is higher than the opponent, many trainer 'mons will move first just by having even a single point of Speed more than you.
- Badge boosts are deactivated in SET trainer battles, so you miss out on a 12.5% DEF boost after beating Brock at a point when everything is still hitting you with physical attacks.
All this syngergizes together with an AI that is not shy about using damaging moves (save for youngsters and cueballs). The 1-in-256 miss bug is fixed. And the 25% failure rate for enemy status moves is also gone. You take slightly more punishment, over slightly more rounds, in a more consistent way. It all starts adding up.
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For instance, I don't know if this example was confirmation bias, but I was consistently losing the first rival battle with my Bulbasaur in three different attempts (even with the potion in two of them), but when I switched to, well, Switch mode, I beat him without even needing the potion. So I'm guessing the rival got lucky with his attack and defense DVs those few first attempts, even if that gave him just one point in any of those important stats.
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The math supports what you're feeling. Let's look at the Attack, Defense, and Speed comparisons of the three match-up possibilities for the first rival battle:
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Player Squirtle vs. Rival Bulbasaur
9-11 ATK vs. 10-11 DEF
11-13 DEF vs. 10-11 ATK
9-10 SPD vs. 10-11 SPD
A fairly even match. Bulbasaur has a higher SPD and its DEF is on par with your ATK. But your DEF will likely outclass its ATK. You may be able to tank and outlast the opponent.
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Player Bulbasaur vs. Rival Charmander
9-11 ATK vs. 10 DEF
9-11 DEF vs. 11 ATK
9-11 SPD vs. 12-13 SPD
Charmander has the clear advantage with higher SPD, ATK that likely outmatches your DEF, and DEF on-par with your ATK. It is likely to out-damage you and hit you with a crit.
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Player Charmander vs. Rival Squirtle
10-11 ATK vs. 12-13 DEF
9-10 DEF vs. 10-11 ATK
11-13 SPD vs. 10 SPD
Squirtle has a slight advantage with ATK slightly above your DEF as well as a DEF that outmatches your ATK. But you will be going first each round and have a slightly better chance of a critical hit. Squirtle will tank and probably outlast you unless you score a lucky crit.
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The differences are not huge, but the odds are stacked against you the longer the battle plays out. And now the rival is going to be picking his damaging move much more often as opposed to the vanilla games. Picking bulbasaur in particular is going to be an uphill battle.
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