• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Ever thought it'd be cool to have your art, writing, or challenge runs featured on PokéCommunity? Click here for info - we'd love to spotlight your work!
  • Our weekly protagonist poll is now up! Vote for your favorite Conquest protagonist in the poll by clicking here.
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

[Question] Spicing up battles

Pokeminer20

PDM20, Coder of Chaos!
  • 412
    Posts
    11
    Years
    Greetings all.
    Some time ago I had an idea. I asked myself how could I spice up battles and my thought child was "Magic Combat"
    Magic Combat adds two new stats: Magic Attack and Magic Defence. they would Mechanically function as multipliers in combat. let me run you through an example.
    Pokemon 1 has a Physical Attack stat of 150 and a Special Attack stat of 200, with a Magical Attack of 3.
    Pokemon 2 has a Physical Defence stat of 175 and a Special Defence of 70, with a Magical Defence of 5. when Pokemon 1 uses a neutral typing move with no added buffs, it calculates the Magic stat as ((pA+pS)*pM) and inject it into the base damage calculation formula, same for the defence.
    the base stat itself would never be above a base of 10, which would limit the increase of the stat, and could be increased using an item like the AV Candy system in LG P+E. this is the formula for the Magic stat:
    ((base+iv+(ev>>2))*level/100)

    I'd love to hear your thoughts on this new mechanic
     
    I think you need to tweak how much IVs and EVs affect the stat. With a maximum base of 10, all Pokémon will get +31 from max IVs and +64 from max EVs, making the base all-but-irrelevant.

    Also, I suspect that no Pokémon would ever invest in anything besides MA/MD when possible, because with the effect being so big it's likely way better than investing into atk/def or spa/spd.
     
    would tweaking it like this help?
    ((base+(iv/3).floor+((ev>>2)/8).floor)*level/100).floor
    I want them to be as minimal as possible.
    (Mind you the game/games this will be implemented in will have other crazy mechanics alongside it, I just want know how to tweak it for potential competitive value.)
    I'm thinking the magic stat should be equal to the base total of the combined physical and special stat divided by 200, or just their overall BST divided by 100, haven't figured it out yet. only something more akin to an abomination would have a base magic stat of 10
     
    Last edited:
    I don't entirely understand the purpose behind this. Like what this adds to the gameplay, and the flavor/lore behind it that makes it interesting. It's hard for me to see what the point of it is without those things.
     
    so it's just adding two more stats to each pokemon?
    I'd find ways to make it interesting. like, can battle moves, status effect, weather, held items and abilities affect the magic stat?
    and, does it only affect damage from neutral attacks? so a resisted hit is 1/2 the damage, but with high magic stats, a neutral hit only does 1/10 damage? that seems broken, and makes effectiveness and defense stats meaningless.
    what if you use magic defense instead of physical/special defense..? you know, how moves have a physical/special category, and use physical/special defense. so you could add "magic moves" as another category. maybe psychic/ fairy/ghost moves.
     
    Last edited:
    so it's just adding two more stats to each pokemon?
    I'd find ways to make it interesting. like, can battle moves, status effect, weather, held items and abilities affect the magic stat?

    there are plans to make items, abilities, and other effects influence how Magic stats will integrate into the balancing of the game.
    and, does it only affect damage from neutral attacks? so a resisted hit is 1/2 the damage, but with high magic stats, a neutral hit only does 1/10 damage? that seems broken, and makes effectiveness and defense stats meaningless.
    No, it does not only affect neutral moves, it was just a setup for how to convey how damage would be calculated. there are hundreds upon thousand of lines of code dedicated to damage calculation with pokemon essentials, I just wanted to boil it down for simplicity sakes.

    what if you use magic defense instead of physical/special defense..? you know, how moves have a physical/special category, and use physical/special defense. so you could add "magic moves" as another category. maybe psychic/ fairy/ghost moves.
    Certain moves, items, abilities, and possibly a new status condition could potentially overwrite the use of the magic stat instead of the physical or special stat.
    a 4th category would be needed for Magic moves to be used after all
     
    That sounds like an interesting mechanic, but I can see stat multipliers for other stats being a pain to balance, a pain that quickly spirals out of control. Imagine a Shuckle with maximum magic defense multiplying both defensive stats by the maximum number. Could a mon like that take damage from anything besides Toxic faster than his Leftovers could heal it?

    Perhaps setting Magic Attack and Magic Defense up as entirely new stats, rather than multipliers for existing stats would work better. It would reshape the meta far more, without destroying its balance. A team wouldn't just need a good Physical wall to beat Physical attackers and a Special wall to beat Special attackers, it would also need a way of dealing with Magic Attackers. Weak Pokemon could be made relevant by getting a great magic attack/def stat.
     
    Back
    Top