Defense Calculation Order Change
We want to propose a change in the order of defense calculations. Instead of having the defense level buff at the beginning, it will be moved to the end. For example:
Say two level fifty pokemon, one with offensive boosts, and one with equal defensive boosts, with a move at just 80 (an estimated average) that's super effective against the defending pokemon. The calculations would go down like this:
Current system: 80 + 40 [level attack boost] = 120 x 1.3 [attack stat boost] = 156 x 2 = 312 - 40 [level defense boost] = 272 - (0.3 x 131 = 81.6)*** = 190.4 = 190 damage
*** Note, this can also be represented as (272 x .7 = 190.4)
Adjusted system: 80 + 40 [level attack boost] = 120 x 1.3 [attack stat boost] = 156 x 2 = 312 x 0.7 [defense stat boost] = 218.4 - 40 [level defense boost] = 178.4 = 178 damage
As you can see, this change can add to the benefit of investing in defensive tactics, which, up until now, could easily get swamped by the exponential effective of offensive boosts.
Pros:
- Defensive tactics now have a greater benefit
- Pokemon with mega evolutions that force some of their stat boosts onto defenses may prove more beneficial
- Helps to combat what can sometimes become overwhelming pile-up effects on the attack-stat end of calculations (the tactics for which seem to out number those aimed towards a more defensive technique)
Cons:
- Defensive tactics may take out more damage than attack stats could add
---- As an example, if the above move were not super effective, the attack would do 81 damage with our current system, 69 with the new system)
- Some battles may last longer (this can work as an advantage, too, and only applies if defensive boosts are being used)
- Changes the current system, which has been used consistently up until now
Be sure to carefully consider these points before casting your vote, and remember that the pros and cons can work both ways, depending on whether you're the attacker, or defender
Recoil
Should Recoil be based on the damage the attacking pokemon provides, or the damage the defending pokemon receives? Currently it's based on the end damage, but we would like feedback on the idea of changing it.
The difference here is where the damage would be calculated based on.
For instance, if a pokemon is using an attack of 80 with a defense boost of 40 that's super effective against a pokemon of the same level, the recoil of 1/4 could either be 30 (1/4 (80 + 40 = 120) = 30) or 50 (80 + 40 = 120 x 2 = 240 - 40 = 200/4 = 50).
The games work based on the latter, but with our system, recoil can be reduced to 1 or 2. The damage being done would likely also be small, however, recoil with super effective moves is much larger.
Pros of calculation at the end:
- Recoil could be drastically reduced if the attack isn't doing much damage
- Recoil is directly reflective of the damage that is done to the opponent
Pros of calculation in the middle:
- Recoil would be directly reflective of the damage the pokemon is capable of, regardless of the defending pokemon
- Recoil would not depend on effectiveness, which could substantially reduce or increase recoil
Remember, this change would be from the end of calculations towards the middle