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What do you think? |
Looks good! |
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100% |
[ 7 ] |
I have a few issues here... [mention them below, or else we won't know what to change, and will leave them as is] |
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0% |
[ 0 ] |
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Total Votes : 7 |
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Posted: Wed Nov 25, 2015 9:41 am
After the poll's we took, we came up with a list of the adjustments to the Legendary moves. Below is the complete list, with the move as it currently is, and below, the changes we plan to make : )
Adjustments
ç•Crush Grip: The higher the user's current HP, the higher damage caused. (121 x Current HP / MaxHP). Change: 121 = > 100 Judgement: 100 Change: 100 => 80 ~Relic Song: 75: 1/3 chance of inflict Sleep condition on all other pokemon. Change: 75 => 65 Techno Blast: 120 Change: 120 => 100 Seed Flare: 120: 8/10 chance of Lowering targets special defense two stages Change: 120 => 90 ~Origin Pulse: 110: Hits All Adjacent Opponents Change: 110 => 90 Steam Eruption: 110: 7/10 Chance of Burn Change: 110 => 90 Blue Flare: 130: 6/10 Chance of Burning Change: 130 => 100 Fusion Flare: 100: Double damage if Fusion Bolt was used this turn Change: 100 => 80 Magma Storm: 120: Traps opponent, hits 4-5 turns. Deals damage equal to 1/16 of the targets max HP for each turn after the first Change: 120 => 100 •Sacred Fire: 100: 8/10 Chance of Burn Change: 100 => 80 Searing Shot: 100: 7/10 Chance of Burn Change: 100 => 80 ç•V-Create: 180: Lower physical & special defense and speed one stage Change: 180 => 130 ç•Bolt Strike: 130: 6/10 chance of paralysis Change: 130 => 100 •Fusion Bolt: 100: Double damage if the moves Fusion Flare was used this turn Change: 100 => 80 Aeroblast: 100: 1/10 chance to critically hit Change: 100 => 80 ç•Dragon Ascent: 120: Lowers users’ physical & special defense one stage Change: 120 - 100 Oblivion Wing: 80: Restores HP to the user equal to 3/4 of damage dealt. Change: 80 => 70 and restores 1/2 as opposed to 3/4 Secret Sword: 85: Inflicts damage based on the targets physical defense, not special defense Change: 85 => 75 • ~Land's Wrath: 90 Change: 90 => 80 •~Precipice Blades: 120 Change: 120 => 100 •Thousand Arrows: 90: Deals damage to non-grounded Pokemon, hits Pokemon in the air during semi invulnerable stage of an attack for double damage, and cancels the moves Fly and Bounce before they strike; Pokemon using Sky Drop will take double damage but the attack will not be canceled. Pokemon are grounded so long as ground type moves would effect them. Change: 90 => 80 •Thousand Waves: 90: Target can no longer flee as long as user remains in battle Change: 90 => 80 •~Diamond Storm: 100: 8/10 chance of raising user's physical defense one stage Change: 100 => 80 Doom Desire: 140: Damage occurs 2 turns later Change: 140 = 110 ~Dark Void: Puts all adjacent opponents to sleep Change: This move will simply be edited to have the same repeat-use probabilities as other sleep moves. Hyperspace Fury: 100: lower physical defense one stage. unaffected by changes to accuracy stat and evasion stat. can hit opponents using guard moves Change: 100 => 80 ç•Shadow Force: 120: 1st turn charge, 2nd turn attack. Can Strike Through Protect/Detect Change:120 => 90 Heart Swap: User's stat changes are swapped with the targets Change: N/A Hyperspace Hole: 80: Ignored accuracy & evasiveness. Can Strike Through Protect/Detect and other protection moves. Change: 80 => 70 Lunar Dance: User faints and the next pokemon released is fully Healed Change: N/A Luster Purge: 70: 8/10 chance to lower targets special defense one stage Change: 70 => 60 Mist Ball: 70: 8/10 chance to lower targets special attack one stage Change: 70 => 60 Psycho Boost: 140 damage, Lowers user's special attack two stages Change: 140 => 110 Psystrike: 100: This attack does physical damage. Does damage based upon user's speical attack and opponent's physical defense stat Change: 100 => 80 •Freeze Shock: 140: 1st turn charges, 2nd turn attacks 7/10 chance of Paralysis Change: 140 => 110 ~Glaciate: 65: Lower targets speed one stage Change: 65 => 60 Ice Burn: 140: 1st Turn Charge, 2nd Turn attack, 7/10 chance of Burn Change: 140 => 110 Roar of Time: 150: User must recharge next turn Change: 150 => 130 Spacial Rend: 100: 1/10 chance to critically hit Change: 100 => 80 Geomancy: 1st turn charge, 2nd turn attack special attack & defense, and speed two stages 2nd turn. Change: N/A Light of Ruin: 140: User takes recoil damage equal to 1/3 of the damage dealt. Change: 140 => 100
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