Post by godfather4 on Jul 3, 2015 18:06:30 GMT 1
Piercing Sting
Type: Bug
Category: Physical
Priority: +1
BP: 15
PP: 20
Acc: 95%
Makes Contact: Yes
Target: Adjacent (Choose 1)
Description: The user quickly pierces the opponent's body to inflict internal damage. It inflicts greater damage on lighter targets.
Sumthin' i should reference: Low kick deals more damage on heavier targets.
Secondary Effect: [What the move really does]
If opponent is hit, at the end of the turn, it takes damage based on his weight by the formula: [(300+user attack stat)-(target weight[lbs]+target defense stat)]/4. This effect will not happen if the opponent is Rock type, Steel type, if the formula result is below 0, or if the opponent has the ability thick fat.
Obs.: This move is 100% Accurate if Close Combat was used in the turn before, and if the opponent is traped or paralyzed/frozen. Reason: it's easier to hit specific points at the opponent if you are close to him, or if it can't move much.
Why it is the way it is:
Ideas that i already thought and rejected + reasoning: [read before commenting]
1. To remove a fraction of the opponents HP:
Bad because this move is based on imprinting a wound at the opponent, which will vary depending on its type of body.
2. To start a perish countdown when it hits:
At first this seems good but if the opponent switches it barely gets any damage so no.
3. To make the effect hit steel and rock types:
"Most of them are heavy so this shouldn't be a problem." is a valid comment, but i ask you, do they bleed? No.
4. To make the effect like a second hit instead of calculating by that formula:
I can still consider this if that formula fails badly. However, it doesn't seem logical to me that it happens this way.
5. To last 3 turns (with lower dmg of course):
I can still consider this. However, in case of a switch the opponent would be rid of a wound, and without medicine or healing abilities this is not reasonable.
6. 100% Accuracy all time:
I can still consider this. However, specific places in the opponent must be hit in order for the effect to happen so that's why its 95.
7. For this move's secondary effect to get past Protect/Spiky Shield/King's Shield/Detect/Quick Guard:
I can still consider this. Would make more sense if it was a special move.
8. For this move to have 60BP but only deal damage at the end of turn(result would be close enough):
I can still consider this. I'm keeping the original idea as the weight should also be an important factor.
9. Then why the damage isn't calculated same way as low kick(inverted actually):
Because Low kick bases its BP on the opponents weight, damage is not applied as an effect.
Affected by stuff:
Protect/Spiky Shield/King's Shield/Detect/Quick Guard: Yes
Magic Coat: No
Snatch: No
King's Rock: No
BrightPowder: Yes
Pokemon that get this:
Beedrill, Kricketune, Escavalier, Pinsir, Scyther. (don't know if a grass type like chesnaught could get this...)
Example calculation:
Highest atack stat from these mons is with Pinsir: 383.
Just by the weight, pokes above 683lbs are not affected.
Below this weight, the first pokemon to be affected due to the sum (weight+base defense stat) would be Beartic taking 7dmg.
Lets say a Pichu was hit by this pinsir: it would take around 165 dmg.
I'm willing to make a fighting move "equivalent" to this if it gets approved.
Last edit:
referenced low kick.
added explanation on Close combat.
added paralisys/freeze accuracy effect.
added 8th and 9th reasons why it is the way it is.
Type: Bug
Category: Physical
Priority: +1
BP: 15
PP: 20
Acc: 95%
Makes Contact: Yes
Target: Adjacent (Choose 1)
Description: The user quickly pierces the opponent's body to inflict internal damage. It inflicts greater damage on lighter targets.
Sumthin' i should reference: Low kick deals more damage on heavier targets.
Secondary Effect: [What the move really does]
If opponent is hit, at the end of the turn, it takes damage based on his weight by the formula: [(300+user attack stat)-(target weight[lbs]+target defense stat)]/4. This effect will not happen if the opponent is Rock type, Steel type, if the formula result is below 0, or if the opponent has the ability thick fat.
Obs.: This move is 100% Accurate if Close Combat was used in the turn before, and if the opponent is traped or paralyzed/frozen. Reason: it's easier to hit specific points at the opponent if you are close to him, or if it can't move much.
Why it is the way it is:
Ideas that i already thought and rejected + reasoning: [read before commenting]
1. To remove a fraction of the opponents HP:
Bad because this move is based on imprinting a wound at the opponent, which will vary depending on its type of body.
2. To start a perish countdown when it hits:
At first this seems good but if the opponent switches it barely gets any damage so no.
3. To make the effect hit steel and rock types:
"Most of them are heavy so this shouldn't be a problem." is a valid comment, but i ask you, do they bleed? No.
4. To make the effect like a second hit instead of calculating by that formula:
I can still consider this if that formula fails badly. However, it doesn't seem logical to me that it happens this way.
5. To last 3 turns (with lower dmg of course):
I can still consider this. However, in case of a switch the opponent would be rid of a wound, and without medicine or healing abilities this is not reasonable.
6. 100% Accuracy all time:
I can still consider this. However, specific places in the opponent must be hit in order for the effect to happen so that's why its 95.
7. For this move's secondary effect to get past Protect/Spiky Shield/King's Shield/Detect/Quick Guard:
I can still consider this. Would make more sense if it was a special move.
8. For this move to have 60BP but only deal damage at the end of turn(result would be close enough):
I can still consider this. I'm keeping the original idea as the weight should also be an important factor.
9. Then why the damage isn't calculated same way as low kick(inverted actually):
Because Low kick bases its BP on the opponents weight, damage is not applied as an effect.
Affected by stuff:
Protect/Spiky Shield/King's Shield/Detect/Quick Guard: Yes
Magic Coat: No
Snatch: No
King's Rock: No
BrightPowder: Yes
Pokemon that get this:
Beedrill, Kricketune, Escavalier, Pinsir, Scyther. (don't know if a grass type like chesnaught could get this...)
Example calculation:
Highest atack stat from these mons is with Pinsir: 383.
Just by the weight, pokes above 683lbs are not affected.
Below this weight, the first pokemon to be affected due to the sum (weight+base defense stat) would be Beartic taking 7dmg.
Lets say a Pichu was hit by this pinsir: it would take around 165 dmg.
I'm willing to make a fighting move "equivalent" to this if it gets approved.
Last edit:
referenced low kick.
added explanation on Close combat.
added paralisys/freeze accuracy effect.
added 8th and 9th reasons why it is the way it is.