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Arbiter Signups; as compared to say McDonalds employees?
Topic Started: Mar 15 2010, 04:07:10 PM (297 Views)
Munchkinator
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Don't waste my time.
Okay, yeah. New systems are good and all, but they do lead to more work. Specifically, requiring any sort of calculations in PvP battles means that we need Arbiters to run them in order to keep things fair. The job isn't exactly complicated - hit the right Topic Autotool, fill out the fields, roll a d200 and compare results - but is integral to actually being able to, you know, make PvP function. At all.

Job requirements are pretty simple: know how to read, know how to add and subtract - or at least how to use Windows calculator - and be around reasonably often so as to keep on top of things. Once you start acting as Arbiter for a given battle, generally speaking you'll stick with it so as to provide consistent rulings; changing Arbiters each post just leads to confusion as each Arbiter may have different rulings on what is required to score high in RP, tactics, etc. That's about it, really. You'll get 1XP for each battle you see all the way through, which you can give to any Pokemon, so it's not a thankless job.

Post a damage calc or two here, complete with species of both Pokemon, relevant stats, move used, and the actual raw damage calculations along with the final damage in order to show that you at least have a general idea of how the whole Arbiter thing works, and I'll see about getting you a shiny new color for your name.
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Pig_catapult
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Delicious cake!
GLOOMF :gloomf
10/10
7/8

Acid: 100 + 10 +10 - (10 - 7) = 117 > 94 (HIT! Base damage 2)
10 < 36 (NO EXTRA EFFECT)




NOT GLOOMF :marill
12/12
7/8

Tackle: 95 + RP (7) + tactics (12) - (7 - 10) > 115 (HIT! Base damage 2)
Edited by Pig_catapult, Mar 29 2010, 08:01:55 PM.
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Novaix
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:carvanha
HP: 13 ATK: 8 DEF: 3 SPATK: 0 SPDEF: 3 AGI: 3
Ability: Overpower (+1 damage with physical attacks)
:skarmory
HP: 14 ATK: 0 DEF: 4 SPATK: 4 SPDEF: 4 AGI: 4
Ability: Magic Crush (+1 damage with special attacks)

Round 1: Carvahna uses Crunch (T2, 20% chance to lower enemy defense by one, 100ACC, Dark, Physical)
Skaymory uses Swift (T2, 120ACC, Normal, Special)

Skarmory's Swift resolves: 120 (moveacc) +15 (RP) +10 (tactics) +1 (AGI difference)=146/200 chance, roll of 93 on d200, hits.
Damage: 4 (Base) +1 (Magic Crush) +1 (SPATK/SPDEF difference)=6 total damage

Carvahna's Crunch resolves: 100 (moveacc) +5 (RP) +5 (tactics) -1 (AGI difference)=109/200 chance, roll of 109 on d200 (yes, seriously. I used an RNG.), hits.
Damage: 4 (Base) +1 (Overpower) +4 (ATK/DEF difference) -2 (NVE) +1 (STAB)=8 total damage
Special: 20/100 chance, roll of 95 on d100, does not activate.

Carvahna's HP: 7/13
Skarmory's HP: 6/14


Round 2: Carvahna uses Crunch (T2, 20% chance to lower enemy defense by one, 100ACC, Dark, Physical)
Skarmory uses Air Slash (T2, 30% flinch chance, 95ACC, Flying, Special)

Skarmory's Air Slash resolves: 95 (moveacc) +10 (RP) +15 (tactics) +1 (AGI difference) =121/200 chance, roll of 48 on d200, hits.
Damage: 4 (Base) +1 (Magic Crush) +1 (SPATK/SPDEF difference) +1 (STAB)=7 total damage
Special: 30/100 chance, roll of 93 on d100, does not activate

Carvahna's Crunch resolves: 100 (moveacc) +15 (RP) +10 (tactics) -1 (AGI difference)=124/200 chance, roll of 118 on d200, hits.
Damage: 4 (Base) +1 (Overpower) +4 (ATK/DEF difference) -2 (NVE) +1 (STAB)=8 total damage
Special: 20/100 chance, roll of 58 on d100, does not activate.

Carvahna's HP: 0/13
Skarmory's HP: -2/14


BATTLE IS OVER

RESULT: TIE

Since we're apparently short on Arbiters, hey, why not?
If I didn't use any rules correctly, feel free to adjust my data.
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Blaze
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Burn in my fire.
I've got way too much free time and I'm sick of waiting for replies and whatnot, so here goes. If you aren't satisfied feel free to test me in any way.



:mankey (Maddy)

HP: 20/20
Atk: 26 // Def: 16 // Sp. Atk: 15 // Sp. Def: 12 // Agi: 17 // Skill: Evasion // Energy: 8/8

vs.

:snorlax (Sleepy)

HP: 34/34
Atk: 14 // Def: 21 // Sp. Atk: 6 // Sp. Def: 18 // Agi: 10 // Skill: Sharpshooter // Energy: 8/8

----------------------------------------------------------------------------------------------------------------------------------------------------------

Maddy uses Karate Chop (T2) (Physical).

Sleepy uses Body Slam (T2) (Physical).

----------------------------------------------------------------------------------------------------------------------------------------------------------

TEH ROLLZ:-

Maddy: 98 (No Critical Hit).

Sleepy: 108 (No Critical Hit).
Stat: 31.

----------------------------------------------------------------------------------------------------------------------------------------------------------

Maddy's hit: Acc(100) + RP(15) + Tactics(5) + Agi(7) = 127 v 98 = Hit.

Sleepy's hit: Acc(85) + RP(15) + Tactics(15) + Agi(-7) + 10(Sharpshooter) -10(Evasion)= 118 v 108 = Hit.

Stat: 30% v 31 = No effect.

----------------------------------------------------------------------------------------------------------------------------------------------------------

Maddy: Base(4) + STAB (2) + [Atk-Def]/2 (2) + S.E (2)= 10 damage total.
Sleepy: Base(4) + STAB (2) + [Atk-Def]/2 (-1) = 5 damage total.

----------------------------------------------------------------------------------------------------------------------------------------------------------

END OF ROUND:-

:mankey

HP: 15/20

Energy: 8/8.

Combo meter: 1/5

:snorlax

HP: 24/34

Energy: 8/8.

Combo meter: 1/5

----------------------------------------------------------------------------------------------------------------------------------------------------------

ROUND 2

:mankey uses Karate Chop (T2, physical).
:snorlax uses Yawn (T0, special - not that it matters).

----------------------------------------------------------------------------------------------------------------------------------------------------------

TEH ROLLZ:-

Maddy: 31 (Critical hit).

Sleepy: 130.

----------------------------------------------------------------------------------------------------------------------------------------------------------

Maddy's hit: Acc(100) + RP(15) + Tactics(15) + Agi(7) = 137 v 31 = Critical hit.

Sleepy's hit: Acc(120) + RP(5) + Tactics(15) + Agi(-7) + 10(Sharpshooter) -10(Evasion)= 133 v 130 = Successful. Maddy will acquire sleep status from the next turn.

----------------------------------------------------------------------------------------------------------------------------------------------------------

Maddy: Base(4) + STAB (2) + [Atk-Def]/2 (2) + S.E (2) + Critical Hit= 20 damage total. (lol)
Sleepy: T0 attack, no HP reduction.

----------------------------------------------------------------------------------------------------------------------------------------------------------

END OF ROUND:-

:mankey

HP: 15/20

Energy: 8/8.

Combo meter: 2/5

:snorlax

HP: 4/34

Energy: 8/8.

Combo meter: 2/5

----------------------------------------------------------------------------------------------------------------------------------------------------------

Mankey is feeling sleepy due to Snorlax's Yawn... BUT!

Maddy did not become sleepy due to its Vital Spirit! omgfail

----------------------------------------------------------------------------------------------------------------------------------------------------------

ROUND 3!

:mankey uses Cross Chop (T3, physical).
:snorlax uses Rest (T0)

----------------------------------------------------------------------------------------------------------------------------------------------------------

TEH ROLLZ:-

Maddy: 181 (No Critical hit).

Sleepy: 38.

----------------------------------------------------------------------------------------------------------------------------------------------------------

Maddy's hit: Acc(80) + RP(0) + Tactics(5) + Agi(7) = 92 v 181 = Fail.

Sleepy's hit: Acc(120) + RP(20) + Tactics(15) + Agi(-7) + 10(Sharpshooter) -10(Evasion)= 148 v 38 = Successful. Snorlax is feeling sleepy, but it's health recharges fully. So much for a comeback -_-

----------------------------------------------------------------------------------------------------------------------------------------------------------

Maddy: Attack misses.
Sleepy: T0 attack, HP recharged.

----------------------------------------------------------------------------------------------------------------------------------------------------------

END OF ROUND:-

:mankey

HP: 15/20

Energy: 7/8.

Combo meter: 3/5 (Able to use multiple moves in a post)

:snorlax

HP: 34/34

Energy: 8/8.

Combo meter: 3/5 (Same)

[SLEEPY. Energy regeneraton = 1 notch per turn until struck by an attack.]

----------------------------------------------------------------------------------------------------------------------------------------------------------

This could just go on and on with Sleepy's Rest, so yeah. Basically just wanted to show you I'm familiar with the thing.

And I got a question: How do "special" moves like Endeavor, Flail, Seismic Toss, etc. work?

Also: Which factor determines which Pokémon attacks first? Is it the Agility?
Edited by Blaze, Apr 11 2010, 05:51:10 AM.
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Pig_catapult
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Delicious cake!
Okay. . . Trying this again, hopefully with less fail.

:gloomf (Gloomf) [20 XP]
Stats: HP: 12 // Att: 0 || Def: 3// SpA: 8 || SpD: 3 // Agi: 4
Skills:
Chlorophyll: +??% AGI increase during Sunny Day. (20%? It doubles in the games, but I don't think it'd work that way here)
Evasion: +10 modifier to evasion rolls in addition to normal Agility modifier.

Moves:
Acid: Special, T1; 10% chance to lower target's SpD
Sleep Powder: No Damage, costs 2(?) Energy, 75 acc; causes Poison

HP: 12/12
Energy: 8/8

vs.

:hitmonchan (Jackie) [30 XP]

Stats: HP: 15 // Att: 9 || Def: 5 // SpA: 0 || SpD: 5 // Agi: 6
Skills:
Iron Fist: Deals +20% damage with the following moves: Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, Dynamicpunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, and Thunderpunch.
Keen Eye: Accuracy cannot be lowered.
Deadeye: Critical hit threshold is 0-40, rather than 0-20.

Moves:
Fire Punch: Physical, T2; 10% chance of inducing Burn.
Ice Punch: Physical, T2; 10% chance of inducing Freeze.
Thunder Punch: Physical, T2; 10% chance of inducing Paralysis.

HP: 15/15
Energy: 8/8



ROUND 1

Gloomf: Uses Acid as it starts backing its way up a hill, and onto higher ground.

Jackie: Just charges in with a Fire Punch and a battle cry



ROLLS

Gloomf: 42
Effect: 13

Jackie: 134
Effect: 94



Results
Gloomf's hit: (100) + (10) + (10) - (2) - 0 = 118 > 42 HIT
Effect: 10 < 13 No Effect
Damage: Base(4) + STAB(2) + (8 - 5)/2 [1.5] = 7.5 Damage!

Jackie's hit: (100) + (10) + (0) - (-2) - 10 [Evasion] = 102 < 134 MISS



:gloomf
HP: 12/12
Energy: 7/8
Combo: 1/5

:hitmonchan
HP: 7.5/15
Energy: 6/8
Combo: 1/5



ROUND 2

Gloomf: Just uses Acid again.

Jackie: Strafes to the side, and uses Ice Punch



ROLLS

Gloomf: 176
Effect: 73

Jackie: 178
Effect: 54



Results

Gloomf's hit: (100) + (5) + (-10) - (2) - 0 = 93 < 176 MISS

Jackie's hit: (100) + (15) + (10) - (-2) - 10 [evasion] = 117 < 178 MISS



:gloomf
HP: 12/12
Energy: 7/8
Combo: 2/5

:hitmonchan
HP: 7.5/15
Energy: 6/8
Combo: 2/5

((And Haruhi, this is boring to do without actual RP posts to base it off of))
Edited by Pig_catapult, Apr 11 2010, 03:20:28 PM.
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ArkallaRaskin
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Air-Headed Pyrotechnic
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Huntail
EXP: 130
Stats: HP: 30 ATK: 25 DEF: 24 SP. ATK: 25 SP. DEF: 14 AGI: 22
Skill: Status Resist
Ability: Swift Swim- In rain, AGI doubles
Moveset: Hydro Pump (T4), Dive (T2)
Energy: 8/8
Energy Regen: 2

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Sharpedo
EXP: 120
Stats: HP: 27 ATK: 34 DEF: 16 SP. ATK: 8 SP. DEF: 15 AGI: 30
Skill: Overpower
Ability: Rough Skin- Any physical attack against Sharpedo hurts the user by 1/16th of its health
Moveset: Night Slash (T2), Swagger (T2?)
Energy: 8/8
Energy Regen: 2

Yeah, they're in water. So what?
----------------------------------------------------------------------------------------------------------------------------------------
Round 1:

Sharpedo uses Swagger.
Huntail uses Dive.

Sharpedo:
90 (Acc) +15 (RP) +0 (Tactics) +8(AGI)= 113/200 Roll 1d200: 130 Failure.
8/8 Energy (After regen)
27/27 HP
Combo Meter: 1/5

Huntail:
Dives. No effect until next turn.
8/8 Energy (After regen)
Confused (-10 Acc for 2 turns)
ATK +2 (2 turns left)
30/30 HP
Combo Meter: 0/5
----------------------------------------------------------------------------------------------------------------------------------------
Round 2:

Sharpedo uses nothing. Target is too far underwater to be seen.
Huntail uses Dive.

Huntail:
100 (Acc) +10 (RP) +10 (Tactics) -8(AGI) -10(Confused)= 102/200 Roll 1d200: 32 Success.
4(T2)+11(ATK/DEF)+2(1.5x STAB)= 17 DMG
8/8 Energy
Confused (-10 Acc for 1 turn)
ATK +2 (1 turn left)
28/30 HP (Rough Skin's effect: 30/16= 1.875 rounded up.)
Combo Meter: 1/5

Sharpedo:
Dumbass just got hit.
8/8 Energy
10/27 HP
Combo Meter: 1/5
----------------------------------------------------------------------------------------------------------------------------------------
Round 3:

Sharpedo uses Night Slash.
Huntail uses Overkill Hydro Pump.

Sharpedo:
100(Acc)+ 15(RP) +10(Tactics) +8(AGI)= 133/200 Roll: 17(RNGlove) Critical Hit.
4(T2) +10(ATK/DEF) +1(1.25x STAB)= 15 x2(Crit)= 30 DMG.
8/8 Energy (After regen)
10/27 HP
Combo Meter: 2/5

Huntail:
Ribbons on the lake/sea/ocean/whatever bed.
0/30 HP
Combo Meter: -75893658365/5

Sharpedo wins!

{Alright, so I did some improv with the STAB, also with Swagger's tier level; being an instant-confusion move, I made it T2. Also, since Sharpedo was significantly faster than Huntail, I assume the attack was too fast to use Hydro Pump and therefore Huntail never attacked.}
Edited by ArkallaRaskin, Jun 20 2010, 10:25:24 PM.
A Pyrotechnic
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{Typhon}
HP: 14 | ATK: 0
DEF: 3 | SP. ATK: 4
SP. DEF: 3 | AGI: 6

Moves:
Lava Plume, Swift

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Courtesy of Piggy a while ago =P

The ol' team:
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Soul Silver Team:
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