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 "Variable" Powered Moves 
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I've been looking at a few of the new moves, and im wondering how "Variable" Damage moves work. The easy part to work out is how its varied, eg Grass Knot/Low Kick doing more damage depending on the weight of the opponent, but what im wondering is, is the damage still based on your attack stat? or is it more like a X damage move like endeavour?

For example, does Gyro ball do more damage the faster they are AND if you have a high attack? (Like Return/Frustration) or is it based PURELY on the speed difference? (something like Seismic Toss)

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Thu Aug 02, 2007 6:14 am
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On a similar note, does anyone have a Fling Calculator?

If you are looking for the attack power of different berries using natural gift, you can find it here: http://www.lolstop/berrydex-dp/


Thu Aug 02, 2007 12:41 pm
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Grass knot and low kick are based on the attack stat aswell as the weight but i'm not sure bout gyroball. I think it probably is too but don't quote me on that.

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Thu Aug 02, 2007 1:58 pm
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with gyroball, all I know is that it does more damage to the slower opponents.

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Thu Aug 02, 2007 4:01 pm
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well, if you want to test it all you need is a lvl50+ to use it on a lvl2

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Fri Aug 03, 2007 1:11 pm
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The Jonatron wrote:
well, if you want to test it all you need is a lvl50+ to use it on a lvl2

that'd OHKO no matter what the speed was...

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Fri Aug 03, 2007 1:14 pm
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i was reffering to the 'does attack effect these moves' thing.

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Fri Aug 03, 2007 1:29 pm
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Well he's right, regardless of the attack power a move on a poke of lvl2 from level 50 is almost certain to kill it regardless of the speed/attack of a pokemon, you cannot compare it to fainting a higher leveled pokemon because of the stat differences.


Fri Aug 03, 2007 2:58 pm
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The Jonatron wrote:
i was reffering to the 'does attack effect these moves' thing.


It still won't work. You'd need to use it with a slower pokemon with the same attack stat as a faster pokemon then have an identical battle using the faster pokemon. You'd need to fight the same pokemon with same IVs/nature to get the proper results so I recommend asking someone to do it over WiFi with you so it is the EXACT same pokemon your testing against. They could also record how much damage it does so you could better tell.

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Fri Aug 03, 2007 9:22 pm
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So, if a hacker were to get a cloned one he could shed some light.

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Sat Aug 04, 2007 4:10 am
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The Jonatron wrote:
So, if a hacker were to get a cloned one he could shed some light.


He doesnt necessarily need to be a hacker, you could just use the emerald cloning glitch and transfer them both over.


Sat Aug 04, 2007 11:45 am
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splinter wrote:
The Jonatron wrote:
So, if a hacker were to get a cloned one he could shed some light.


He doesnt necessarily need to be a hacker, you could just use the emerald cloning glitch and transfer them both over.


sorry, missfrase: 'Cloner' or something of that ilk.

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Sat Aug 04, 2007 1:26 pm
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Sion9 wrote:
The Jonatron wrote:
well, if you want to test it all you need is a lvl50+ to use it on a lvl2

that'd OHKO no matter what the speed was...

Haha all you need is the focus band or endure and you'll be alright!!!!

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Sat Aug 04, 2007 1:28 pm
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So, I thought I posted this, but I guess I'm just crazy and I didn't.

Fling: http://lolstop/games/fling.shtml

For the most part, the item just determines the base attack power. After that, your attack stat takes effect.

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Sat Aug 04, 2007 1:59 pm
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Explanations for the variable attacks will be added to the site shortly. Here is a list of damage calculations for all of the moves with "Var" Power in the Psydex that I have compiled from TK's leftovers (pre-DP moves) and from the awesome X-Act from Smogon's forums (moves new in DP):

* Crush Grip/Wring Out: BP = floor(1 + [120 * Enemy's Current HP / Enemy's Max HP])

* Eruption/Water Spout: BP = floor(150 * [User's Current HP / User's Max HP])

* Flail/Reversal: 0-~4.1% HP, 200 BP; ~4.2-~10.4% HP, 150 BP; ~10.5%-~20.8% HP, 100 BP; ~20.9%-~35.4% HP, 80 BP; ~35.5%-~68.7% HP, 40 BP; 68.8%+ HP, 20 BP

* Frustration: [255 - Happiness Value] * 10/25, max 102 BP, min 0 BP.

* Grass Knot/Low Kick: target's weight equal to or less than 10 kg, 20 BP; 10.1-25kg, 40 BP; 25.1-50kg, 60 BP; 50.1-100kg, 80 BP; 100.1-200k, 100 BP; target's weight greater than 200kg, 120 BP

* Gyro Ball: BP = floor(1 + [25 * Foe's Speed/User's Speed]), max 150 BP.

* Magnitude: Magnitude 4 - 10 BP; 5 - 30 BP; 6 - 50 BP; 7 - 70 BP; 8 - 90 BP; 9 - 110 BP, 10 - 150 BP

* Metal Burst, which won't be classified as a "Variable BP" move when we implement the new categories, works like Counter and Mirror Coat rolled into one move, but I think it only deals back 1.5x damage inflicted.

* Present: BP is randomly 40, 80 or 120 OR target is healed by 80 HP.

* Punishment: BP = 60 + (20 * opponent's positive stat mods), max 200 BP.

* Return: [Happiness Value] * 10/25, max 102 BP, min 0 BP.

* Spit Up: BP = 100 * # of user's Stockpiles.

* Trump Card: 5+ PP - 40 BP; 4 PP - 50 BP; 3 PP - 60 BP; 2 PP - 80 BP; 1 PP - 200 BP

The only things I haven't noted down are Hidden Power (power and type being based solely on the user's IVs), Fling and Natural Gift (which have links to Serebii's explanations in this topic).

P.S. "Floor" means "round down."


Sat Aug 04, 2007 3:26 pm
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