This thread will be moderated to keep discussion focused.
Stat boosts are one of the many facets of ASB everyone would fix and knows exactly how, but nobody has ever bothered to do anything about. Thankfully a huge number of solutions were put forward when this was asked about, so let's see who's got the best ideas. Here's our current system:
[box]Stat Changing Moves:
Stat boosters/drops will work exactly as they do in-game, boosting as many stages as is stated in the attack. +2 and +3 Stat boosts always last for at least two actions after use, and +1/+1 boosts always last for four actions from +0, so strategic placement of stat boosters is a skill you can utilize in battle. During the third action of a round (after the damage is calculated and applied to the opponent), whatever boost/drop a Pokemon has will be moved towards a zero stage boost, and any boosts/drops they would get from their 3rd action are moved forward to apply to the next round. Single stage boosters/drops will be balanced by locking the boost rate in for the round, e.g. if you Howl once, you will not lose the +1 boost at the end of the round, it will carry over to the next round.
The actual impact on damage is as follows:
Each stage (+1/+2 etc.) adds/subtracts 1.75 damage from the final calculated damage. This is applied before any final rounding of the numbers. Below is a reference for how much damage to add/subtract for each stage.
Code:
Stage Boost Speed (100 Base)
+6 +10.50 1050
+5 +08.75 0875
+4 +07.00 0700
+3 +05.25 0525
+2 +03.50 0350
+1 +01.75 0175
+0 +00.00 0100
-1 -01.75 0057
-2 -03.50 0028
-3 -05.25 0019
-4 -07.00 0014
-5 -08.75 0011
-6 -10.50 0009
For Speed, each of these acts as a multiplier on Base Speed for positive values, and a divisor on negative values (no boosts uses the regular Base Speed). Ex: A Pokemon with 100 Spe at +1 has 175 Spe, and the same Pokemon at -1 has 57 Spe. Always Truncate the Speed. This makes Speed Boosters and droppers about equivalent to how they act on actual speeds in the cartridge, even though the values are increased.
General Rules:
- Boosts only ever reset +1 or -1 toward 0 at the end of a round.
- +1 Stat Boosts/Drops received from non-damaging moves (Meditate, Leer, etc.) have that stat maintained at the end of the round in which they were used. To continue to lock the stat for future rounds, the moves must be used again in those rounds, otherwise they will begin to decrement as normal. Otherwise, these are treated the same as the +1/+1 Stat Boosts/Drops as noted below. Moves treated this way have the phrase "This move locks its changed stat for the round within which it was used." in their Data Audit thread description.
- +2 and +3 Stat Boosts/Drops (Swords Dance, Tail Glow, etc.) and +2 or +3 Boosting/Dropping components of other moves (Shift Gear's Speed boost, etc.) changed from 0 last for at least 2 actions after the usage action before being prone to resetting toward 0.
- +1/+1 Stat Boosts/Drops (Calm Mind, Quiver Dance, Bulk Up, etc.) and +1 Stat Boosts/Drops with Damage (Charge, Close Combat, Low Sweep, etc.) changed from 0 last for at least 4 actions after the usage action before being prone to resetting toward 0.
- The action counts above do not include the action taken to activate the boosting or dropping move itself.
Zangoose with Swords Dance and Hone Claws
Slash ~ Fury Swipes ~ Swords Dance
Zangoose will have no stat boosts at the time of either Slash. At the start of the next round, Zangoose will have +2 Attack. At the end of the next round, Zangoose will have +1 Attack.
Slash ~ Swords Dance ~ Fury Swipes
At the time of Slash, Zangoose will have no boosts. At the time of Fury Swipes, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +2 Attack. At the end of the next round, Zangoose will have +1 Attack.
Slash ~ Fury Swipes ~ Hone Claws
At the time of Slash and Fury Swipes, Zangoose will have no boosts. At the start of the next round, Zangoose will have +1 Attack & +1 Accuracy. At the end of the next round, Zangoose will still have +1 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have no boosts again.
Slash ~ Swords Dance ~ Swords Dance
Zangoose will have no boosts at the time of Slash. At the start of the next round, Zangoose will have +4 Attack. At the end of the round after that, Zangoose will have +3 Attack.
Swords Dance ~ Swords Dance ~ Slash
At the time of Slash, Zangoose will have +4 Attack. At the start of the next round, Zangoose will have +3 Attack. At the end of the round after that, Zangoose will have +2 Attack.
Hone Claws ~ Slash ~ Swords Dance
At the time of Slash, Zangoose will have +1 Attack & Accuracy. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack.
Swords Dance ~ Slash ~ Hone Claws
At the time of Slash, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have +1 Attack.
Swords Dance ~ Swords Dance ~ Swords Dance
At the start of the next round, Zangoose will have +5 Attack.
Swords Dance ~ Hone Claws ~ Slash
At the time of Slash, Zangoose will have +3 Attack & +1 Accuracy. At the start of the next round, Zangoose will have +2 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have +1 Attack.
Zangoose will have no stat boosts at the time of either Slash. At the start of the next round, Zangoose will have +2 Attack. At the end of the next round, Zangoose will have +1 Attack.
Slash ~ Swords Dance ~ Fury Swipes
At the time of Slash, Zangoose will have no boosts. At the time of Fury Swipes, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +2 Attack. At the end of the next round, Zangoose will have +1 Attack.
Slash ~ Fury Swipes ~ Hone Claws
At the time of Slash and Fury Swipes, Zangoose will have no boosts. At the start of the next round, Zangoose will have +1 Attack & +1 Accuracy. At the end of the next round, Zangoose will still have +1 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have no boosts again.
Slash ~ Swords Dance ~ Swords Dance
Zangoose will have no boosts at the time of Slash. At the start of the next round, Zangoose will have +4 Attack. At the end of the round after that, Zangoose will have +3 Attack.
Swords Dance ~ Swords Dance ~ Slash
At the time of Slash, Zangoose will have +4 Attack. At the start of the next round, Zangoose will have +3 Attack. At the end of the round after that, Zangoose will have +2 Attack.
Hone Claws ~ Slash ~ Swords Dance
At the time of Slash, Zangoose will have +1 Attack & Accuracy. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack.
Swords Dance ~ Slash ~ Hone Claws
At the time of Slash, Zangoose will have +2 Attack. At the start of the next round, Zangoose will have +3 Attack and +1 Accuracy. At the end of the round after that, Zangoose will have +2 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have +1 Attack.
Swords Dance ~ Swords Dance ~ Swords Dance
At the start of the next round, Zangoose will have +5 Attack.
Swords Dance ~ Hone Claws ~ Slash
At the time of Slash, Zangoose will have +3 Attack & +1 Accuracy. At the start of the next round, Zangoose will have +2 Attack & +1 Accuracy. At the end of the round after that, Zangoose will have +1 Attack.
Swords Dance ~ Meditate ~ Poison Jab
At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of the next round, Toxicroak will still have +3 Attack because Meditate locked the Attack stat stage for that round. If Meditate or Swords Dance are not used in the next round, then at the end of that round Toxicroak will have +2 Attack.
(R1) Swords Dance ~ Meditate ~ Poison Jab
(R2) Swords Dance ~ Cross Chop ~ Meditate
(R3) Pursuit ~ Pursuit ~ Pursuit
At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of R2, Toxicroak will still have +3 Attack. At the time of Cross Chop, Toxicroak will have +5 Attack. At the end of R2, Toxicroak will have +6 Attack. This is because the Meditate used during R2 both boosts the +5 to +6 and locks that stat stage for that round. For the entirety of R3, Toxicroak has +6 Attack, but since Meditate is not used, at the end of R3, Toxicroak has +5 Attack.
At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of the next round, Toxicroak will still have +3 Attack because Meditate locked the Attack stat stage for that round. If Meditate or Swords Dance are not used in the next round, then at the end of that round Toxicroak will have +2 Attack.
(R1) Swords Dance ~ Meditate ~ Poison Jab
(R2) Swords Dance ~ Cross Chop ~ Meditate
(R3) Pursuit ~ Pursuit ~ Pursuit
At the time of Poison Jab, Toxicroak will have +3 Attack. At the start of R2, Toxicroak will still have +3 Attack. At the time of Cross Chop, Toxicroak will have +5 Attack. At the end of R2, Toxicroak will have +6 Attack. This is because the Meditate used during R2 both boosts the +5 to +6 and locks that stat stage for that round. For the entirety of R3, Toxicroak has +6 Attack, but since Meditate is not used, at the end of R3, Toxicroak has +5 Attack.
I want discussion focussed on:
- Do stat boosts provide too much or too little of a boost?
- Is decay needed?
- Does anything change for Speed, Evasion and Accuracy?
Keep it civil folks!