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Relevance of Base Stats

The current formula of base stats in Pokémon go highly boost the Pokémon with unbalanced Attack/Defense. I want to know why? I'm not going to say that the inaugural formula was good. That was very very bad. Personally, I think Pokémon GO should use different formula for different Pokémon. Like, use the inaugural formula for some good Pokémon with balanced stats(ex- Arcanine, Wigglytuff, Blastoise, Victreebel). However, I'm criticizing the current formula because it doesn't boost all stats equally. Like, HP is the highest boosted stat. Unbalanced stat Pokémon are gaining the upper hand. Ok, I know that unbalanced attack is good but what about defense? How can Blissey be the best defender in the world with a physical defense of 10? Actually, Blissey takes full advantage of this formula. Like, it has high HP, both its attack and defense are super-unbalanced and it doesn't waste its base stat total on speed. If I were Niantic, I would totally crash Blissey with the inaugural formula [(Atk, Def, Sta)=(70, 88, 510)] and watch the fun! However, it reminds me that Speed is the least important base stat to transfer in Pokémon GO. Believe me, many Pokémon who ruled the world with its speed turned out useless in Pokémon GO. Speed is like IV's in Pokémon GO which does nothing but just boost attack and defense by just a bit. If you don't understand, look at the stats of Snorlax, Kingdra, Milotic, Crobat. If you still don't understand, just compare the stats of the 4 forms of Deoxys. Well, Niantic actually worked on it in the CP Update. Like, the inaugural formula disrespected Speed even more than today. Well, I don't know how it should work but I think Speed should be the 4th base stat of the game. I know that it may never happen and it is not the most important thing to consider at the moment. But what's bad about sharing some ideas within ourselves. Maybe, one of us might somehow get a job at Niantic in the distant future!

Asked by MEGA Alolan Tyranitar7 years 2 months ago
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Have you made plans to change the entire game?

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I do plan to change a lot if I get the chance. Specially the Gyms. I have a lot of plans to make the game almost perfect! Unfortunately, I don't work for Niantic. Oh, I wish I could just talk to the guy who makes the plans. I'm pretty sure that I would make him understand.

If you want to see my plans on gyms, go to
https://pokemongo.gamepress.gg/q-a/fix-gyms-re-modified

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I have 3 plans for the SPEED stat:
1. Speed will be an indicator of automatic energy generation. During battle, Pokémon with higher Speed will recieve much free energy to use their charge moves.
2. Speed will be an indicator of dodging efficiency. Fast Pokémon will have higher probability of dodging. Slow Pokémon will often get hit by charge moves even if the trainer swipes left or right. Like, the trainer will swipe but the Pokémon won't be able to dodge because of its low speed. It will work like a probability. Higher Speed= Higher Chances of Dodging (when you swipe).
3. Introduce CRITICAL HIT to Pokémon GO and use the Gen 1 formula from the main games for using it in Pokémon GO.
Probability of Critical Hit=Speed/512
Damage Multiplier for Critical Hit=(2L+5)/L+5; where L=Pokémon level

Source: Bulbapedia

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I'm interested in these ideas (note that I wouldn't mind having them implemented, but not that I need it to be), they sound fun. For #2 I'd say that it should be relative to the opponent. Ex: Machamp's base speed is 55 and Slaking's is 100, therefore it would have a 55% dodge chance. Against Blissey, however, who also has a base speed of 55 it should have a 100% dodge chance (if you swipe correctly that is)... Or maybe have a 10% standard reduction in the calculations so that at equal speed it's a 90% chance to dodge succesfully?

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man you think exactly like i do, i always wanted Niantic to implemented the #2 and #3 and the status conditions, making them a secondary effect for some moves as well as stats drops/rises

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I have one idea, move cooldown equals to OldCooldown/(SpeedMod^0.5), this slightly benefits high speed Pokémon, but not too much to break the game.

SpeedMod=1–(SpeedMain–75)/500

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There are some fairly obvious problems with the stat conversion formula, that is for sure. I think it would make sense to value defensive stats equally and offensive stats with the current 7 to 1 ratio (in originals you can choose your attacks but not what you have to defend against). This would nerf Blissey's (and Vaporeon's) undeservedly high defense while strengthening balanced tanks like Suicune, Umbreon etc, which all suck in the current game.

Also HP should include a static base hp for all mons, same as in the originals. Making glass cannons a bit less glassy and huge HP mons like Blissey, Chansey and Snorlax a bit less outstanding.

Speed needs to matter more as almost all pokemon that focus on speed are completely worthless due to their low stats. Or possibly make it an exponential factor so that mons with normal or low speed are largely unaffected but high speed mons get a sizable buff.

Many of these changes end up nerfing Blissey, which is unfortunate. I would want to see some kind of a buff that applies to all gym defenders if that were to happen.

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