As many of you know, for years Contest Stats have been in limbo. Unused and hated because all they do is give a free boost to whoever spends a lot on them. Contests which use them give a huge advantage to those few people who buy them, and as such, they do not get used. Even the heads of the contest section do not like them and have wanted to eradicate them. Recently, Siless proposed a solution to this dilemma and I would like to attempt to implement it. So here is how it works:
Spoiler:
All stats have 8 ranks.
Cool- Coolness is a Pokémon's ability to maintain its mental state under stress and exude confidence when others would have run out. Every odd rank of Coolness gives a Pokémon a 25% chance to ignore nervousness when it would otherwise succeed. If a Pokémon resists nervousness due to this effect, it is jammed equal to the number of Pokémon that resisted nervousness due to their Coolness (check the normal miss chance for Nervousness first). Every even rank of Coolness lowers the Jamming damage the user takes while in Combo Standby by 0.5 hearts (even if the combo does not, or cannot, complete), but also reduces the (pre-combo bonus) appeal score of the Combo finisher by the same amount to a minimum of 1 heart; the focus required to maintain oneself in a stat of combo readiness is exhausting, and leads to the combo'd move being less impressive than normal.
Spoiler:
1: 25% nervous resist, -1 heart per Pokémon that resists
2: 25% nervous resist, -1 heart per Pokémon that resists, -.5 jam on user while in combo standby, -.5 combo bonus
3: 50% nervous resist, -1 heart per Pokémon that resists, -.5 jam on user while in combo standby, -.5 combo bonus
4: 50% nervous resist, -1 heart per Pokémon that resists, -1 jam on user while in combo standby, -1 combo bonus
5: 75% nervous resist, -1 heart per Pokémon that resists, -1 jam on user while in combo standby, -1 combo bonus
6: 75% nervous resist, -1 heart per Pokémon that resists, -1.5 jam on user while in combo standby, -1.5 combo bonus
7: 100% nervous resist, -1 heart per Pokémon that resists, -1.5 jam on user while in combo standby, -1.5 combo bonus
8: 100% nervous resist, -1 heart per Pokémon that resists, -2 jam on user while in combo standby, -2 combo bonus
Beauty- Beauty is a Pokémon's ability to make itself the center of attention. Every odd rank of beauty gives the user a +0.5 heart bonus for matching the contest attribute with its move (seperate from the standard bonus). Every even rank of Beauty gives the user a 25% chance to boost the crowd level whenever they successfully perform a move that is not incompatible with the contest type. This focus on the Beauty user does lower its offensive contest potential as the focus, even of the other Pokémon, is on the user and not the move, and so each odd rank of Beauty lowers the jamming damage of moves by the user by 0.5 hearts.
Spoiler:
1: +.5 attribute bonus, -.5 jam by user
2: +.5 attribute bonus, 25% neutral boost chance, -.5 jam by user
3: +1 attribute bonus, 25% neutral boost chance, -1 jam by user
4: +1 attribute bonus, 50% neutral boost chance, -1 jam by user
5: +1.5 attribute bonus, 50% neutral boost chance, -1.5 jam by user
6: +1.5 attribute bonus, 75% neutral boost chance, -1.5 jam by user
7: +2 attribute bonus, 75% neutral boost chance, -2 jam by user
8: +2 attribute bonus, 100% neutral boost chance, -2 jam by user
Cute- Cuteness is a Pokémon's ability to distract opponents in such a way that it proves difficult targetting the user. Every odd rank of Cuteness lowers the damage of single target Jamming moves by 0.5 heart. Cuteness also enables the user to maintain an "appeal" state when struck with nervousness, gaining them a boost of 1 heart per even rank whenever they fail to move due to nervousness. The Pokemon suffers especially from moves where it's no longer the primary target, however, making multi-target jamming moves 0.5 hearts per odd rank more effective against the cute user.
Spoiler:
1: -.5 single target jam on user, +.5 multi-target jam on user
2: -.5 single target jam on user, +.5 multi-target jam on user, +1 nervous appeal
3: -1 single target jam on user, +1 multi-target jam on user, +1 nervous appeal
4: -1 single target jam on user, +1 multi-target jam on user, +2 nervous appeal
5: -1.5 single target jam on user, +1.5 multi-target jam on user, +2 nervous appeal
6: -1.5 single target jam on user, +1.5 multi-target jam on user, +3 nervous appeal
7: -2 single target jam on user, +2 multi-target jam on user, +3 nervous appeal
8: -2 single target jam on user, +2 multi-target jam on user, +4 nervous appeal
Smart- Smartness is a Pokémon's ability to tactically react to the situation at hand. Every odd rank of Smartness gives the Pokemon a +1 'priority' for moves that determine acting positions during the next turn. (This priority means that later moves with less priority will not move the Pokémon from the place designated by the move it used). Every even rank gives a bonus after each successful combo (post-combo bonus itself) of 1 heart, but the amount of focus required leads the Pokemon to be easily distracted, increasing the damage of single-target jamming attacks by 1 heart and multi-target jamming attacks by 0.5 hearts while the user is in Combo Standby for each odd rank of Smartness. (Half hearts are tracked until the end of the turn, but during scoring are not applied unless another half heart completes it).
Spoiler:
1: +1 priority, +1 single-target jam on user, +.5 multi-target jam on user
2: +1 priority, +1 combo bonus, +1 single-target jam on user, +.5 multi-target jam on user
3: +2 priority, +1 combo bonus, +2 single-target jam on user, +1 multi-target jam on user
4: +2 priority, +2 combo bonus, +2 single-target jam on user, +1 multi-target jam on user
5: +3 priority, +2 combo bonus, +3 single-target jam on user, +1.5 multi-target jam on user
6: +3 priority, +3 combo bonus, +3 single-target jam on user, +1.5 multi-target jam on user
7: +4 priority, +3 combo bonus, +4 single-target jam on user, +2 multi-target jam on user
8: +4 priority, +4 combo bonus, +4 single-target jam on user, +2 multi-target jam on user
Tough- Toughness is a Pokémon's ability to ignore the fatigue of performance. Every odd rank of Toughness is considered 0.5 hearts for determining position in a round (Half hearts here work as normal hearts, a 6 heart mon is faster than a 5.5 heart is faster than a 5.0 heart). Whenever a Tough Pokémon acts, it gains 1 Stamina Point per even rank of Toughness; any time a Pokémon with 5 or more Stamina Points would be jammed, struck with nervousness, or lose condition stars (only when it has condition stars), and no other effect cancels these out, that Pokémon loses 5 Stamina points instead. When a Tough Pokémon's stamina does falter, however, it does so drastically, causing the Pokémon to be jammed for 1 heart per odd rank of Toughness.
Spoiler:
1: +.5 position bonus, +1 jam against user
2: +.5 position bonus, +1 stamina per action, +1 jam against user
3: +1 position bonus, +1 stamina per action, +2 jam against user
4: +1 position bonus, +2 stamina per action, +2 jam against user
5: +1.5 position bonus, +2 stamina per action, +3 jam against user
6: +1.5 position bonus, +3 stamina per action, +3 jam against user
7: +2 position bonus, +3 stamina per action, +4 jam against user
8: +2 position bonus, +4 stamina per action, +4 jam against user
From now until the end of the event, any RSE qualified judge may host a contest for this event (festivals are excluded as they may require separate tweaking and the idea should first be ensured to work in normal contests). Contests for this event must have the entire chat logs posted in this thread plus the stats used for each contestant and use the following rules:
RSE Any Rank (higher ranks still require a ribbon of that type for each participant of the previous rank)
Any attribute
OP Combo Clause
Stats allowed – Each participant may send any combination of stats they wish, from 0-8 for each attribute
Please note that other contests/festivals may still occur during this time, they just won't count towards this event. The purpose of this event is to gauge if these new proposed stats will work and if they need to be tweaked in any way. Constructive feedback of any of the ideas involved is also welcome. This will run until one month from now, through the end of February. At the end, something will be given to each participant in event contests and each judge of event contests.
Extending this through the end of March to get a bit more testing done. Please do contests and give comments, suggestions, constructive criticism, etc.
All participation prizes for both contestants and judges will be awarded at the end.
This is now closed. Participation prizes are as follows:
For each event contest participated in, members may post here to claim two Pokéblocks of their choice which will each increase the level of that stat by one according to the new set of stat uses.
The following people are eligible (numbers represent how many entered, thus they may claim twice that many):
CommBA (2)
Felly
Maxie (2)
Ace Trainer Liam (2)
Prince Vultan
DarknessRuler
Ash K.
Seppe
EmpireCrusher203
For Judges, they may claim $2,000 Contest Credits per contest judged. The following are eligible:
Ash K. (2)
Siless
Stats on with these effects will be an optional rule from now on in RSE. However, unlike this event, it will require actually having the stats you wish to use.
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