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"[Idea] If Pokémon GO has EVs."


#PokemonGO: In the main series there are five factors affecting Pokémon stats:Species of the Pokémon (base stats).Individual values (IVs) - that individual's potential.Effort values (EVs) - stats gained through training.Nature - A trait that affects the individual's stats.LevelIn Pokémon GO we have three of these: base stats, IVs, and level.There are two systems that the main games have used for EVs:Stat experience: A value from 0 to 65535 for each stat; defeating a Pokémon adds its base stats to the stat experience; bonus is proportional to square root of stat experience.Current EV system: A value from 0 to 252 for each stat; defeating a Pokémon will add to certain EVs. Bonus is proportional to EV but they can only sum to 510, so you can't max out every stat.I feel that due to the differences in combat between the main games and Pokémon GO, something like the current EV system wouldn't work very well. There are only three stats rather than six, plus the result of choosing one stat over another in Pokémon GO would be a slight difference in attributes such as CP and duel rating, rather than significant strategic differences such as how many turns it will take to defeat an opponent or get defeated, or whether you outspeed the opponent, etc. Plus you'd have to find gyms with specific Pokémon in them to train the right EVs. A similar argument can be applied to natures. However, I feel that something like the old stat experience system would be suitable.Let's say Pokémon GO had a stat experience system. When a Pokémon is defeated, an attacker will gain EVs equal to the base stats of that Pokémon. If there are multiple attackers (either multiple participants or due to switching), then the experience is split based on the proportion of damage dealt by each. Gym defenders would earn stat experience too, which would accumulate, and be awarded all at once when the defender is kicked out of the gym. To prevent using unfair matchups to earn stat experience, if the Pokémon gaining stat experience has a greater CP than the defeated Pokémon, the gain would be reduced proportionately based on the CP ratio.Maximum stat experience would be 65535 in each stat. The formula for each stat would become:Stat = (Base + IV + (EV/256)0.5 ) * CPMThus a maxed EV would add roughly 16 to its stat (compare to the main games where maxed IVs add 31 and maxed EVs add 63).This would encourage training Pokémon, and actually require Pokémon to train/battle to reach their maximum potential, rather than just feeding them stardust/candies. Players would see a tangible reward for training their Pokémon (besides the trainer experience). Players would see significant CP gains for Pokémon they start training, which diminish as the Pokémon is trained more and approaches its maximum potential.Example: You hatch a perfect IV Squirtle at level 20 and evolve it to Wartortle, with a CP of 904.You find a friendly gym where the first Pokémon is Flareon with a higher CP, and train once on it. Flareon's stats (238/178/130) are added to Wartortle's EVs. Wartortle's CP goes up to 914 (+10). It's clear that significant gains can be made by training.You train a second time. Wartortle's CP goes up to 918 (+4). Still a noticeable gain but it's clear that the returns diminish as you keep training.After 10 times: CP is 935.Had the Flareon only had half of Wartortle's original CP, Wartortle's CP would have only gone up to 911 rather than 914.With maxed EVs, Wartortle's CP would be 1096 at level 20. You can then power up/evolve to get the maximum possible CP Blastoise.To monitor training status, your team leader should comment on your Pokémon's training (EVs) during an appraisal. If your Pokémon has 0/0/0 EVs, there should be no comment, as those are Pokémon you've never successfully battled with and most likely just caught them and only want to check IVs, so adding extra messages would be annoying.If EVs are nonzero, then the leader should comment on the average EV level. For example (these are generic; each leader would have something different):I see that you've been training [Pokémon], but you still have a long way to go. (0-40%)You've trained [Pokémon] quite well; keep it up! (40-70%)Your [Pokémon] has gained a lot of skill in battle. (70-99%)Your [Pokémon] has trained to its maximum potential. (100%)The team leader would also tell you which stat has the most experience and which has the least experience, so you can focus on training on Pokémon that have that stat with less experience to train faster. For example:You've particularly trained [Pokémon]'s [stat] well.[Pokémon] could still work on their [stat].If two stats are tied for most/least, the leader will mention both. If all three are equal then there is no additional comment, and only the comment on overall EVs would appear.In addition, a new type of item could be introduced: Vitamins. The vitamins (and corresponding stats) would be:HP Up (HP)Protein (Attack)Iron (Defense)Each vitamin would add 2560 to the corresponding EV of the Pokémon used on, with a maximum of 25600. Thus vitamins don't replace training, but rather give the Pokémon a head start. So the perfect IV Wartortle with 904 CP would get up to 1022 on vitamins alone, and would need to train to get up to 1096.Vitamins could come occasionally from PokéStops, and perhaps be available in the shop too as a possible revenue stream.tl;dr: Have something similar to Gen I/II stat exp. in Pokémon GO, which would allow players to increase their Pokémon's CP by actually training in gyms, through a mechanism independent to the power-up/level system. Vitamins could give Pokémon a head start in training. via /r/TheSilphRoad http://ift.tt/2e0CuiY
"[Idea] If Pokémon GO has EVs." "[Idea] If Pokémon GO has EVs." Reviewed by The Pokémonger on 21:43 Rating: 5

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