ZoraJolteon said:
ZOMG! Carrington corrects his mistakes beneficial to Team Techno Fluff!
I would have done the same if it were a member of Team Techno Fluff being corrected in Team Torchic's favor.
Anyway, here is the round 13 assignment:
EX: Expanded, for which we still don't know whether or not it will come with 3-D glasses, will also feature six cards that will have a high amount of base damage yet not be considered broken. Here's an example from Dr. Wily's Camerupt in Mega Man Revolutions:
{F}{F}{F}{F}{C}
Massive Tremor Flip 6 coins. If at least 1 is tails, this attack does nothing.
260
I went to another CaC veteran with more experience than me, dkates, for an honest opinion on the attack's status.
dkates said:
Honestly, the attack's extremely overbalanced. The attack has a 1 in 64 chance of doing anything, which is so low as to be insane. Even if the attack were costed at C, it would still be overcosted -- I calculated it out, and it literally averages less than 5 damage. Before applying factors such as ex vs. non-ex and evolution stage, FFFFC basically pays for 70 damage.
So, you see, the attack is definitely not broken, despite the attack's high base damage. [OOPS!], you'd have a hard time getting the attack to activate if it were 3 coins. If lucky, it can KO a Hyper-mechanic 230 HP Pokémon-ex with Resistance to {F} (Dr. Wily's Camerupt is a {F}-type Camerupt). The odds of that are slim, though.
Anyway, each of the six cards will have at least 1 attack that does high damage yet isn't considered broken. Each of the four prize mechanics will have a different scale for the high-power attack. For all cards, the minimum damage will be 120. The maximum damage for a one-Prize card is 260 and increases by 80 for each additional Prize (Pokémon-ex get 340, Pokémon-SP get 420, and Pokémon-DS will cap at 500), with an additional 20 for the Chaos Emerald Super mechanic (280 normal-Super, 360 Super-ex, 440 Super-SP, 520 Super-DS) and an additional 40 for the Chaos Emerald Hyper mechanic (300 normal-Hyper, 380 Hyper-ex, 460 Hyper-SP, 540 Hyper-DS). To make sure such an attack isn't broken, you can vary the cost and effect to make it such
Every mechanic that I opened the door to for the last round is permissible in this round.
Here's the round 12 specifications and rubric:
Descriptors: Permitted
Owners: Permitted, Must Come Before Descriptor
Dual-Types: Permitted
Ultima Types: No
Multi-Prize Mechanics: Permitted, Pokémon-ex, Pokémon-SP, and Pokémon-DS Allowed
Chaos Emerald Mechanics: Permitted
Legal Stages: Basic, Stage 1 and Stage 2
Fourth Generation: No
Name--3 points. Make sure everything's spelled right, including the owner and/or multi-Prize mechanic if used.
Picture--3 points. Try to make it descriptive.
Type(s)--5 points. Single-types and dual-types are acceptable. Make sure they fit.
HP--5 points. Make sure it fits the card well. Too much or too little and I dock you.
Weakness/Resistance--5 points. Make sure all Weakness and Resistances the mechanic allows fit. The more allowable, the more lenient I'll be on nonsensical ones.
Retreat Cost--5 points. Again, make it fit the card.
Pokemon Power/Attacks--30 points. No more than three total per card, and the card must have at least 1 attack. You can have 1 attack only, 2 attacks only, 1 attack and 1 power, 2 attacks and 1 power, etc. on your card. If you do 1, it's worth 30; if you do 2, they're worth 15 each; and if you do 3, they're worth 10 each. Remember, one attack must have a high base damage but not considered broken.
Rarity--3 points. Not much choice here, but make sure you choose it right.
Explanations--8 points. May sound harsh, but it helps to explain not only why your high-damage attack shouldn't be considered broken but also how the card works and why mechanics are what they are.
Strategy--8 points. How can you combine your card with other cards effectively?
Penalties--There are still a few categories out there, so be wary!
Round 3 Possible Total--75 points.
If both teams have average scores of 45 points or lower, both teams go to the boardroom.
Anyway, it's time to make some cards. Team Torchic is trying to reverse a losing streak. They just lost their captain to fraud, but can DragonSol and new management turn it around without him? Or will Team Techno Fluff take advantage of the Team Torchic shakeup to win their fifth round in a row? May the best team win.