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User talk:Suic12-

Welcome to Bulbapedia, Suic12-!
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  ✔Poké.geek✔ 20:31, 26 December 2011 (UTC)  

New templates

Hey, you need to check with an admin before you implement a new template. We need to check that it'll work properly and that it's actually needed. In this case, I'm not sure it's needed - there's no real point in replacing some raw code on a page with a template designed to look identical. Werdnae (talk) 00:02, 28 July 2012 (UTC)

Pain Split

Let me start by saying that it's always nice to see someone reliably do the research articles ask for. (For me at least, if only because I asked for it.)

Anyway, regarding Pain Split, my intention really was for someone to test Generation III specifically (and if Shell Bell does trigger there, maybe GenIV). It is known that it doesn't trigger in recent generations, know even confirmed once more. (I'm almost sure I also tested in FRLG not too long ago, though I couldn't find it in my notes, so I guess I'd be interested in RSE specifically.)

I've removed your Shell Bell statement for now because we still can't be too sure on RSE, but would imply otherwise (and also because I'm not too sure whether it would need an explicit mention if it only ever was unaffected, and because I'm really iffy on linking Pain Split and "damage"). But if Pain Split was affected by Shell Bell, I would argue that, due to Shell Bell's effects and in-game descriptions, it was the only known instance of a damage-dealing status move. Nescientist (talk) 14:39, 2 February 2019 (UTC)

No problem, I don't have any Generation III games, but I have games from IV to VII, so I might test for some of those at least.
Anyway, in order to not lead anyone to do redundant tests, it think it's a good idea to say somewhere in which games it was already tested. If not in the main article (since, as you say, it might not be worth mentioning if it doesn't trigger Shell Bell), at least in the talk page of Pain Split. Suic12- (talk) 18:28, 2 February 2019 (UTC)

Safeguard (move)‎

About your latest edit here, I hope you have verified the abilities you listed. Otherwise some know-it-all will blank out the entire statement if he finds that one of the abilities is incorrect. Eastern Goldfinch (talk) 19:25, 26 March 2019 (UTC)

So far I have tested Static, Flame Body and Poison Point for generation IV. I cannot test for generation III vecause I don't have those games. I have plans to keep testing for consecutive generations as well. The point is that I noticed the abilities were all working the same way, plus I had the information already on the page (and the talk page). If you think we should test them individualy in generation III as well, we can change the page accordingly. Suic12- (talk) 03:06, 27 March 2019 (UTC)
I have Emerald. I checked Static and Flame Body. Yes Safeguard does not stop them in the same way as it does not stop Effect Spore. I think I don't have any enemy Pokémon with Poison Point in Emerald. Eastern Goldfinch (talk) 19:42, 29 March 2019 (UTC)
Good to know you could test them. I also confirmed Effect Spore isn't blocked in gen IV. Interestingly, in generation V all these abilities didn't activate after lots of tests, so the behavior probably changed.
On a different subject, since you have generation III game(s), maybe you would be interested in helping research the moves in this list. I've been testing lots of the effects, but there is not much I can do about generation III games, so I could use some help for those. Suic12- (talk) 22:51, 29 March 2019 (UTC)
Which of them is Gen 3? Do you know? Eastern Goldfinch (talk) 18:20, 3 April 2019 (UTC)
Among them we have Assist, Bide, Conversion 2, Mimic and Pain Split, to name a few. There are others, but you can always go to the move's page and check the research template, it will say which generations need tests (and if it doesn't say, it means it may need tests for all generations). Suic12- (talk) 19:19, 3 April 2019 (UTC)

Run Away

In your edit summary, you mentioned that you had tested some of the mechanics. Just wondering whether you specifically tested both the player's Pokémon and the wild Pokémon having Run Away. In Gen V only, the Smoke Ball does not allow a wild Pokémon to flee with Teleport (but it does allow the player's Pokémon to do so), so I would expect Run Away to exhibit similar behavior.

Also, I haven't tested how roaming Pokémon and the Aether Paradise Nihilego interact with Run Away/Smoke Ball, and that would be worth investigating as well. Did you look into any of these? --SnorlaxMonster 10:48, 17 May 2019 (UTC)

The part I tested was whether the player's Pokémon having Run Away would guarantee escape when it fainted and the player was given the option to flee. And from what I saw it did guarantee in generation IV, but not anymore in generation V. When I looked at Escape's page, it seemed to me that everything asked in Run Away's page was already answered there. It honestly didn't occur to me that there could be a difference using Teleport if it the user was the player's Pokémon or a wild one, but now that you said so I have an idea on how to test it, so I'll let you know when I find out.
About the roaming Pokémon and Nihilego, no, I didn't test for them. I'm already past those points in the games. I'm keeping a list of things I'll test when I decide to reset some of the games, so I'll add those to the list (although I'm not sure that I'll reset anytime soon). Suic (talk) 13:53, 17 May 2019 (UTC)

Synchronize in SOS Battles

I would've used the Synchronize talk page if I could make sure you saw it, but regarding your recent edit there, would you have a source for the 50% (and, by extension, for the bug), for I believe it should probably be referenced within the article!? The text now reads as if the 50% chance either always applies, or never. Are you sure it is not a case-by-case coin flip? And while I'm here, would you maybe like to edit the SOS page appropriately? Thanks. Nescientist (talk) 10:29, 6 July 2019 (UTC)

Honestly, in that edit I was just transcribing what the article already said, or at least what I understood from what was written. But it did get me curious, so I later tested that bug in the conditions described.
I had a Pokémon with Synchronize in the second slot of my party and a Pokémon with a different nature in the first slot. When entering a wild battle I would switch to the Pokémon with Synchronize and wait for the wild Pokémon to call an ally, and after that capture the ally. I repeated that until I had caught six allies, four of which had the same nature as the Pokémon that was originally in the first slot of my party, and the other two had random natures. Although this is not a high enough number of tests to determine the odds precisely, there is definitely a chance lower than 100% and higher than 0% that Synchronize will force the ally to have the nature of the first Pokémon, and that makes me believe it works with the same percentage as the out of battle effect.
I still intend to test what would be an ally's nature if the Pokémon with Synchronize was in the first slot all along, but that's what I have for now. I may edit the SOS page after I finish this other test. Suic (talk) 15:48, 6 July 2019 (UTC)
Ok, I just thought for a moment you knew of a Smogon post or something where someone explained technicalities.
But when you say you just transcribed what you thought was there, that means you didn't intentionally say there's a 50% chance all subsequent allies in that battle will synchronize and a 50% chance that none will? That's what I came here for, the rest makes sense, but this one had me wonder. I mean, you could theoretically test it (such as by battling Elgyem in USUM with Lax or Gentle nature Pokémon in the first slot and switching between Download Pokémon, probably there's even an easier setup), but if you didn't mean to say that, it's so unlikely that I guess noone needs to really. Nescientist (talk) 16:58, 6 July 2019 (UTC)
Yeah, I didn't really mean that subsequent allies would either all have the Synchronized nature or all have a random nature, I was imagining each ally having an independent chance of having a Synchronized nature or not. As you said, it seems unlikely for it to be the first way, but I may end up testing it eventually. Meanwhile, if you think it would be better, you could change the wording of the Synchronize page to make it more clear that (theoretically) each ally has an independent chance of having a Synchronized nature. Suic (talk) 18:03, 6 July 2019 (UTC)
Thanks. I'm satisfied with the new wording you appear to have introduced, it's certainly way better in my opinion, yes. Nescientist (talk) 17:15, 7 July 2019 (UTC)
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