User talk:Suic12-

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Revision as of 13:53, 17 May 2019 by Suic12- (talk | contribs) (Run Away)
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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)