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File: magnitude.png (11 KB, 256x192)
11 KB PNG
Magnitude is a 30PP ground move with 100% accuracy. It deals variable damage:

4: 10 BP, 5% chance
5: 30 BP, 10% chance
6: 50 BP, 20% chance
7: 70 BP, 30% chance
8: 90 BP, 20% chance
9: 110 BP, 10% chance
10: 150 BP, 5% chance
Magnitude therefore does on average 71 base damage.

Dig is a two-turn move with 10PP and 80 base power, taking two turns to execute.
Magnitude being used twice does on average ~140 base power, and does 70 or greater damage almost 96% of the time.
Additionally, dig can only crit once, magnitude has two chances to crit.

Dig <<<< Magnitude
>>
both suck when eq is right there
>>
>>59461213
I mean yeah, but if you're at the point in the game where these two moves are worth considering, you don't likely have earthquake yet.
Magnitude is learned at a surprisingly low level considering what its damage output ends up being.

The only redeeming quality of dig is being a free escape rope, but it's not like those are hard to get
>>
I really liked the fix someone else made for Magnitude, where the strength of the attack correlates to the last digit of your current HP. It's still functionally very random, but it's actually worth having as a move slot now because on SOME turns you can guarantee it will be stronger than Earthquake (if you're faster), and you can at least fuck with your HP so it's always full power when you're at full health. It'd be a great strategic risk-reward move
>>
File: 1702338820537041.png (151 KB, 500x500)
151 KB PNG
>>59461210
It's weird to not factor in the guaranteed protection round in dig if we're strictly speaking casually. It takes two turns to execute, but you functionally remove a turn from the AI. It's not they're smart enough to switch to an immunity.
I guess if we're talkin about speedrun strats, yeah, but more damage on average + reliability seems like dig would win out
>>
>>59461210
Why is there no Magnitude 1-3?
>>
>>59461522
That level is Magnitude's Castle
>>
>>59461210
I've always wanted to try Magnitude with the Metronome item. It's always a gamble but man it would be sweet to hit Magnitude on that 150 damage roll on a 100% boost.
Honestly wish it was more competitive. You literally couldn't run calcs for it, so it could be a very anti-meta play. It's just not any good in it's current form. Fickle Beam is the same idea really but way better.
I think maybe it could also get more PvE use if there was a Pokemon with an ability that benefited from using it. Maybe like a "foreshock" or "aftershock" ability that did priority/negative priority damage but one Magnitude less the same turn you used it.
Also, why was Dig nerfed from 100 to 80 BP in Gen 2? Any ideas?
Also feel like Dig, Dive, and Fly should all break Protect as a basic function of those attacks
>>
>>59461210
>oddish used ababor!
>>
>>59462319
>Also feel like Dig, Dive, and Fly should all break Protect as a basic function of those attacks

Yeah, I like that
>>
>No version of Dig/Fly etc where the "become intangible" phase has increased priority and the attack phase has "hits retreating foes" like Pursuit
>>
>>59462400
are you familiar with the basic concept of of a move being overpowered and broken as fuck

>Turn 1: CAN'T HIT ME CAN'T HIT ME CAN'T HIT ME NOT ALLOWED SORRY THAT'S THE RULES
>Turn 2: I'M HITTING YOU I'M HITTING YOU AND YOU'RE NOT ALLOWED TO DO ANYTHING ABOUT IT NOPE LALALA NOT LISTENING YOU HAVE TO GET HIT CUZ I SAY SO
>>
Dig's damage went from 100 to 60 to 80 over the various games. I wonder if it'll ever change again?
>>
>>59462460
Fly and Phantom Force both sit at 90. I could see them doing the same.
>>
Liepard was here
>>
>>59461411
>but you functionally remove a turn from the AI
And a turn from yourself too, in practice it's just a waste of time, you're not PP stalling in a casual game. No you're not PP stalling Lance's Hyper Beam



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