encukou/test-0 — Issue #121: Better indication of move usefulness
Author: encukou
Created: 2011-11-03 19:51:42+00:00
State: open
Labels: feature, high-priority, involved, move pages

**Reported by [Eevee](http://bugs.veekun.com/users/1) on 2011/04/28 06:07:35 +0000 · Migrated from [Redmine issue 616](http://bugs.veekun.com/issues/616)**

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Accuracy and power don’t paint a very complete picture any more. Paralyzing moves affect how much damage you’ll take over the next few turns; status moves affect how much damage you’ll dish out over the next few turns; Petal Dance is all kinds of complicated.

It would be super keen to summarize this kind of information, at least for the simple cases. If I use Tail Whip once, how many attacks will it take before I’ve caught up to as much damage as I’d deal attacking normally? What if I use it twice? What’s the expected return from multiple uses of Double Team, or Confuse Ray (which has an accuracy), or Sing?

Redmine metadata:
Updated on: 2011/05/09 03:12:57 +0000
Start date: 2011/04/28
Relations:
blocks #592

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**Comment by [Anonymous](http://bugs.veekun.com/users/5) from 2011/05/05 08:07:29 +0000**

(spam, elided)

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**Comment by [Zhorken](http://bugs.veekun.com/users/8) from 2011/05/08 12:25:58 +0000**

If you use Tail Whip any number of times, you’ll catch up to where you’d be if you weren’t Tail Whipping in one attack. The issue is that it takes longer to catch up e.g. to one Tail Whip after two Tail Whips.

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**Comment by [Eevee](http://bugs.veekun.com/users/1) from 2011/05/09 03:12:57 +0000**

Er? One Tail Whip makes each successive attack do ~50%\\ more\\ damage,\\ so\\ Tackle\\ +\\ Tackle\\ is~100 power whereas Tail Whip + Tackle is \~75 power.

Similarly two Tail Whips give you double damage, so Tail Whip + Tail Whip + Tackle is ~100\\ power\\ whereas\\ Tackle\\ +\\ Tackle\\ +\\ Tackle\\ is~150 power.