Pocket and stale-move negation:
So after doing the Tree/Lloid staleness tests I got to wondering about Pocket and staleness. Around when I first made this thread I said Pocket doesn't stale, but as it turns out I was wrong (which mechanically isn't a good thing...)!
In short
- Pocket ignores the staleness (and freshness) of projectiles. If you Pocket a bowling ball that's been staled down to deal 7%, then it will still deal a displayed 29% with the early hit with a fresh Pocket, rather than 13%/14%
- Pocket itself is affected by staling though. The multiplier stales. It only stales when an unpocketed projectile connects though, so missing with the projectile or missing pocketing a projectile won't stale it.
- When Pocket is fresh in a match (first use), its multiplier is about ~x1.90449, just slightly greater than the x1.9 baseline. This is mechanically identical to how all other damaging attacks deal x1.05 their base damage in a match when absolutely fresh. I tested this by Pocketing a bowling ball and jumping so that the late (strong) hit would connect, twenty times. During a match, I SDed after each hit to keep pocket fresh, and the target's total damage ended up being 648%. In training (no staling/freshness bonus), it was 646%.
- On its second use, its multiplier is about ~x1.67 (1.66854)
- On its third use, its multiplier is about ~x1.53 (1.52809)
- On its fourth use, its multiplier is about ~x1.4 (1.40449)
- Garden, despite not increasing Pocketed projectiles' damage, still has its "multiplier" stale
- The "missed pocket" flowering hitbox and the multiplier share the same stale move queue. Connecting with an unpocketed projectile stales the flowering hitbox, and vice-versa
That's actually it for now. I'm going to test for all of the multipliers along the stale move queue (which would be ten for each Pocket), and so it's going to take longer and longer with each spot.
tl;dr clean out your pockets yo, don't let them get all stale and nasty with all the junk you put in them
Update: After more testing (code word for ****ing around) with Garden, it seems that what is happening is that the multiplier for whatever spot in the staleness queue Pocket is currently in is applied in addition to the regular multiplier. So what I said still stands, Pocket ignores the spot in the staleness queue the projectile was in at the time of being Pocketed. Instead, whatever spot Pocket is in at the time of unpocketing is used.
So basically the final damage is
Bd(1.9Q)
for Pocket
BdQ
for Garden
Bd(1.3Q)
for Pocket Plus
Where
Bd = pocketed projectile's base damage
Q = multiplier for whatever spot in the staleness queue Pocket/Garden/Pocket Plus is at the time of unpocketing
Update v2.0: For whatever reason Pocketed (standard) Trees are treated as a distinct attack as far as staling goes. Might be an oversight? It's only standard Trees (I havent tested Counter or Super yet) that are treated as their own attack when Pocketed; all of the rest of Villagers and other characters projectiles when Pocketed count as using Pocket for staleness.