Basic Combat Rules 3.0

Our system of combat rules attempts address issues of scaling, balance, and length of battle. How each rule contributes to these goals will be detailed in the following sections.



Move Damage

Attack Dice:
Each attack made by a pokemon will deal damage through two dice, the damage dice and the bonus dice.



Bonus dice are the damage added due to the attacking pokemon's relevent offensive stat. Bonus dice are always d4s. The number of d4s is determined by dividing the relevant stat by 25 and rounding down to the nearest integer. $$Base Bonus Dice = \lfloor\frac{Offensive Stat}{25}\rfloor$$

The magnitude of the damage die is determined by the move used (see List of Pokemon Moves). The number of damage dice is now calculated from the number of bonus dice available. Specifically it is the number of bonus dice divided by three and rounded up to the nearest integer.

$$Base Damage Dice = \lceil\frac{Bonus Dice}{3}\rceil$$

 These are termed "base" as the number will be modified by the target's defense stat.



Effectively this means that for a number of bonus dice 1-3, you will have one damage die; for a number of bonus dice 4-6, you will have 2 damage die; for a number of damage dice 7-9, you will have 3 damage dice; and so on. The purpose of this is to appropriately scale the damage of high power moves at later levels relative to low power moves so that it remains proportional to the difference in power.





Defense Dice:

Defense subtracts a number of the attacker's bonus dice depending on the relevant defense stat: $$Defense Dice = \lfloor\frac{DefensiveStat}{50}\rfloor$$ <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">The number defense dice directly modifies the number of bonus dice: $$Bonus Dice = Base Bonus Dice - Defense Dice$$ <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">When calculating the final number of dice to be used in attack, the point at which you subtract the defense dice is important. You may have noted that it is at a disadvantage due to it having an effect per 50 of the stat as opposed to per 25. The primary reason for this is to offset increases in HP, by increasing damage output as pokemon level up. However, to make up for some of the difference, the defense dice are subtracted from the bonus dice BEFORE damage dice are calculated. The final number of damage dice is calculated as follows:

$$Damage Dice = \lceil\frac{Base Bonus Dice - Defense Dice}{3}\rceil$$ <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Some systems rely on increasing difficulty to hit as the primary defensive modifier. These systems significantly slow down battle, and decrease immersiveness as a high defense meant that very often a player's turn results in nothing happening. With this system, defense directly dulls the incoming attack without having the pace of the fight come to a screeching halt.

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<h3 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Total Dice:

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">To give an example, let's consider a pokemon with 210 Attack using a power 60 move on a pokemon with 155 Defense:

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">In this example you can see that the defense subtraction knocked the bonus dice down such that only 2 damage dice were used instead of 3.
 * 1) $$Base Bonus Dice = \lfloor\frac{210}{25}\rfloor = 8$$
 * 2) $$Defense Dice = \lfloor\frac{155}{3}\rfloor = 3$$
 * 3) $$Bonus Dice = 8 - 3 = 5$$
 * 4) $$Damage Dice = \lceil\frac{5}{3}\rceil = 2$$

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">The total number of dice rolled for total damage is simply found using the number of bonus dice and the number ofdamage dice. So in this example, damage would be rolled with 2 d6s and 5 d4s.

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<h2 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Attack Roll: <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">The attack roll is very simple. Roll a d20 to see if the attack is successful. A 1 is a failure, and a 20 is a critical. All other values are a successful attack. (This roll is affected by changes to the accuracy stat, the evasion stat, and some feats.)

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<h2 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Move Strength and FP Cost: <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">While PP may seem to be a good analog to FP from the video game, the frequent ideosyncracies in the PP distributions wound up with some supremely overpowered, and underpowered outliers (e.g. Wing Attack). FP instead depends on the move's power as a means to reign in the extra damage high power moves have, and give low powered moves some major utility in long, drawn out battles. See the List of Pokemon Moves page for a discussion of how FP costs were derived a table of the values for each move.

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">In the instance of multi hit moves simply roll to see how many hits the attack has (usually 2-5), then use that many damage dice. However for the purpose of calculating the number of damage dice, treat the cluster of dice as one damage die. For example, double slap has a power of 15, which we round to a d2 damage die, but it is also multi hit. Let's say we rolled a d5 and got 3 attacks. For the purpose of calculation, one damage die for this double slap is 3d2.

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">The FP costs of status moves, multi-hit moves, and moves with very strong secondary effects have been determined by review of the entire moveset, and have been tabulated in the List of Pokemon Moves.

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<h2 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">FP Pool and Recovery:

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">The total FP of every pokemon at every level is 50. This is to ensure that all moves are available at all points of the game, and also to prevent lower power moves from being strictly better at the beginning of the game and high power moves being strictly better at the end of the game in terms of damage per turn.
 * Total FP = 50

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Finally, FP recovery is being strictly curtailed. In our old system with the two turn 50% FP recovery, it was impossible to make low power moves at all per turn efficient when FP was such a cheap commodity. This also means our pokemon will have a limited duration of usefullness and we must now plan when we want them on the field, and for what purpose. Efficiency is key.
 * 2 turn rest = 7 FP recovered
 * 3 turns in pokeball = 25 FP recovered

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Restricting the total FP pool of all pokemon was the final and most important step in keeping combat balanced. It ensures that moves of all powers bring different tactical options while keeping the length of battles from increasing as our pokemon leveled. This, in combination with the increased damage output will make battles more fast paced, more intense, extremely balanced, and much more strategic as every turn counts.

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<h2 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Stage Ups/Downs:


 * All modifiers only have four stages

<h3 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Attack/Special Attack

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Stages of Attack/Special Attack up and down will add or subtract additional dice (d4s) to your attack of the appropriate type, and will depend on the number of total bonus dice (not base), and the number of stage ups.

$$AdditionalDice = \lceil\frac{BonusDice}{3}\rceil * (A/SA Ups - A/SA Downs)$$ <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">There are several key things to note. First, the notation of additonal dice is intentional, these dice WILL NOT factor into bonus dice nor damage dice calculations. Calculate the number of additional dice at the end, and tack them on to the roll. Second, the number of additional dice may be negative, and subtract from the total number of dice rolled for an attack. Third, notice the similarity to the number of damage dice calculation in terms of the per 3 bonus dice tiering.

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">To use our prior example, let's consider a pokemon with 210 Attack using a power 60 move on a pokemon with 155 Defense, this time with three stages of attack up, and one stage of attack down:

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">In this example you can see that the defense subtraction knocked the bonus dice down such that only 2 damage dice were used instead of 3 AND it also knocked down the number of addional dice.
 * 1) $$Base Bonus Dice = \lfloor\frac{210}{25}\rfloor = 8$$
 * 2) $$Defense Dice = \lfloor\frac{155}{50}\rfloor = 3 $$
 * 3) $$Bonus Dice = 8 - 3 = 5$$
 * 4) $$Damage Dice = \lceil\frac{5}{3}\rceil = 2$$
 * 5) $$Additional Dice = \lceil\frac{5}{3}\rceil * (3 - 1) = 2 * 2 = 4$$

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">The total number of dice rolled for total damage is simply found by adding the number of bonus dice, the number of damage dice, and the number of additional dice. So in this example, damage would be rolled with 2 d6s and 9 d4s.

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">In many games stage ups and stage downs suffer from scaling issues in that they tend to be horribly per turn inefficient. To fix this the system builds them into the scaling of the damage dice for the sake of simplicity. To think of how per turn efficient it is to use a stage up, consider that you sacrifice one turn of doing damage, to add damage to subsequent turns. You will break even on your investment of a turn when that bonus damage adds up to one full turn of damage. You will finally get additional damage every turn after that. With the per 3 bonus die scaling, it will take on average 4 turns to break even, with extra damage on turn 5.

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<h3 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Defense/Special Defense <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Similar to stage modifiers of Attack/Special Attack, stage modifiers of Defense/Special Defense will add or subtract additional dice (d4s) to incoming attacks of the appropriate type, and will depend on the number of defense dice, and the number stage ups/downs.

$$AdditionalDice = -\lceil\frac{DefenseDice}{3}\rceil * (D/SD Ups - D/SD Downs)$$

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Again note that the defensive #additional dice are calculated AFTER the #bonus dice and the #damage dice. Also note that this #additional dice value is negative, as it weakens an incoming attack. In the case where there are both Attack/Special Attack stage modifiers and Defense/Special Defense modifiers in a calculation, simply add both #additional dice terms.

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">To again use our prior example, let's consider a pokemon with 210 Attack and three stages of attack up and one stage of attack down using a power 60 move on a pokemon with 155 Defense, with four stages of defense up:

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">The total number of dice rolled for total damage is simply found by adding the number of bonus dice, the number of damage dice, and the attack and defense additional dice. So in this example, damage would be rolled with 2 d6s and 5 d4s.
 * 1) $$Base Bonus Dice = \lfloor\frac{210}{25}\rfloor = 8$$
 * 2) $$Defense Dice = \lfloor\frac{155}{50}\rfloor = 3 $$
 * 3) $$Bonus Dice = 8 - 3 = 5$$
 * 4) $$Damage Dice = \lceil\frac{5}{3}\rceil = 2$$
 * 5) $$Additional Dice = \lceil\frac{5}{3}\rceil * (3 - 1) = 2 * 2 = 4$$
 * 6) $$Additional Dice = -\lceil\frac{3}{3}\rceil * (4-0)= -1 * 4 = -4$$

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">For one final example, let's consider a pokemon with 155 Attack and three stages of attack up using a power 60 move on a pokemon with 210 Defense, with four stages of defense up:


 * 1) $$Base Bonus Dice = \lfloor\frac{155}{25}\rfloor = 6$$
 * 2) $$Defense Dice = \lfloor\frac{210}{50}\rfloor = 4 $$
 * 3) $$Bonus Dice = 6 - 4 = 2$$
 * 4) $$Damage Dice = \lceil\frac{2}{3}\rceil = 1$$
 * 5) $$Additional Dice = \lceil\frac{2}{3}\rceil * (3 - 0) = 1 * 3 = 3$$
 * 6) $$Additional Dice = \lceil\frac{4}{3}\rceil * (4 - 0)= -2 * 4 = -8$$

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">In this example the damage rolled would be 1 d6 and 0 d4s. Here we see that is possible to remove all bonus dice from the attacker's damage. However dice removal by either the defense stat or defense/special defense stage ups CAN NOT go into the negative.

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<h3 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Speed <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Speed is very simple. The first stage up is +1 movement square and +40 to the speed stat. Stages 2 through 4 are +40 to the speed stat at each stage. The stage downs are the opposite.

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<h3 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Accuracy and Evasion

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Accuracy up increases your chance to critical, and is calculated in the d20 attack roll. The first stage brings your total chance to critical to 25% (this includes the critical on 20), the second stage to 50%, the third stage to 75% and the fourth to 95%.

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">While this may seem extreme, keep in mind assuming a one stage up move, to get to four stages requires four turns. Meaning you won't break even in terms of damage until turn 8.
 * Accuracy Up 1: critical on 16-20
 * Accuracy Up 2: critical on 11-20
 * Accuracy Up 3: critical on   6-20
 * Accuracy Up 4: critical on   2-20

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Accuracy down increaces your chance to miss, and is calculated in the d20 attack roll. The first stage brings your total chance to miss to 15% (this includes the miss on 1), the second stage to 30%, the third stage to 45%, and the fourth stage to 60%.

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 * Accuracy Down 1: miss on    1-3
 * Accuracy Down 2: miss on    4-6
 * Accuracy Down 3: miss on    7-9
 * Accuracy Down 4: miss on 10-12

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Evasion up increases your chance to dodge, and is calculated in the d20 attack roll of your attacker. The first stage brings the attacker's total chance to miss to 15% (this includes the miss on 1), the second stage to 30%, the third stage to 45%, and the fourth stage to 60%.

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 * Evasion Up 1: enemy misses on    1-3
 * Evasion Up 2: enemy misses on    4-6
 * Evasion Up 3: enemy misses on    7-9
 * Evasion Up 4: enemy misses on 10-12

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">In the case of a pokemon with stages of accuracy up attacking a pokemon with evasion up or attacking with accuracy down also, combine the probabilities with accuracy down and evasion up taking precedence over accuracy up.

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">For example, for a pokemon with two stages of accuracy up attacking a pokemon with two stages of evasion up (or also having two stages of attacking down) the outcomes of a d20 roll are as follows:

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Another example, for a pokemon with two stages of accuracy up attacking a pokemon with four stages of evasion up (or also having four stages of attacking down) the outcomes of a d20 roll are as follows:
 * 1-6: miss
 * 7-10: hit
 * 11-20: critical

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 * 1-12: miss
 * 13-20: critical

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">In the case where a pokemon with accuracy down attacks a pokemon with evasion up, the effects are additive. However, the chance to miss is capped at 60%.

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<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">For example, for a pokemon with two stages of accuracy down attacking a pokemon with two stages of evasion up, the outcomes of a d20 roll are as follows:

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">A final example, for a pokemon with two stages of accuracy down attacking a pokemon with four stages of evasion up, the outcomes of a d20 roll are as follows:
 * 1-12: miss
 * 13-20: hit


 * 1-12: miss
 * 13-20: hit

Damage
Treat the first hexagon an AOE move damages an enemy normally. Additional hexagons deal 0.5x non-typed damage. <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:'HelveticaNeue',Helvetica,Arial,sans-serif;line-height:20px;">

<h2 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Feats <h3 style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Global Feat Limit <p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">Each pokemon is limited to using two feats per six turns. The six turn period is calculated globally from the

<p style="margin-top:0px;margin-bottom:0px;color:rgb(51,51,51);font-family:HelveticaNeue,Helvetica,Arial,sans-serif;line-height:20px;">start of the battle. For example the first period is turns 1-6, the second is turns 7-12 and so on.