Mystery Dungeon game mechanics: Difference between revisions

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Incorrect percentages, redundant statement, added critical hit bonus change, added example.
m (Incorrect percentages, redundant statement, added critical hit bonus change, added example.)
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==Damage==
==Damage==
* Type affinity has been changed. Most notably, super-effective attacks will only deal 50% more damage (compared to double damage in the main games), not-effective attacks will deal 90% damage (instead of 50% as in the main games), and immunities (coined "ineffective attacks" here) deal 50% damage. However, as in the main games, Pokémon may be immune to certain status ailments based on its type (for example, {{p|Arbok}} remains immune to {{m|Toxic}}). Note that the effects of abilities remain unchanged - for example, {{type2|Ground}} attacks will still do no damage against Pokémon with {{a|Levitate}}.
* Type affinity has been changed. Most notably, super-effective attacks will only deal 40% more damage (compared to double damage in the main games), not-effective attacks will deal 70% damage (instead of 50% as in the main games), and immunities (coined "ineffective attacks" here) deal 50% damage. However, as in the main games, Pokémon may be immune to certain status ailments based on its type (for example, {{p|Arbok}} remains immune to {{m|Toxic}}). Note that the effects of abilities remain unchanged - for example, {{type2|Ground}} attacks will still do no damage against Pokémon with {{a|Levitate}}.
* The damage bonus that critical hits provide is only 50%, compared to double damage in the main games.
* Each move has an inherent critical hit rate, which may be modified with items (Scope Lens) or IQ abilities (Type-Advantage Master).  {{m|Focus Energy}} ensures that the next special move will be a critical hit.
* Each move has an inherent critical hit rate, which may be modified with items (Scope Lens) or IQ abilities (Type-Advantage Master).  {{m|Focus Energy}} ensures that the next special move will be a critical hit.
* Defeating a Pokémon without using special moves only gain half the normal experience, while defeating a Pokémon using linked moves will gain 50% more experience. Note that an opposing Pokémon using moves on itself counts for the purposes of the experience bonus, but using special moves that miss the opponent (or hit but do no damage) does not.
* Defeating a Pokémon without using special moves only gain half the normal experience, while defeating a Pokémon using linked moves will gain 50% more experience. Note that an opposing Pokémon using moves on itself counts for the purposes of the experience bonus, but using special moves that miss the opponent (or hit but do no damage) does not.
*If an enemy were to faint by means other than the [[party]] attacking it, the members of the party will '''not''' gain experience points. Also, if standard attacks were used against the opponent, the members will only gain half the amount of experience points given compared to using its moveset.
*If an enemy were to faint by means other than the [[party]] attacking it (such as by the effects of a sandstorm), the members of the party will '''not''' gain experience points.


==Items==
==Items==
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