Experience: Difference between revisions

225 bytes added ,  26 September 2013
First, removing the unneeded "right"s. Second, added Gen VI info. Source for second point: Nintendo Dream interview.
(First, removing the unneeded "right"s. Second, added Gen VI info. Source for second point: Nintendo Dream interview.)
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{{redirect|Slow|the move whose Japanese name can mean Slow|Curse (move)}}
{{redirect|Slow|the move whose Japanese name can mean Slow|Curse (move)}}
[[File:ExpGraphLv100.png|300px|thumb|right|A graph of the experience required for Pokémon to level up, color-coded by experience types. Erratic is '''black''', Fast is '''{{color|008000|green}}''', Medium Fast is '''{{color|FFD700|yellow}}''', Medium Slow is '''{{color|660099|purple}}''', Slow is '''{{color|774400|brown}}''', and Fluctuating is '''{{color|0000FF|blue}}'''.]]
[[File:ExpGraphLv100.png|300px|thumb|A graph of the experience required for Pokémon to level up, color-coded by experience types. Erratic is '''black''', Fast is '''{{color|008000|green}}''', Medium Fast is '''{{color|FFD700|yellow}}''', Medium Slow is '''{{color|660099|purple}}''', Slow is '''{{color|774400|brown}}''', and Fluctuating is '''{{color|0000FF|blue}}'''.]]
[[File:ExpGraphLv50.png|300px|thumb|right|A graph only to level 50 for the experience required for level up. Colors are the same as above.]]
[[File:ExpGraphLv50.png|300px|thumb|A graph only to level 50 for the experience required for level up. Colors are the same as above.]]


The amount of '''experience''' an individual Pokémon has is an indication of how much it has battled. In the games, it is quantified as '''experience points''', which a Pokémon can gain in {{pkmn|battle}} by defeating an opponent without fainting first. After a certain amount of experience points have been gained, a Pokémon will grow a [[level]], with each subsequent level requiring more experience to gain, all the way up to level 100, where a Pokémon will no longer gain experience.
The amount of '''experience''' an individual Pokémon has is an indication of how much it has battled. In the games, it is quantified as '''experience points''', which a Pokémon can gain in {{pkmn|battle}} by defeating an opponent without fainting first. After a certain amount of experience points have been gained, a Pokémon will grow a [[level]], with each subsequent level requiring more experience to gain, all the way up to level 100, where a Pokémon will no longer gain experience.
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===Relation to level===
===Relation to level===
[[File:ExpToLevelCubed.png|thumb|right|300px|A graph of the ratio of the cumulative experience required to reach a certain level, to that level's numeral cubed]]
[[File:ExpToLevelCubed.png|thumb|300px|A graph of the ratio of the cumulative experience required to reach a certain level, to that level's numeral cubed]]


The amount of experience points a Pokémon has is tied directly to its level. Though the amount varies depending on species, always remaining consistent throughout an [[evolutionary family]], a given amount of experience points will always set a Pokémon at the corresponding level. [[Wild Pokémon]] of any level will always have the base amount of experience required to reach that level when caught, as will Pokémon hatched from Eggs.
The amount of experience points a Pokémon has is tied directly to its level. Though the amount varies depending on species, always remaining consistent throughout an [[evolutionary family]], a given amount of experience points will always set a Pokémon at the corresponding level. [[Wild Pokémon]] of any level will always have the base amount of experience required to reach that level when caught, as will Pokémon hatched from Eggs.
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====Erratic====
====Erratic====
[[File:Expcalc erratic.png|thumb|right|390px|The equation for the Erratic experience group. At levels 50, 68, and 98, both formulas return equal values.]]
[[File:Expcalc erratic.png|thumb|390px|The equation for the Erratic experience group. At levels 50, 68, and 98, both formulas return equal values.]]
The Erratic experience group, one of the two groups introduced in Generation III, features the lowest level 100 value for experience, at only 600,000 points. Nearly all Pokémon in this experience group were introduced in Generation III as well, with most of them being {{t|Bug}} or {{t|Water}} types.
The Erratic experience group, one of the two groups introduced in Generation III, features the lowest level 100 value for experience, at only 600,000 points. Nearly all Pokémon in this experience group were introduced in Generation III as well, with most of them being {{t|Bug}} or {{t|Water}} types.


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====Fast====
====Fast====
[[File:Expcalc fast.png|thumb|right|134px|The equation for the Fast experience group]]
[[File:Expcalc fast.png|thumb|134px|The equation for the Fast experience group]]
The Fast experience group is one of the four experience groups introduced in Generation I, with 800,000 experience points making for a level 100 Pokémon. Many common {{type|Normal}} Pokémon are in this group.
The Fast experience group is one of the four experience groups introduced in Generation I, with 800,000 experience points making for a level 100 Pokémon. Many common {{type|Normal}} Pokémon are in this group.


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====Medium Fast====
====Medium Fast====
[[File:Expcalc mfast.png|thumb|right|117px|The equation for the Medium Fast experience group]]
[[File:Expcalc mfast.png|thumb|117px|The equation for the Medium Fast experience group]]
Among all Pokémon, the most plentiful experience group is the Medium Fast group, which was also introduced in Generation I. Requiring Pokémon to have an even 1,000,000 experience points to be at level 100, it is by far the most average of the experience groups, and the one with the simplest equation: to be at a given level, any Pokémon in this group requires experience equal to that level {{wp|cube (algebra)|cubed}}. This group is also often called "cubic", due to its function being a simple cube of the level.
Among all Pokémon, the most plentiful experience group is the Medium Fast group, which was also introduced in Generation I. Requiring Pokémon to have an even 1,000,000 experience points to be at level 100, it is by far the most average of the experience groups, and the one with the simplest equation: to be at a given level, any Pokémon in this group requires experience equal to that level {{wp|cube (algebra)|cubed}}. This group is also often called "cubic", due to its function being a simple cube of the level.


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====Medium Slow====
====Medium Slow====
[[File:Expcalc mslow.png|thumb|right|358px|The equation for the Medium Slow experience group]]
[[File:Expcalc mslow.png|thumb|358px|The equation for the Medium Slow experience group]]
The Medium Slow experience group, like the Medium Fast group, accounts for many Pokémon, containing the second largest amount of them. All normal [[starter Pokémon]] are in this group. Requiring 1,059,860 experience points for a Pokémon to reach level 100, it is the only experience group whose level 100 experience is not evenly divisible by 10,000.
The Medium Slow experience group, like the Medium Fast group, accounts for many Pokémon, containing the second largest amount of them. All normal [[starter Pokémon]] are in this group. Requiring 1,059,860 experience points for a Pokémon to reach level 100, it is the only experience group whose level 100 experience is not evenly divisible by 10,000.


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====Slow====
====Slow====
[[File:Expcalc slow.png|thumb|right|134px|The equation for the Slow experience group.]]
[[File:Expcalc slow.png|thumb|134px|The equation for the Slow experience group.]]
The final of the four Generation I experience groups, the Slow group features the highest amount of experience required for a Pokémon to reach level 100 in Generations I and II, and the second highest amount since then. Containing many rare, powerful, and [[legendary Pokémon]], Pokémon in this group are typically very hard to raise; all [[pseudo-legendary Pokémon]], by definition, are in this experience group. At level 100, a Pokémon in this experience group will have 1,250,000 experience points.
The final of the four Generation I experience groups, the Slow group features the highest amount of experience required for a Pokémon to reach level 100 in Generations I and II, and the second highest amount since then. Containing many rare, powerful, and [[legendary Pokémon]], Pokémon in this group are typically very hard to raise; all [[pseudo-legendary Pokémon]], by definition, are in this experience group. At level 100, a Pokémon in this experience group will have 1,250,000 experience points.


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====Fluctuating====
====Fluctuating====
[[File:Expcalc fluctuating.png|thumb|right|422px|The equation for the Fluctuating experience group. At levels 15 and 36, both formulas return equal values.]]
[[File:Expcalc fluctuating.png|thumb|422px|The equation for the Fluctuating experience group. At levels 15 and 36, both formulas return equal values.]]
The second experience group introduced in Generation III, and a direct opposite to the Erratic group, the Fluctuating experience group contains the Pokémon which grow the slowest of all, reaching level 100 with a whopping 1,640,000 experience points. It is also, unsurprisingly, the smallest of the experience groups, containing only 14 species. Pokémon within this group require the least amount of experience to grow from level 1, needing only 540 points to reach level 10, as compared to 560 for Medium Slow, the next lowest requirement. They also require the most experience points to go from level 90 to 100 - 517340 as compared to 338750 for Slow, the next highest. Like the Erratic function, the Fluctuating group's level-up equation is calculated in a {{wp|piecewise}} fashion.
The second experience group introduced in Generation III, and a direct opposite to the Erratic group, the Fluctuating experience group contains the Pokémon which grow the slowest of all, reaching level 100 with a whopping 1,640,000 experience points. It is also, unsurprisingly, the smallest of the experience groups, containing only 14 species. Pokémon within this group require the least amount of experience to grow from level 1, needing only 540 points to reach level 10, as compared to 560 for Medium Slow, the next lowest requirement. They also require the most experience points to go from level 90 to 100 - 517340 as compared to 338750 for Slow, the next highest. Like the Erratic function, the Fluctuating group's level-up equation is calculated in a {{wp|piecewise}} fashion.


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Several other things can affect the gain of experience. If more than one Pokémon is sent into battle, the gained experience calculated by the above calculation will be divided by how many were sent into battle. Note that in Generation V, the Pokémon's own level is taken into account ''after'' dividing experience, meaning lower level Pokémon will get more experience than higher level Pokémon.
Several other things can affect the gain of experience. If more than one Pokémon is sent into battle, the gained experience calculated by the above calculation will be divided by how many were sent into battle. Note that in Generation V, the Pokémon's own level is taken into account ''after'' dividing experience, meaning lower level Pokémon will get more experience than higher level Pokémon.


The [[Lucky Egg]], [[Exp. All]] and [[Exp. Share]] can also further affect the gain of experience. If the Exp. All is in the [[Bag]] in [[Generation I]], all members of the player's party will gain experience based on how many there are, as if all had been sent into battle. The Exp. Share and Lucky Egg, however, activate if held, with the Lucky Egg further multiplying experience gained by 1.5×, and the Exp. Share automatically giving half of the experience from a battle to the holder, leaving the rest to be distributed among those that ''actually'' participated (this can be exploited to give a Pokémon 3/4 of the battle's experience).
The [[Lucky Egg]], [[Exp. All]] and [[Exp. Share]] can also further affect the gain of experience. If the Exp. All is in the [[Bag]] in [[Generation I]], all members of the player's party will gain experience based on how many there are, as if all had been sent into battle. In [[Generation VI]], if the Exp. All is held by a party member who participated in the battle, the party members who participate earn 100%  experience, while the other party members earn 50% experience. The Exp. Share and Lucky Egg, however, activate if held, with the Lucky Egg further multiplying experience gained by 1.5×, and the Exp. Share automatically giving half of the experience from a battle to the holder, leaving the rest to be distributed among those that ''actually'' participated (this can be exploited to give a Pokémon 3/4 of the battle's experience).


Finally, in Generation V, the [[Entralink|Pass Powers]] Exp. Point Power affects the amount of experience earned if it is active, by between 0.5× and 2× depending on the strength of the power.
Finally, in Generation V, the [[Entralink|Pass Powers]] Exp. Point Power affects the amount of experience earned if it is active, by between 0.5× and 2× depending on the strength of the power.


Pokémon that faint do not gain any experience; however, if they are revived before the Pokémon they fought is defeated or switches out, they will still gain experience.
Pokémon that faint do not gain any experience; however, if they are revived before the Pokémon they fought is defeated or switches out, they will still gain experience.
In Generation VI, experience can also be obtained after catching a [[wild Pokémon]].


===Gain formula===
===Gain formula===
[[File:ExpGainFormula.png|frame|right|Formula for experience gain from battle (Generation I to IV)]]
[[File:ExpGainFormula.png|frame|Formula for experience gain from battle (Generation I to IV)]]
[[File:Delta exp gen5.png|frame|right|Formula for experience gain from battle (Generation V)]]
[[File:Delta exp gen5.png|frame|Formula for experience gain from battle (Generation V)]]
Unlike the great variation in formulas among the six experience groups, there is only a single formula used to determine how much experience a Pokémon will gain from battle, to the right. In this formula:
Unlike the great variation in formulas among the six experience groups, there is only a single formula used to determine how much experience a Pokémon will gain from battle, to the right. In this formula:
*''a'' is equal to 1 if the fainted Pokémon is wild, and 1.5 if the fainted Pokémon is owned by a Trainer.
*''a'' is equal to 1 if the fainted Pokémon is wild, and 1.5 if the fainted Pokémon is owned by a Trainer.
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