Damage: Difference between revisions

76 bytes removed ,  30 August 2022
m
(→‎Generation II: You know come to think of it I don't think Gen 2 has any base power modifiers either, just variable base powers like Flail, Reversal, and Magnitude)
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* ''ZMove'' is 0.25 if the move is a [[Z-Move]], [[Max Move]], or [[G-Max Move]] being used into a protection move ({{m|Protect}}, {{m|Detect}}, {{m|King's Shield}}, {{m|Spiky Shield}}, {{m|Mat Block}}, {{m|Baneful Bunker}}, or {{m|Obstruct}}), the move is {{m|Clangorous Soulblaze}} being used into {{m|Wide Guard}}, or the move is {{m|Supersonic Skystrike}} given priority by {{a|Gale Wings}} or a {{a|Prankster}}-boosted Z-Move called by a Z-Power-boosted {{cat|Moves that call other moves|move that calls other moves}} being used into {{m|Quick Guard}}, and 1 otherwise.
* ''ZMove'' is 0.25 if the move is a [[Z-Move]], [[Max Move]], or [[G-Max Move]] being used into a protection move ({{m|Protect}}, {{m|Detect}}, {{m|King's Shield}}, {{m|Spiky Shield}}, {{m|Mat Block}}, {{m|Baneful Bunker}}, or {{m|Obstruct}}), the move is {{m|Clangorous Soulblaze}} being used into {{m|Wide Guard}}, or the move is {{m|Supersonic Skystrike}} given priority by {{a|Gale Wings}} or a {{a|Prankster}}-boosted Z-Move called by a Z-Power-boosted {{cat|Moves that call other moves|move that calls other moves}} being used into {{m|Quick Guard}}, and 1 otherwise.


In the first four Generations, during the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are cut off after each multiplication operation. From [[Generation V]] onward, however, there are three different types of rounding; a simple decimal truncation (also known as flooring), standard rounding, but rounding down at 0.5, and standard rounding, but rounding up at 0.5. If the calculation yields 0, the move will deal 1 HP damage instead (unless ''Type'' is equal to 0); however, in Generation V, different behavior may occur due to apparent oversights:
In the first four Generations, during the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are cut off after each multiplication operation. From [[Generation V]] onward, however, there are three different types of rounding; a simple decimal truncation (also known as flooring), standard rounding, but rounding down at 0.5, and standard rounding, but rounding up at 0.5. If the calculation yields 0, the move will deal 1 HP damage instead (unless ''Type'' is equal to 0); however, in Generation V, a move may deal 0 damage when ''other'' is less than 1, because the routine to prevent 0 damage is erroneously performed before applying the ''other'' factor.
* In Generation V, a move may deal 0 damage when ''other'' is less than 1, because the routine to prevent 0 damage is erroneously performed before applying the ''other'' factor.


===Example===
===Example===