Damage: Difference between revisions

36 bytes added ,  25 July 2023
m
→‎Pokémon Legends: Arceus: moved all the "x if true, 1 if false" modifiers to a separate line so the equation doesn't spill off the page
m (→‎Pokémon Legends: Arceus: moved all the "x if true, 1 if false" modifiers to a separate line so the equation doesn't spill off the page)
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All multiplications and divisions are rounded down to the nearest integer unless specified.
All multiplications and divisions are rounded down to the nearest integer unless specified.


:<math>Damage = \left(\frac{\left(\left(100+A + \left(15 \times Level\right)\right) \times Power\right) / \left(D+50\right)}{5} \right) \times \left(AtkMod \times DefMod\right) \times Weather \times Critical \times random \times STAB \times Type \times BurnFrostbite \times Drowsy \times FixatedOffense \times FixatedDefense \times Primed</math>
:<math>Damage = \left(\frac{\left(\left(100+A + \left(15 \times Level\right)\right) \times Power\right) / \left(D+50\right)}{5} \right) \times \left(AtkMod \times DefMod\right) \times random \times Type \times OtherMods</math>
:<math>OtherMods = Weather \times Critical \times STAB \times BurnFrostbite \times Drowsy \times FixatedOffense \times FixatedDefense \times Primed</math>


where
where
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* <math>AtkMod</math> is 1.5 if the attacker's offensive stats are boosted, 1 if they are neutral, or 0.66 if they are lowered. If the attacker and target have the same "stage" of offensive and defensive stats, both this and ''DefMod'' are 1. This is applied by first multiplying ''AtkMod'' by ''DefMod'', then multiplying the result by the calculated damage thus far and rounding down to the nearest integer.
* <math>AtkMod</math> is 1.5 if the attacker's offensive stats are boosted, 1 if they are neutral, or 0.66 if they are lowered. If the attacker and target have the same "stage" of offensive and defensive stats, both this and ''DefMod'' are 1. This is applied by first multiplying ''AtkMod'' by ''DefMod'', then multiplying the result by the calculated damage thus far and rounding down to the nearest integer.
* <math>DefMod</math> is 1.5 if the target's defensive stats are lowered, 1 if they are neutral, or 0.66 if they are boosted.
* <math>DefMod</math> is 1.5 if the target's defensive stats are lowered, 1 if they are neutral, or 0.66 if they are boosted.
* <math>random</math> is realized as a multiplication by a random integer between 85 and 100 (inclusive), and divided by 100.
** Splinter damage (from {{m|Ceaseless Edge}}, {{m|Pin Missile}}, {{m|Spikes}}, {{m|Stealth Rock}} and {{m|Stone Axe}}) is not subject to this factor.<!--Works like Gen I's Bind-->
* <math>Type</math> is the {{DL|Type|type effectiveness}}. This can be 0.4, 0.5 (not very effective); 1 (normally effective); 2, or 2.5 (super effective), depending on both the move's and target's [[type]]s.
* <math>Weather</math> is 0.75 if a Fire-type move is used during rain, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
* <math>Weather</math> is 0.75 if a Fire-type move is used during rain, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
* <math>Critical</math> is 1.5 for a critical hit, and 1 otherwise.
* <math>Critical</math> is 1.5 for a critical hit, and 1 otherwise.
* <math>random</math> is realized as a multiplication by a random integer between 85 and 100 (inclusive), and divided by 100.
** Splinter damage (from {{m|Ceaseless Edge}}, {{m|Pin Missile}}, {{m|Spikes}}, {{m|Stealth Rock}} and {{m|Stone Axe}}) is not subject to this factor.<!--Works like Gen I's Bind-->
* <math>STAB</math> is the [[same-type attack bonus]]. This is equal to 1.25 if the move's [[type]] matches any of the user's types, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
* <math>STAB</math> is the [[same-type attack bonus]]. This is equal to 1.25 if the move's [[type]] matches any of the user's types, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
* <math>Type</math> is the {{DL|Type|type effectiveness}}. This can be 0.4, 0.5 (not very effective); 1 (normally effective); 2, or 2.5 (super effective), depending on both the move's and target's [[type]]s.
* <math>BurnFrostbite</math> is 0.5 if the attacker is [[burn]]ed and the used move is [[physical]], or if the attacker is [[frostbite|frostbitten]] and the used move is [[special]], and 1 otherwise.
* <math>BurnFrostbite</math> is 0.5 if the attacker is [[burn]]ed and the used move is [[physical]], or if the attacker is [[frostbite|frostbitten]] and the used move is [[special]], and 1 otherwise.
* <math>Drowsy</math> is 1.33 if the target is [[drowsy]], and 1 otherwise.
* <math>Drowsy</math> is 1.33 if the target is [[drowsy]], and 1 otherwise.