Damage: Difference between revisions

287 bytes added ,  15 October 2023
→‎Generation III: Decided to test this in gen 3. Hacked the starter Squirtle to have Earthquake against Blue's Bulbasaur, and the calculation would yield a range of 9-11 damage taking type effectiveness as just 1 (11 attack on 9 defense). On one attempt, I got a damage roll of 8.
(→‎Generation III: Decided to test this in gen 3. Hacked the starter Squirtle to have Earthquake against Blue's Bulbasaur, and the calculation would yield a range of 9-11 damage taking type effectiveness as just 1 (11 attack on 9 defense). On one attempt, I got a damage roll of 8.)
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* ''HH'' is 1.5 if the attacker's ally in a [[Double Battle]] has used {{m|Helping Hand}} on it, and 1 otherwise. <!-- multiplication by 15, then division by 10 -->
* ''HH'' is 1.5 if the attacker's ally in a [[Double Battle]] has used {{m|Helping Hand}} on it, and 1 otherwise. <!-- multiplication by 15, then division by 10 -->
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types and 1 if otherwise. <!-- rounded down -->
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types and 1 if otherwise. <!-- rounded down -->
* ''Type'' is the [[type effectiveness]]. This can be 0.25, 0.5 (not very effective), 1 (normally effective), 2, or 4 (super effective), depending on both the move's and target's [[type]]s. If the used move is {{m|Struggle}}, {{m|Future Sight}}, {{m|Beat Up}}, or {{m|Doom Desire}}, ''Type'' is always 1. <!-- Individual factors are performed one after the other, in the order of the type matchup table. Each individual factor is a multiplication followed by a division by 10, with possible multipliers being 20 and 5 (and 0). -->
* ''Type1'' is the [[type effectiveness]] of the used move against the target's first type (or only type, if it only has a single type). This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the used move is {{m|Struggle}}, {{m|Future Sight}}, {{m|Beat Up}}, or {{m|Doom Desire}}, both ''Type1'' and ''Type2'' are always 1.
* ''Type2'' is the [[type effectiveness]] of the used move against the target's second type. This can be 0.5 (not very effective), 1 (normally effective), or 2 (super effective). If the target only has a single type, ''Type2'' is 1. <!-- Individual factors are performed one after the other, in the order of the type matchup table. Each individual factor is a multiplication followed by a division by 10, with possible multipliers being 20 and 5 (and 0). -->
* ''random'' is realized as a multiplication by a random uniformly distributed integer between 85 and 100 (inclusive), followed by an integer division by 100. <!-- rounded down --> ''random'' is always 1 if {{m|Spit Up}} is used.
* ''random'' is realized as a multiplication by a random uniformly distributed integer between 85 and 100 (inclusive), followed by an integer division by 100. <!-- rounded down --> ''random'' is always 1 if {{m|Spit Up}} is used.