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Tiddlywinks (talk | contribs) (→Accuracy and evasion: That formula is actually a huge/old abstraction. It completely misses the effect of adjusted_stages, not to mention screwing up by dividing when the acc/eva scale is inverted) |
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====Accuracy and evasion==== | ====Accuracy and evasion==== | ||
Accuracy and evasion are not visible anywhere as explicit stats, but they influence the probability of a move hitting. The nuances of this calculation differ between games. [[:Category:Moves that cannot miss|Some moves]] ignore accuracy checks. | |||
[[ | =====Generations I and II===== | ||
Whether a move hits depends on the formula: | |||
T = Accuracy<sub>move</sub> * Accuracy<sub>user</sub> * Evasion<sub>target</sub> - BrightPowder | |||
Where... | |||
* ''T'' is the computed threshold value that will determine whether the move will hit, always at least 1 and at most 255, | |||
* ''Accuracy<sub>move</sub>'' is the move's [[accuracy]], a value from 0 to 255, | |||
* ''Accuracy<sub>user</sub>'' is the accuracy [[#Stage multipliers|stage multiplier]] of the user, | |||
* ''Evasion<sub>target</sub>'' is the evasion stage multiplier of the target, and | |||
* ''BrightPowder'' is 20 if the user is [[held item|holding]] [[Bright Powder|BrightPowder]] (in Generation II) or 0 otherwise. | |||
The game then selects a random number ''r'' from 0 to 255 and compares it to ''T'' to determine whether the move hits. | |||
In Generation I, if ''r'' is less than ''T'', the move hits. This results in a bug where no move can be guaranteed to hit (excluding {{m|Bide}} and {{m|Swift}}) since even if ''T'' is 255, if ''r'' is also 255, the move will miss. | |||
In Generation II, if ''T'' is 255 or else if ''r'' is less than ''T'', the move hits. This eliminates the bug from Generation I. | |||
=====Generations III onward===== | |||
Whether a move hits depends on the formula: | |||
T = Accuracy<sub>move</sub> * Adjusted_stages * Other_mods | |||
Where... | Where... | ||
* '' | * ''T'' is the computed threshold value that will determine whether the move will hit, | ||
* '' | * ''Accuracy<sub>move</sub>'' is the move's [[accuracy]], a value from 1 to 100 (internally, 0 is also a valid value, but this is displayed as "—" and means that the move ignores accuracy checks), | ||
* '' | * ''Adjusted_stages'' is the equivalent accuracy [[#Stage multipliers|stage multiplier]] of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as {{a|Simple}} or {{m|Foresight}} (to no less than -6 and no more than 6 after the subtraction), and | ||
* '' | * ''Other_mods'' encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, [[fog]], move effects, and item effects (as can be seen in the table in the following section), serially applied. | ||
The game then selects a random number ''r'' from 1 to 100 and compares it to ''T'' to determine whether the move hits. If ''r'' is less than or equal to ''T'', the move hits. | |||
==Stat modifiers== | ==Stat modifiers== |