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{{move|Move accuracy}} | {{move|Move accuracy}} | ||
{{samename|in-battle stat|Statistic#Accuracy|Statistic → Accuracy}} | {{samename|in-battle stat|Statistic#Accuracy|Statistic → Accuracy}} | ||
'''Accuracy''' (Japanese: '''めいちゅう''' ''accuracy'') is | '''Accuracy''' (Japanese: '''めいちゅう''' ''accuracy'') is property of [[move]]s that, in conjunction with the user's in-battle {{stat|accuracy}} stat and the target's {{stat|evasion}} stat, determines how likely a move is to hit. | ||
Move accuracy exists in all [[core series]] Pokémon games, but was not displayed in-game until [[Generation III]]. | |||
A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither {{stat|accuracy}} nor {{stat|evasion}} are modified in-battle). Currently, however, only multiples of 5 between 30 and 100 (inclusive) are used. | A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither {{stat|accuracy}} nor {{stat|evasion}} are modified in-battle). Currently, however, only multiples of 5 between 30 and 100 (inclusive) are used. | ||
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==In the core series games== | ==In the core series games== | ||
===Accuracy check=== | ===Accuracy check=== | ||
==== | When a Pokémon uses a move that can target opponents (even if it targets an ally), except when using a [[:Category:Moves that cannot miss|move that cannot miss]], the game performs an accuracy check to determine if the move hits each of its targets. | ||
Whether a move hits | |||
Moves with 100% still perform an accuracy check. This is necessary because these moves can miss if the user's {{stat|accuracy}} is lowered or the target's {{stat|evasion}} is increased. | |||
====Generation I and II==== | |||
Whether a move hits is determined by the modified move accuracy with a random number. | |||
The modified move accuracy ''A'' is an integer that is at least 1 and at most 255. It is calculated as follows: | |||
A = Accuracy<sub>move</sub> * Accuracy<sub>user</sub> * Evasion<sub>target</sub> - BrightPowder | |||
Where... | Where... | ||
* ''Accuracy<sub>move</sub>'' is the move's accuracy, a value from 0 to 255, | |||
* ''Accuracy<sub>move</sub>'' is the move's | * ''Accuracy<sub>user</sub>'' is the accuracy [[Statistic#Stage multipliers|stage multiplier]] of the user, | ||
* ''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 | * ''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. | * ''BrightPowder'' is 20 if the user is [[held item|holding]] [[Bright Powder|BrightPowder]] (only applicable in Generation II), or 0 otherwise. | ||
The | The random number ''R'' is a [[Pseudorandom number generation in Pokémon|pseudorandomly]] generated integer between 0 and 255 (inclusive). In {{eng|Pokémon Stadium}} only, it is a between 0 and 254 (inclusive). | ||
In Generation I, if '' | In the Generation I handheld games and Pokémon Stadium, if ''R'' is strictly less than ''A'', the move hits, otherwise it misses. In the Generation I handheld games only, this results in a bug where, unless the accuracy check is skipped entirely, every move has at least a 1 in 256 chance to miss—this is because if ''R'' is 255, it will always be greater than or equal to ''A'' regardless of the value of ''A''. In Pokémon Stadium, because ''R'' is never equal to 255, this bug does not occur. | ||
In Generation II, if '' | In Generation II, if ''A'' is equal to 255, the game never generates a random number at all and the move is guarenteed to hit. Otherwise, if ''R'' is strictly less than ''A'', the move hits, otherwise it misses. | ||
=====Special misses===== | |||
In all Generation I and II games, except the Western versions of {{game2|Red|Blue|Yellow}}, {{cat|HP-draining moves}} always miss when used on a Pokémon that is behind a {{m|substitute}}. | |||
Moves always a miss a Pokémon that is in the semi-invulnerable turn of {{m|Fly}} or {{m|Dig}}, except {{cat|moves that cannot miss}}. In the Japanese version of the Generation I handheld games, due to a bug, even moves that cannot miss will miss when used against a Pokémon that is in the semi-invulnerable turn of a move, unless that target is behind a substitute. | |||
====Generations III onward==== | ====Generations III onward==== | ||
Whether a move hits depends on the formula: | Whether a move hits depends on the formula: | ||
A = Accuracy<sub>move</sub> * Adjusted_stages * Other_mods | |||
Where... | Where... | ||
* '' | * ''A'' is the computed threshold value that will determine whether the move will hit, | ||
* ''Accuracy<sub>move</sub>'' is the move's | * ''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 | * ''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. | * ''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 '' | The game then selects a random number ''R'' from 1 to 100 and compares it to ''A'' to determine whether the move hits. If ''R'' is less than or equal to ''A'', the move hits. | ||
==In the Pokémon Mystery Dungeon series== | ==In the Pokémon Mystery Dungeon series== |