Stat: Difference between revisions

2,464 bytes added ,  22 September 2014
→‎Stages: Various generations round the multipliers in strange ways and sometimes completely wrong ways, source: http://www.dragonflycave.com/statstages.aspx
m (Undo revision 2168724 by Eridanus (talk)Given the unsplit IV/EVs in Gen II, "only in Gen I" is not wholly accurate)
(→‎Stages: Various generations round the multipliers in strange ways and sometimes completely wrong ways, source: http://www.dragonflycave.com/statstages.aspx)
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===Stages===
===Stages===
====Main series====
====Core series====
When a move is used that is meant to increase or decrease a stat of an in-use party or foe Pokémon, it will be multiplied according to the following fractions:<ref>Stage numbers from [http://www.psypokes.com/lab/stats.php Psypokes.com], some fractions simplified.</ref>
When a move is used that increases or decreases a stat of a Pokémon in battle, it will be multiplied according to the following fractions, depending on the generation:<ref>[http://www.dragonflycave.com/statstages.aspx]</ref>




;For Attack, Defense, Sp. Attack, Sp. Defense, and Speed (and accuracy in Gen I)
;For Attack, Defense, Sp. Attack, Sp. Defense, and Speed
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000000" cellspacing="1" cellpadding="3"  
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000000" cellspacing="1" cellpadding="3"  
|+ '''Stage power'''
|+ '''Stage power'''
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|-
|-
! Stage
! Stage
| -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1|| +2 || +3 || +4 || +5 || +6
| -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
|-
|-
! Multiplier
! Gen I
| <sup>2</sup>/<sub>8</sub> || <sup>2</sup>/<sub>7</sub> || <sup>2</sup>/<sub>6</sub> || <sup>2</sup>/<sub>5</sub> || <sup>2</sup>/<sub>4</sub> || <sup>2</sup>/<sub>3</sub> || 1 || 1<sup>1</sup>/<sub>2</sub> || 2 || 2<sup>1</sup>/<sub>2</sub> || 3 ||3<sup>1</sup>/<sub>2</sub> || 4
| <sup>25</sup>/<sub>100</sub> || <sup>28</sup>/<sub>100</sub> || <sup>33</sup>/<sub>100</sub> || <sup>40</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>66</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>150</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>250</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub> || <sup>350</sup>/<sub>100</sub> || <sup>400</sup>/<sub>100</sub>
|-
|-
! Percentage
! Gen II+
| 25% || 29% || 33% || 40% || 50% || 67% || 100% || 150% || 200% || 250% || 300% || 350% || 400%
| <sup>2</sup>/<sub>8</sub> || <sup>2</sup>/<sub>7</sub> || <sup>2</sup>/<sub>6</sub> || <sup>2</sup>/<sub>5</sub> || <sup>2</sup>/<sub>4</sub> || <sup>2</sup>/<sub>3</sub> || <sup>2</sup>/<sub>2</sub> || <sup>3</sup>/<sub>2</sub> || <sup>4</sup>/<sub>2</sub> || <sup>5</sup>/<sub>2</sub> || <sup>6</sup>/<sub>2</sub> || <sup>7</sup>/<sub>2</sub> || <sup>8</sup>/<sub>2</sub>
|}
|}




;For accuracy and evasion (Gen II+)
;For accuracy and evasion
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000000" cellspacing="1" cellpadding="3"  
{| class="roundy" style="margin:auto; text-align:center; background: #FAFAD2; border: 3px solid #000000" cellspacing="1" cellpadding="3"  
|+ '''Stage power'''
|+ '''Stage power'''
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! colspan="6" | Subtractive moves || Base || colspan="6" | Supplemental moves
! colspan="6" | Subtractive moves || Base || colspan="6" | Supplemental moves
|-
|-
! Stage
! Stage (accuracy)
| -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1|| +2 || +3 || +4 || +5 || +6
| -6 || -5 || -4 || -3 || -2 || -1 || 0 || +1 || +2 || +3 || +4 || +5 || +6
|-
! Stage (evasion)
| +6 || +5 || +4 || +3 || +2 || +1 || 0 || -1 || -2 || -3 || -4 || -5 || -6
|-
! Gen I
| <sup>25</sup>/<sub>100</sub> || <sup>28</sup>/<sub>100</sub> || <sup>33</sup>/<sub>100</sub> || <sup>40</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>66</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>150</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>250</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub> || <sup>350</sup>/<sub>100</sub> || <sup>400</sup>/<sub>100</sub>
|-
! Gen II
| <sup>33</sup>/<sub>100</sub> || <sup>36</sup>/<sub>100</sub> || <sup>43</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>60</sup>/<sub>100</sub> || <sup>75</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>133</sup>/<sub>100</sub> || <sup>166</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>233</sup>/<sub>100</sub> || <sup>266</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub>
|-
|-
! Multiplier
! Gen III-IV
| <sup>3</sup>/<sub>9</sub> || <sup>3</sup>/<sub>8</sub> || <sup>3</sup>/<sub>7</sub> || <sup>3</sup>/<sub>6</sub> || <sup>3</sup>/<sub>5</sub> || <sup>3</sup>/<sub>4</sub> || 1 || 1<sup>1</sup>/<sub>3</sub> || 1<sup>2</sup>/<sub>3</sub> || 2 || 2<sup>1</sup>/<sub>3</sub> ||2<sup>2</sup>/<sub>3</sub> || 3
| <sup>33</sup>/<sub>100</sub> || <sup>36</sup>/<sub>100</sub> || <sup>43</sup>/<sub>100</sub> || <sup>50</sup>/<sub>100</sub> || <sup>60</sup>/<sub>100</sub> || <sup>75</sup>/<sub>100</sub> || <sup>100</sup>/<sub>100</sub> || <sup>133</sup>/<sub>100</sub> || <sup>166</sup>/<sub>100</sub> || <sup>200</sup>/<sub>100</sub> || <sup>250</sup>/<sub>100</sub> || <sup>266</sup>/<sub>100</sub> || <sup>300</sup>/<sub>100</sub>
|-
|-
! Percentage
! Gen V+
| 33% || 38% || 43% || 50% || 60% || 75% || 100% || 133% || 167% || 200% || 233% || 267% || 300%
| <sup>3</sup>/<sub>9</sub> || <sup>3</sup>/<sub>8</sub> || <sup>3</sup>/<sub>7</sub> || <sup>3</sup>/<sub>6</sub> || <sup>3</sup>/<sub>5</sub> || <sup>3</sup>/<sub>4</sub> || <sup>3</sup>/<sub>3</sub> || <sup>4</sup>/<sub>3</sub> || <sup>5</sup>/<sub>3</sub> || <sup>6</sup>/<sub>3</sub> || <sup>7</sup>/<sub>3</sub> || <sup>8</sup>/<sub>3</sub> || <sup>9</sup>/<sub>3</sub>
|}
|}


The effectiveness of accuracy and evasion modifiers have become somewhat weaker over time from Generation I to Generation III. In Generation I, they used the same multipliers as all other stats, making even a single stage movement from the default have a fairly large effect; this was made less prominent with Generation II. Additionally, in the first two Generations, accuracy and evasion stages were determined separately and their multipliers combined to determine the final chance of a move hitting or missing; for example, a user with minimized accuracy using a normally 100% accurate move on a target with maximized evasion would only have a <sup>25</sup>/<sub>100</sub> * <sup>25</sup>/<sub>100</sub> or approximately 6.25% chance of hitting in Generation I, or a <sup>33</sup>/<sub>100</sub> * <sup>33</sup>/<sub>100</sub> or approximately 10.98% chance of hitting in Generation II. In Generation III, this was changed so that the two stages are now combined into a single number before determining the multiplier, with the evasion stage subtracted from the accuracy stage; this combined stage is then capped at -6 or +6. With this change, a normally 100% accurate move can never be brought below <sup>33</sup>/<sub>100</sub> or 33% accuracy through stat stage alone.
As an additional example of the changes between Generations I and III, a user with -1 Accuracy using a normally 100% accurate move on a target with +1 evasion would have a <sup>66</sup>/<sub>100</sub> * <sup>66</sup>/<sub>100</sub> ~= 43.56% chance of hitting in Generation I, a <sup>75</sup>/<sub>100</sub> * <sup>75</sup>/<sub>100</sub> ~= 56.25% chance of hitting in Generation II, and a <sup>60</sup>/<sub>100</sub> = 60% chance of hitting in Generation III.<ref>[http://www.dragonflycave.com/statstages.aspx Dragonfly Cave on stat stages mechanics]</ref>


In the first two Generations, accuracy and evasion multipliers are derived separately and both are multiplied with the accuracy of the move being used. This means that in Generation I, maximum evasion and minimum accuracy will result in a total modifier of <sup>2</sup>/<sub>8</sub> * <sup>2</sup>/<sub>8</sub> = <sup>4</sup>/<sub>64</sub> (or <sup>1</sup>/<sub>16</sub>); in Generation II, this is <sup>3</sup>/<sub>9</sub> * <sup>3</sup>/<sub>9</sub> = <sup>9</sup>/<sub>81</sub> (or <sup>1</sup>/<sub>9</sub>). Since Generation III, however, the modified stages of each stat are combined and capped at -6 or +6. This means that six {{m|Sand Attack}}s are equivalent to three {{m|Double Team}}s and three Sand Attacks or one Double Team and five Sand Attacks or six Double Teams and six Sand Attacks. In other words, the most extreme modifiers to a move's accuracy are <sup>3</sup>/<sub>9</sub> (<sup>1</sup>/<sub>3</sub>) or 3 rather than <sup>1</sup>/<sub>9</sub> or 9.<ref>[http://www.dragonflycave.com/statstages.aspx Dragonfly Cave on stat stages mechanics]</ref>
====Mystery Dungeon series====
====Mystery Dungeon series====
The stat changes in Mystery Dungeon are still calculated by multiplying or dividing the stat, although they can range from -10 to +10. Whenever Pokémon leaves dungeon, advances floor or steps on a Wonder Tile, it resets to base.<ref>[http://www.upokecenter.com/content/pokemon-mystery-dungeon-2-stats-and-values The Ultimate Pokémon Center on stats changes from first two Pokémon Mystery Dungeon games]</ref> Additionally, since while checking for accuracy, the game multiplies by evasion multipler, lowering evasion increases the multiplier.<ref>http://www.upokecenter.com/content/pokemon-mystery-dungeon-accuracy-check</ref>
The stat changes in Mystery Dungeon are still calculated by multiplying or dividing the stat, although they can range from -10 to +10. Whenever Pokémon leaves dungeon, advances floor or steps on a Wonder Tile, it resets to base.<ref>[http://www.upokecenter.com/content/pokemon-mystery-dungeon-2-stats-and-values The Ultimate Pokémon Center on stats changes from first two Pokémon Mystery Dungeon games]</ref> Additionally, since while checking for accuracy, the game multiplies by evasion multipler, lowering evasion increases the multiplier.<ref>http://www.upokecenter.com/content/pokemon-mystery-dungeon-accuracy-check</ref>
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