Stat: Difference between revisions

153 bytes removed ,  22 September 2014
m
(→‎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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;For Attack, Defense, Sp. Attack, Sp. Defense, and Speed
;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 multipliers'''
|-
|
! colspan="6" | Subtractive moves || Base || colspan="6" | Supplemental moves
|-
|-
! Stage
! Stage
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;For accuracy and evasion
;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 multipliers'''
|-
|
! colspan="6" | Subtractive moves || Base || colspan="6" | Supplemental moves
|-
|-
! Stage (accuracy)
! Stage (accuracy)
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|}
|}


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.
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 stages 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>
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>
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