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{{main|Status ailments in Mystery Dungeon}} | {{main|Status ailments in Mystery Dungeon}} | ||
[[Pokémon Mystery Dungeon]] introduced its own series of [[status condition]]s, of which any number may occur at once. These range from the {{DL|Status condition|Non-volatile status|conventional statuses}} (Paralysis, Poison, etc.) to "{{DL|Status condition|Volatile status|pseudo-statuses}}" (Confusion, Attraction, Flinching (here called Cringing), etc.). Statuses may be inflicted to account for two-turn attacks (i.e. {{m|SolarBeam}} or {{m|Sky Attack}}), low-priority moves (i.e. {{m|Counter}}, {{m|Endure}}, or {{m|Vital Throw}}), or moves whose effects last multiple turns ({{m|Mist}}, {{m|Safeguard}}, {{m|Charge}}, {{m|Perish Song}}, {{m|Taunt}}, {{m|Encore}}, etc.). | [[Pokémon Mystery Dungeon]] introduced its own series of [[status condition]]s, of which any number may occur at once. These range from the {{DL|Status condition|Non-volatile status|conventional statuses}} (Paralysis, Poison, etc.) to "{{DL|Status condition|Volatile status|pseudo-statuses}}" (Confusion, Attraction, Flinching (here called Cringing), etc.). Statuses may be inflicted to account for two-turn attacks (i.e. {{m|SolarBeam}} or {{m|Sky Attack}}), low-priority moves (i.e. {{m|Counter}}, {{m|Endure}}, or {{m|Vital Throw}}), or moves whose effects last multiple turns ({{m|Mist}}, {{m|Safeguard}}, {{m|Charge}}, {{m|Perish Song}}, {{m|Taunt}}, {{m|Encore}}, etc.). | ||
* | * Duration of status conditions may also differ between Mystery Dungeon and the core series; most notable is that Paralysis, Leg Hold (affected from {{a|Arena Trap}} or {{a|Magnet Pull}}), and most other statuses are '''temporary'''. Burn and Poison remain permanent, however. In addition, Pokémon may be affected with both Sleep and Paralysis, and (much like in the {{Trading Card Game}}) other status ailments may replace previous ones. For instance, a Poisoned Pokémon may become Paralyzed instead. | ||
* Pokémon will never attack themselves while Confused. However, they may move or attack in a '''random direction''' (including hitting teammates). Note that Confusion ''does not'' affect thrown items. | * Pokémon will never attack themselves while Confused. However, they may move or attack in a '''random direction''' (including hitting teammates). Note that Confusion ''does not'' affect thrown items. | ||
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{{main|Damage modification (Mystery Dungeon)}} | {{main|Damage modification (Mystery Dungeon)}} | ||
* {{DL|Damage modification|Type effectiveness}} has been greatly changed: | * {{DL|Damage modification|Type effectiveness}} has been greatly changed: | ||
**"'''Super effective'''" attacks will only deal 140% damage instead of | **"'''Super effective'''" attacks will only deal 140% damage instead of about 200% damage in the core games. | ||
**Attacks that are "'''not very effective'''" will deal 70% damage instead of 50% in the core games. | **Attacks that are "'''not very effective'''" will deal 70% damage instead of 50% in the core games. | ||
**Attacks to which the attacked Pokémon is "'''immune'''" (called "'''ineffective attacks'''" here) deal 50% damage instead of | **Attacks to which the attacked Pokémon is "'''immune'''" (called "'''ineffective attacks'''" here) deal 50% damage instead of no damage in the core games. However, as in the core games, Pokémon may be immune to certain status conditions based on its type (for example, {{p|Arbok}} remains immune to {{m|Toxic}}). Note that the effects of Abilities remain unchanged (for example, {{type|Ground}} attacks are still ineffective against Pokémon who can {{a|Levitate}}). | ||
* The damage bonus that {{DL|Damage modification|Critical Hit}}s provide is only 150% instead of 200% in the core games prior to Generation VI. | * The damage bonus that {{DL|Damage modification|Critical Hit}}s provide is only 150% instead of 200% in the core games prior to Generation VI. | ||
* Each move has an inherent Critical Hit rate, which may be modified with items (such as the Scope Lens) or IQ abilities (like Type-Advantage Master). The use of {{m|Focus Energy}} ensures that | * Each move has an inherent Critical Hit rate, which may be modified with items (such as the Scope Lens) or IQ abilities (like Type-Advantage Master). The use of {{m|Focus Energy}} ensures that special attacks used within a few turns become Critical Hits. | ||
====Experience==== | ====Experience==== |
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