Accuracy: Difference between revisions

656 bytes added ,  17 February 2013
Added Mystery Dungeon info (Hit Ratio)
m (Made grammar of previous edit consistent with rest of paragraph)
(Added Mystery Dungeon info (Hit Ratio))
Line 17: Line 17:


If P is greater than 1, the move will surely hit. In a Double or Triple Battle, it is possible for a move that targets multiple Pokémon to hit some and miss others—the probabilities are calculated individually for each Pokémon.
If P is greater than 1, the move will surely hit. In a Double or Triple Battle, it is possible for a move that targets multiple Pokémon to hit some and miss others—the probabilities are calculated individually for each Pokémon.
==In the Pokémon Mystery Dungeon series==
In the Pokémon Mystery Dungeon series, accuracy is instead called "Hit Ratio" and is displayed with a number of stars instead of a numerical value. More stars indicates a higher accuracy. For example, {{m|Scratch}} has a Hit Ratio of [[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]][[File:PMD_Star_IV.png]].


Hit Ratio does not correlate with accuracy from the main series. Some moves, such as {{m|Scratch}} and {{m|Crunch}}, share the same accuracy in the main series but have different Hit Ratios (or vice versa).
==Trivia==
==Trivia==
* In the [[Generation I]] games, even moves with a 100% accuracy would miss once in a great while for seemingly no reason whatsoever.  This was due to accuracy being internally calculated as a fraction of 256, when the highest internal accuracy a move could possess was 255 (FF in hexadecimal, and the highest value expressible in a single byte), yielding an accuracy of 99.6%.  This also applied to secondary effects such as poison or paralysis, but it was resolved in [[Generation II]].
* In the [[Generation I]] games, even moves with a 100% accuracy would miss once in a great while for seemingly no reason whatsoever.  This was due to accuracy being internally calculated as a fraction of 256, when the highest internal accuracy a move could possess was 255 (FF in hexadecimal, and the highest value expressible in a single byte), yielding an accuracy of 99.6%.  This also applied to secondary effects such as poison or paralysis, but it was resolved in [[Generation II]].
42

edits