Characteristic: Difference between revisions

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Start with the Pokémon's [[personality value]] ([[Generation IV]] and {{gen|V}}) or [[encryption constant]] ([[Generation VI]]). Take that value {{wp|modulo}} 6. The result is an index number of a stat in this order: HP, Attack, Defense, Speed, Special Attack, Special Defense. In the event of a tie in IVs, the first IV checked is the IV corresponding to that index number. If that IV is not part of the tie, the game moves on to the next index number in the aforementioned order. If it goes past 5 (Special Defense), it wraps around back to 0 (HP). When the game finds an IV that is part of the tie, that is the IV that will determine the Characteristic displayed.
Start with the Pokémon's [[personality value]] ([[Generation IV]] and {{gen|V}}) or [[encryption constant]] ([[Generation VI]]). Take that value {{wp|modulo}} 6. The result is an index number of a stat in this order: HP, Attack, Defense, Speed, Special Attack, Special Defense. In the event of a tie in IVs, the first IV checked is the IV corresponding to that index number. If that IV is not part of the tie, the game moves on to the next index number in the aforementioned order. If it goes past 5 (Special Defense), it wraps around back to 0 (HP). When the game finds an IV that is part of the tie, that is the IV that will determine the Characteristic displayed.


Because of this ordered method of checking the IVs, if two tied stats are directly next to each other in the index (for example Attack (1) and Defense (2)), the one with the lower index number (Attack in this case) determines the Pokémon’s Characteristic for 5/6 of all personality values/encryption constants, because if the modulo value lands on any other index number, it will always tick around to the lower value first.
Because of this ordered method of checking the IVs, if two tied stats are directly next to each other in the index (for example Attack (1) and Defense (2)), the one with the lower index number (Attack in this case) determines the Pokémon’s Characteristic for 5/6 of all personality values/encryption constants, because if the modulo value lands on any other index number, it will always tick around to the lower index number first.
* Due to the wraparound, Speed behaves the same way with HP.
* Due to the wraparound, Speed behaves the same way with HP.
* The possible Characteristics are only weighted equally if the tied stats are spaced evenly across the stat index:
* The possible Characteristics are only weighted equally if the tied stats are spaced evenly across the stat index:
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