30,361
edits
Blueapple128 (talk | contribs) (Unnecessary for rough formulas; the assembly makes it explicit) |
Tiddlywinks (talk | contribs) |
||
(15 intermediate revisions by 4 users not shown) | |||
Line 3: | Line 3: | ||
==Generation I== | ==Generation I== | ||
{{incomplete|section|needs=Proper images for formulas, | {{incomplete|section|needs=Proper images for formulas, perhaps a bit of organization that displays the eight formulas in a less cluttered way while keeping the disassembly}} | ||
When a move lands a critical hit, the user's level will be doubled during damage calculation, which | When a move lands a critical hit, the user's level will be doubled during damage calculation, which approximately (but not quite) doubles the damage dealt. A rough formula for the damage multiplier is <code>(2L+5)/(L+5)</code> where L is the user's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×. | ||
Critical hits ignore the halved Attack from {{status|burn}} and all stat modifiers | Critical hits ignore the halved Attack from {{status|burn}} and all stat modifiers. This includes beneficial stat modifiers as well, making it possible for a critical hit to sometimes deal less damage than a non-critical hit, if the user has at least doubled their Attack/Sp. Attack or the target has at least halved their Defense/Sp. Defense. | ||
In this generation only, the probability of landing a critical hit is based on a Pokémon's base {{stat|Speed}}. For most moves, the probability of landing a critical hit is <code>BaseSpeed / 512</code>{{tt|*|(BaseSpeed ≫ 1 ≪ 1 ≫ 1) / 256}}; for example, {{p|Clefable}}, with a base Speed of 60, has | In this generation only, the probability of landing a critical hit is based on a Pokémon's base {{stat|Speed}}. For most moves, the probability of landing a critical hit is approximately <code>BaseSpeed / 512</code>{{tt|*|(BaseSpeed ≫ 1 ≪ 1 ≫ 1) / 256}}; for example, {{p|Clefable}}, with a base Speed of 60, has about a 11.7% chance of landing a critical hit under usual circumstances. | ||
{{cat|Moves with a high critical-hit ratio}}, such as {{m|Slash}}, are eight times more likely to land a critical hit, resulting in a probability of <code>BaseSpeed / 64</code>{{tt|*|(BaseSpeed ≫ 1 ≪ 1 ≪ 2) / 256}}. For example, {{p|Clefable}}, with a base Speed of 60, has | {{cat|Moves with a high critical-hit ratio}}, such as {{m|Slash}}, are eight times more likely to land a critical hit, resulting in a probability of <code>BaseSpeed / 64</code>{{tt|*|The last right shift is replaced with a double left shift, giving (BaseSpeed ≫ 1 ≪ 1 ≪ 2) / 256}}. For example, {{p|Clefable}}, with a base Speed of 60, has about a 93.8% chance of landing a critical hit when using a move with a high critical-hit ratio. | ||
{{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} were intended to | {{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} were intended to increase the critical hit rate, but a mistake causes them to instead divide the critical hit rate by 4, giving a formula of <code>BaseSpeed / 2048</code>{{tt|*|The first left shift is changed to a right shift, giving (BaseSpeed ≫ 1 ≫ 1 ≫ 1) / 256}}. If a Pokémon is both under the effect of Focus Energy/Dire Hit and using a move with a high critical hit rate, the effects will stack (<code>BaseSpeed / 256</code>{{tt|*|BaseSpeed ≫ 1 ≫ 1 ≪ 2) / 256}}). | ||
As with move accuracy, if the probability of landing a critical hit would be 100%, it instead becomes 255/256 or about 99.6%. | As with move accuracy in the handheld games, if the probability of landing a critical hit would be 100%, it instead becomes 255/256 or about 99.6%. | ||
In {{g|Stadium}}, critical hit probabilities are determined with a different formula, <code>(BaseSpeed + 76) / | In {{g|Stadium}}, critical hit probabilities are determined with a different formula, <code>(BaseSpeed + 76) / 1024</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 1 ≫ 1) / 256}}. Compared to the handheld games, this causes Pokémon with a base speed of lower than 76 to land critical hits more often and Pokémon with a base speed of higher than 76 to land critical hits less often. As in the handheld games, moves with a high critical-hit ratio are eight times more likely to land a critical hit, giving a formula of <code>(BaseSpeed + 76) / 128</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 1 ≪ 2) / 256}}. The effect of Focus Energy now correctly increases the critical hit rate, by changing the formula to <code>(BaseSpeed + 236) / 512</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 2 + 160 ≫ 1) / 256}}; this stacks with the use of a high critical hit rate move (<code>(BaseSpeed + 236) / 64</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 2 + 160 ≪ 2) / 256}}). While the 1/256 move accuracy error was fixed in Stadium, the probability of landing a critical hit is still capped at 255/256. | ||
==Generation II== | ==Generation II== | ||
Line 43: | Line 43: | ||
|} | |} | ||
An attacking move will | An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. An effect cannot stack with another effect in the same class, including itself. | ||
{| class="roundy" cellpadding="3" style="margin:auto; background: #{{physical color}}; border: 3px solid #{{physical color dark}}" | {| class="roundy" cellpadding="3" style="margin:auto; background: #{{physical color}}; border: 3px solid #{{physical color dark}}" |