Critical hit: Difference between revisions

m
Undo revision 2285024 by Octupi (talk)If you removed the columns because they're the same, that's not good enough
(Unnecessary for rough formulas; the assembly makes it explicit)
m (Undo revision 2285024 by Octupi (talk)If you removed the columns because they're the same, that's not good enough)
(15 intermediate revisions by 4 users not shown)
Line 3: Line 3:


==Generation I==
==Generation I==
{{incomplete|section|needs=Proper images for formulas, how Focus Energy + high crit-rate stack on Stadium}}
{{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 ends up approximately (but not quite) doubling the damage dealt. A formula for the 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 1.5× the damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.
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, even beneficial ones. This makes it possible for a critical hit to sometimes deal less damage than a non-critical hit, if the user has more than doubled their Attack/Sp. Attack or the target has more than halved their Defense/Sp. Defense.
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 roughly a 11.7% chance of landing a critical hit under usual circumstances.
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 roughly a 93.8% chance of landing a critical hit when using a move with a high critical-hit ratio.
{{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 multiply the critical hit rate by 4, but a mistake instead causes them to divide the critical hit rate by 4{{tt|*|The first left shift is changed to a right shift, giving (BaseSpeed ≫ 1 ≫ 1 ≫ 1) / 256 for regular moves and (BaseSpeed ≫ 1 ≫ 1 ≪ 2) / 256 for high-crit moves}}. 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.
{{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) / 4</code>{{tt|*|(Base Speed + 76) ≫ 2}}. When Focus Energy is active, the formula becomes <code>(BaseSpeed + 236) / 2</code>{{tt|*|(Base Speed + 76) ≫ 2 ≪ 2 + 160 ≫ 1}}; thus the error from the handheld games has been fixed. The exact probability formula for moves with a high critical-hit ratio and how they interact with Focus Energy is currently undocumented.
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 always 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.
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}}"