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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. | 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 approximately <code>BaseSpeed / 512</code>{{tt|*|(BaseSpeed ≫ 1 ≪ 1 ≫ 1) / 256}}; for example, {{p|Clefable}}, with a base Speed of 60, has about | 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 an 11.7% chance of landing a critical hit under normal 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|*|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. | {{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. | ||
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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%. | 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) / 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. | 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; note that this always maximizes the critical hit rate to 255/256}}). 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== | ||
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| +1 | | +1 | ||
|- style="background:#fff" | |- style="background:#fff" | ||
| Using | | Using [[Wonder Launcher#Dire Hit 2|Dire Hit 2]] on it ([[Wonder Launcher]] only) | ||
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|- | |- | ||
| style="background:#fff" |Using | | style="background:#fff" |Using [[Wonder Launcher#Dire Hit 3|Dire Hit 3]] on it (Wonder Launcher only) | ||
| style="background:#fff" | | | style="background:#fff" | | ||
| style="background:#fff" | | | style="background:#fff" | | ||
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==Generation III-V== | ==Generation III-V== | ||
When a move lands a critical hit, the attacker's negative stat stages will be ignored while the defender's positive stat stages will be ignored, as well as the boosts from {{m|Light Screen}} and {{m|Reflect}}. Other stat modifiers, such as burn, {{DL| | When a move lands a critical hit, the attacker's negative stat stages will be ignored while the defender's positive stat stages will be ignored, as well as the boosts from {{m|Light Screen}} and {{m|Reflect}}. Other stat modifiers, such as burn, {{DL|Stat-enhancing item|Eviolite}}, {{a|Defeatist}}, the Sp. Defense boost that Rock types get under {{m|Sandstorm}} from Generation IV onwards, or {{a|Slow Start}} will not be ignored. For example: | ||
*If the attacker is using a Physical move, and is at +2 Attack (from {{m|Swords Dance}}) while the defender is at +1 Defense (from {{m|Defense Curl}}), then a critical hit will ignore the Defense boost but not the Attack boost. A non-critical hit will inflict 4/3 times the usual damage while a critical hit will inflict 4 times. The same occurs if the attacker is at -1 Attack and the defender at -2 Defense, with the Attack drop being ignored but not the Defense drop. | *If the attacker is using a Physical move, and is at +2 Attack (from {{m|Swords Dance}}) while the defender is at +1 Defense (from {{m|Defense Curl}}), then a critical hit will ignore the Defense boost but not the Attack boost. A non-critical hit will inflict 4/3 times the usual damage while a critical hit will inflict 4 times. The same occurs if the attacker is at -1 Attack and the defender at -2 Defense, with the Attack drop being ignored but not the Defense drop. | ||
*If the attacker is using a Special move, and is at +1 Sp. Attack (from {{m|Growth}}) while the defender is at +2 Sp. Defense (from {{m|Amnesia}}), then a critical hit will ignore the Sp. Defense boost but not the Sp. Attack boost. A non-critical hit will inflict 3/4 times the usual damage while a critical hit will inflict 3 times. The same occurs if the attacker is at -2 Sp. Attack and the defender at -1 Sp. Defense, with the Sp. Attack drop being ignored but not the Sp. Defense drop. | *If the attacker is using a Special move, and is at +1 Sp. Attack (from {{m|Growth}}) while the defender is at +2 Sp. Defense (from {{m|Amnesia}}), then a critical hit will ignore the Sp. Defense boost but not the Sp. Attack boost. A non-critical hit will inflict 3/4 times the usual damage while a critical hit will inflict 3 times. The same occurs if the attacker is at -2 Sp. Attack and the defender at -1 Sp. Defense, with the Sp. Attack drop being ignored but not the Sp. Defense drop. |
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