Pokémon Masters EX: Difference between revisions

→‎Battle mechanics: in terms of mechanics, two points din’t seem to be true changes to the coding, but rather different typing mechanics to which the usual coding is then applied
No edit summary
(→‎Battle mechanics: in terms of mechanics, two points din’t seem to be true changes to the coding, but rather different typing mechanics to which the usual coding is then applied)
Line 71: Line 71:
The battle is won when all sync pairs on a team have been eliminated. If the player wins, the sync pairs will gain experience and obtain items as rewards.
The battle is won when all sync pairs on a team have been eliminated. If the player wins, the sync pairs will gain experience and obtain items as rewards.


Besides the real time mechanics, the battle system borrows the core mechanics from {{g|Ultra Sun and Ultra Moon}}, with various differences:
Besides the real time mechanics and the typing that works without predetermined immunities and resistances and a single type weakness per pair rather than the usual type effectiveness, the battle system borrows the core mechanics from {{g|Ultra Sun and Ultra Moon}}, with various differences:
* {{DL|Status condition|Flinch}} is now a status condition that makes the Pokémon in the pair unable to perform any move for a few seconds instead of just one move. While flinching, the move gauge also fills more slowly. To get out of the condition, the pair can use a sync move, switch out or wait a few seconds
* {{DL|Status condition|Flinch}} is now a status condition that makes the Pokémon in the pair unable to perform any move for a few seconds instead of just one move. While flinching, the move gauge also fills more slowly. To get out of the condition, the pair can use a sync move, switch out or wait a few seconds
* The random factor in the [[damage]] formula goes from 0.9 to 1, still using integer percentage steps of 0.01
* The random factor in the [[damage]] formula goes from 0.9 to 1, still using integer percentage steps of 0.01
* [[Statistic#Stage multipliers|Stage multipliers for statistics]] no longer work with a base fraction of 2/2, resulting in a +6 multiplier which is around 1.8
* [[Statistic#Stage multipliers|Stage multipliers for statistics]] no longer work with a base fraction of 2/2, resulting in a +6 multiplier which is around 1.8
* The [[Critical hit#Probability 2|critical hit stage]] is now capped at 3 and the critical hit rate for the +1 and +2 stages is 50% and 80% respectively
* The [[Critical hit#Probability 2|critical hit stage]] is now capped at 3 and the critical hit rate for the +1 and +2 stages is 50% and 80% respectively
* Using a sync move increases the stage multiplier of a new effect, whose only observed influence so far is increasing the damage dealt
* Using a sync move increases the stage multiplier of a new effect, whose only observed influence so far is increasing the damage dealt by applying a multiplier that starts at 1 and increases by 0.5 per stage
* Moves that affect both allies and all foes in the main series games (such as {{m|Earthquake}}) instead only affect all the foes. However, field moves such as [[weather]]-based moves will still affect the entire field.
* Moves that affect both allies and all foes in the main series games (such as {{m|Earthquake}}) instead only affect all the foes. However, field moves such as [[weather]]-based moves will still affect the entire field.
* Each sync pair is only one type and has only one weakness
* [[Same-type attack bonus]] is not applied
* {{DL|Type|Type effectiveness}} has been modified such that attacks which are normally not very effective or ineffective in the main series games will still deal 1× damage
* Harsh sunlight and rain do not decrease the damage of Water-type and Fire-type moves, respectively


Each sync pair can also know up to three [[passive skill]]s. Similar to {{Abilities}}, these provide passive effects in battle, such as preventing stats from being lowered. They may also similarly learn a lucky skill, which requires Lucky Scrolls to unlock.
Each sync pair can also know up to three [[passive skill]]s. Similar to {{Abilities}}, these provide passive effects in battle, such as preventing stats from being lowered. They may also similarly learn a lucky skill, which requires Lucky Scrolls to unlock.
298

edits