Damage modification (Mystery Dungeon): Difference between revisions

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In [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team]], the type affinities are as follows. Multipliers stack multiplicatively against dual-typed Pokémon:
In [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team]], the type affinities are as follows. Multipliers stack multiplicatively against dual-typed Pokémon:
* '''Super-effective attacks''', such as {{t|Grass}} attacks on {{t|Water}}, deal 150% of normal damage.
* '''Super-effective attacks''', such as {{t|Grass}} attacks on {{t|Water}}, deal 150% of normal damage.
* '''Not very effective attacks''', such as {{t|Fighting}} on {{t|Psychic}}, deal 90% of normal damage.
* '''Not very effective attacks''', such as {{t|Fighting}} on {{t|Psychic}}, deal 70% of normal damage.
* Attacks '''of little effect''', such as {{t|Ground}} attacks on {{t|Flying}}, deal 50% of normal damage.
* Attacks '''of little effect''', such as {{t|Ground}} attacks on {{t|Flying}}, deal 50% of normal damage.


In [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness| Explorers of Time and Explorers of Darkness]] the multipliers stack in the following manner:
In [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness| Explorers of Time and Explorers of Darkness]] the multipliers stack in the following manner:
* If an attack is of little effect against one type, the attack is of little effect overall unless the attack is super-effective against the other type, in which case it is of normal effect. Thus, {{m|Earthquake}} will be of little effect against {{p|Articuno}}, but will be of normal effect against {{p|Zapdos}}.
* If an attack is of little effect against one type, the attack is of little effect overall unless the attack is super-effective against the other type, in which case it is not very  effective. Thus, {{m|Earthquake}} will do 50% damage against {{p|Articuno}}, but will 70% against {{p|Zapdos}}.
* If one type is weak to the attack and the other resists it (for example, {{m|Ice Beam}} against {{p|Ludicolo}}), the attack is of normal effect. This is similar to that of the main games.
* There are no additional benefits of double-weaknesses or double-resistances. Thus, a {{m|Thunderbolt}} against {{p|Pidgeot}} (singly weak to {{t|Electric}} attacks) will do as much damage as one against {{p|Gyarados}} (doubly weak) if all other things are considered equal. Similarly, {{m|Close Combat}} will do equal amounts to {{p|Weezing}} (singly resistant) and {{p|Yanmega}} (doubly resistant) if all other things are considered equal.
* There are no additional benefits of double-weaknesses or double-resistances. Thus, a {{m|Thunderbolt}} against {{p|Pidgeot}} (singly weak to {{t|Electric}} attacks) will do as much damage as one against {{p|Gyarados}} (doubly weak) if all other things are considered equal. Similarly, {{m|Close Combat}} will do equal amounts to {{p|Weezing}} (singly resistant) and {{p|Yanmega}} (doubly resistant) if all other things are considered equal.
* Otherwise, they stack as in the main games.
* Otherwise, they stack as in the main games.
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* Attacks of little effect will do 25% damage from special attacks.
* Attacks of little effect will do 25% damage from special attacks.


Note that type affinity changes brought forth by moves or abilities do not use the above - {{a|Levitate}} will still cause {{t|Ground}} attacks to miss, for instance.
Note that type affinity changes brought forth by moves or abilities do not use the above - {{a|Levitate}} will still cause {{t|Ground}} attacks to do 0 damage, for instance.


==Critical Hits==
==Critical Hits==
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