Damage: Difference between revisions

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==Type effectiveness==
==Type effectiveness==
Since each move has an [[elemental types|elemental type]], its ''effectiveness'' is largely determined by the targeted Pokémon's type.  Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see [[Type chart (Generation I)|this page]] for its [[Generation I]] iteration and [[Type chart (Generation II-present)|this page]] for the current model.
Since each move has an [[elemental type]], its ''effectiveness'' is largely determined by the targeted Pokémon's type.  Moves can have regular effectiveness or be super effective, not very effective, or not effective at all. The effectiveness of types against one another has varied among generations, see [[Type chart (Generation I)|this page]] for its [[Generation I]] iteration and [[Type chart (Generation II-present)|this page]] for the current model.


===Super effective===
===Super effective===
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===Generation I===
===Generation I===
{{incomplete|section}}
{{incomplete|section}}
Critical hits ignore stat modifiers, even if beneficial to the attacker. It is based on speed. Due to a glitch, {{m|Focus Energy}} reduces the chances of landing a critical hit instead of increasing them.
Critical hits ignore stat modifiers, even if beneficial to the attacker. It is based on speed. Due to a glitch, {{m|Focus Energy}} reduces the chances of landing a critical hit instead of increasing them.


===Generation II onwards===
===Generation II onwards===
Starting in [[Generation II]], the chance of a critical hit is no longer based on the Pokémon's speed, but rather the chance is the same for each Pokémon. Similar to [[stat]]s, there are temporary in-battle stages used to calculate the probability a particular move will be a critical hit. The stages are as follows:
Starting in [[Generation II]], the chance of a critical hit is no longer based on the Pokémon's speed, but rather the chance is the same for each Pokémon. Similar to [[stats]], there are temporary in-battle stages used to calculate the probability a particular move will be a critical hit. The stages are as follows:


{| border="1" style="border: 1px solid #88a; border-collapse: collapse;" cellspacing="1" cellpadding="2"
{| border="1" style="border: 1px solid #88a; border-collapse: collapse;" cellspacing="1" cellpadding="2"
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| +1
| +1
| +1
| +1
|Holding a [[Scope Lens]]
|Holding a {{DL|In-battle effect item|Scope Lens}}
|-
|-
|  
|  
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| +1
| +1
| +1
| +1
|Holding a [[Razor Claw]]
|Holding a {{DL|Evolution-inducing held item|Razor Claw}}
|-
|-
| +2
| +2
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| +2
| +2
| +2
| +2
|Holding a [[Stick]] (if the Pokémon is {{p|Farfetch'd}})
|Holding a {{DL|Stat-enhancing item|Stick}} (if the Pokémon is {{p|Farfetch'd}})
|-
|-
| +2
| +2
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| +1
| +1
| +1
| +1
|Using [[Dire Hit]] on it
|Using {{DL|Battle item|Dire Hit}} on it
|-
|-
|  
|  
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|  
|  
| +2
| +2
|Using [[Dire Hit 2]] on it ([[Wonder Launcher]] only)
|Using {{DL|Battle item|Dire Hit 2}} on it ([[Wonder Launcher]] only)
|-
|-
|  
|  
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|  
|  
| +3
| +3
|Using [[Dire Hit 3]] on it (Wonder Launcher only)
|Using {{DL|Battle item|Dire Hit 3}} on it (Wonder Launcher only)
|}  
|}  


Even if enough additions are obtained, there is no way for a move to be in a stage higher than 5; if the sum is greater, it will still only have a 50% chance of landing in a critical hit. The effects of {{m|Focus Energy}}, the [[Lansat Berry]], and the several versions of [[Dire Hit]] cannot stack with themselves or each other. Additionally, if the target Pokémon has the ability {{a|Battle Armor}} or {{a|Shell Armor}}, or is under the effect of {{m|Lucky Chant}}, a move will never be a critical hit, no matter the stage. On the other hand, if the move used is {{m|Storm Throw}} or {{m|Frost Breath}}, it will always result in a critical hit<!--except when the target has Battle/Shell Armor or Lucky Chant (TBD)-->.
Even if enough additions are obtained, there is no way for a move to be in a stage higher than 5; if the sum is greater, it will still only have a 50% chance of landing in a critical hit. The effects of {{m|Focus Energy}}, the [[Lansat Berry]], and the several versions of {{DL|Battle item|Dire Hit}} cannot stack with themselves or each other. Additionally, if the target Pokémon has the ability {{a|Battle Armor}} or {{a|Shell Armor}}, or is under the effect of {{m|Lucky Chant}}, a move will never be a critical hit, no matter the stage. On the other hand, if the move used is {{m|Storm Throw}} or {{m|Frost Breath}}, it will always result in a critical hit<!--except when the target has Battle/Shell Armor or Lucky Chant (TBD)-->.


When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker.  For example, an attacker who has used {{m|Swords Dance}} and then makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. However, it does not ignore modifiers caused by items or abilities such as [[Eviolite]], {{a|Defeatist}}, or {{a|Slow Start}}.
When a move scores a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker.  For example, an attacker who has used {{m|Swords Dance}} and then makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and the attacker would do double damage. However, it does not ignore modifiers caused by items or abilities such as {{DL|In-battle effect item|Eviolite}}, {{a|Defeatist}}, or {{a|Slow Start}}.


==Same-type attack bonus==
==Same-type attack bonus==
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==Abilities==
==Abilities==
{{main|Ability}}
{{main|Ability}}
Abilities come in a wide variety, and have various effects on damage modification. These affects range from increasing and decreasing the power of moves of a specific [[type]], granting immunities, and even changing the power of moves affected by other damage modifiers. These abilities include:  
Abilities come in a wide variety, and have various effects on damage modification. These affects range from increasing and decreasing the power of moves of a specific [[Elemental type|type]], granting immunities, and even changing the power of moves affected by other damage modifiers. These abilities include:  


*{{a|Blaze}}, {{a|Overgrow}}, {{a|Torrent}} and {{a|Swarm}} increase the power of {{type2|Fire}}, {{type2|Grass}}, {{type2|Water}} and {{type2|Bug}} moves by 50% when the user's HP falls below 33%, respectively.
*{{a|Blaze}}, {{a|Overgrow}}, {{a|Torrent}} and {{a|Swarm}} increase the power of {{type2|Fire}}, {{type2|Grass}}, {{type2|Water}} and {{type2|Bug}} moves by 50% when the user's HP falls below 33%, respectively.
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*{{a|Levitate}} provides immunity to {{type2|Ground}} moves, and {{a|Soundproof}} provides immunity to sound-based moves.
*{{a|Levitate}} provides immunity to {{type2|Ground}} moves, and {{a|Soundproof}} provides immunity to sound-based moves.
*{{a|Volt Absorb}} and {{a|Water Absorb}} grant immunity to {{type2|Electric}} and {{type2|Water}} moves respectively, healing the user's HP by 25% instead.
*{{a|Volt Absorb}} and {{a|Water Absorb}} grant immunity to {{type2|Electric}} and {{type2|Water}} moves respectively, healing the user's HP by 25% instead.
*{{a|Dry Skin}} works in part like Water Absorb, healing the user when hit with a {{type2|Water}} move, but it also heals the user by 6.25% each turn during [[Weather conditions#Heavy rain|rain]].  However, it also causes the Pokémon to receive additional damage from {{type2|Fire}} attacks and receive 6.25% (of its HP stat) damage during [[Weather conditions#Intense sunlight|sunshine]].
*{{a|Dry Skin}} works in part like Water Absorb, healing the user when hit with a {{type2|Water}} move, but it also heals the user by 6.25% each turn during [[Weather conditions#Heavy rain|rain]].  However, it also causes the Pokémon to receive additional damage from {{type2|Fire}} attacks and receive 6.25% (of its HP stat) damage during {{weather|sun}}shine.
*{{a|Flash Fire}} negates the effect of opponents' Fire-type moves and instead increases the power of the ability's user's own Fire-type attacks. Similarly, {{a|Motor Drive}} negates the effect of opponents' Electric-type moves and instead causes the ability's user's Speed to increase. These abilities include [[status move]]s like {{m|Will-O-Wisp}} and {{m|Thunder Wave}}.
*{{a|Flash Fire}} negates the effect of opponents' Fire-type moves and instead increases the power of the ability's user's own Fire-type attacks. Similarly, {{a|Motor Drive}} negates the effect of opponents' Electric-type moves and instead causes the ability's user's Speed to increase. These abilities include [[status move]]s like {{m|Will-O-Wisp}} and {{m|Thunder Wave}}.
*{{a|Mold Breaker}} removes all ability-based immunities to the user's moves.
*{{a|Mold Breaker}} removes all ability-based immunities to the user's moves.
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==Items==
==Items==
:''See also: [[Type-enhancing item]]''
:''See also: [[Type-enhancing item]]''
Some [[held item]]s increase the power of an attack by a small percentage.  Most of these items boost attacks [[type-enhancing item|only of a certain type]] by 20%. Some [[stat-enhancing item|items]] can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some [[Berry#Generation IV|berries]] also weaken an opponent's super effective move.
Some [[held item]]s increase the power of an attack by a small percentage.  Most of these items boost attacks [[type-enhancing item|only of a certain type]] by 20%. Some [[stat-enhancing item|items]] can also modify damage by boosting the attacker's offensive stats or the victim's defensive stats. Some [[Berry#Generation IV|berries]] also weaken an opponent's super effective move.


Other held items that modify damage include:
Other held items that modify damage include:
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A number of other variables can affect the amount of damage caused by an attack.
A number of other variables can affect the amount of damage caused by an attack.


* If the attacker is {{status|Burn|burned}} and their ability is not {{a|Guts}}, their [[physical move|physical damage]] will be decreased by half.
* If the attacker is {{status|burned}} and their ability is not {{a|Guts}}, their [[physical move|physical damage]] will be decreased by half.
* In a [[double battle]], moves that hit multiple targets do 75% of the damage they do in one-on-one battles.
* In a [[double battle]], moves that hit multiple targets do 75% of the damage they do in one-on-one battles.
* {{m|Reflect}} and {{m|Light Screen}} decrease opponents' physical and special attacks, respectively, by 50% in a one-on-one battle and 33% in a double battle.
* {{m|Reflect}} and {{m|Light Screen}} decrease opponents' physical and special attacks, respectively, by 50% in a one-on-one battle and 33% in a double battle.
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As a result, the odd numbers from 85 to 89 and the even numbers from 90 to 98 have a 7.69% (3 in 39) probability of being chosen, while the even numbers from 86 to 88 and the odd numbers from 91 to 99 have a 5.13% (2 in 39) probability of being chosen. The number 100, the least probable number, has a mere 2.56% (1 in 39) chance of being chosen.
As a result, the odd numbers from 85 to 89 and the even numbers from 90 to 98 have a 7.69% (3 in 39) probability of being chosen, while the even numbers from 86 to 88 and the odd numbers from 91 to 99 have a 5.13% (2 in 39) probability of being chosen. The number 100, the least probable number, has a mere 2.56% (1 in 39) chance of being chosen.


In [[Generation I]] and [[Generation II]], there was no percentage. There was only a random number generated from 217 to 255, which was divided by 255 to get the final multiplier.
In [[Generation]]s {{gen|I}} and {{gen|II}}, there was no percentage. There was only a random number generated from 217 to 255, which was divided by 255 to get the final multiplier.


==Damage formula==
==Damage formula==
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*''STAB'' is the [[same-type attack bonus]].  This is equal to 1.5 if the attack is of the same type as the user, and 1 if otherwise.
*''STAB'' is the [[same-type attack bonus]].  This is equal to 1.5 if the attack is of the same type as the user, and 1 if otherwise.
*''Type'' is the type effectiveness. This can be either 0, 0.25, 0.5, 1, 2, or 4 depending on the type of attack and the type of the defending Pokémon.
*''Type'' is the type effectiveness. This can be either 0, 0.25, 0.5, 1, 2, or 4 depending on the type of attack and the type of the defending Pokémon.
*''Critical'' is 2 for a critical hit, 1 otherwise. For Pokémon with [[Sniper (ability)|Sniper]], it is 3 for a critical hit.
*''Critical'' is 2 for a critical hit, 1 otherwise. For Pokémon with {{a|Sniper}}, it is 3 for a critical hit.
*''other'' counts for things like held items, field advantages, and whether the battle is a double battle or not.
*''other'' counts for things like held items, field advantages, and whether the battle is a double battle or not.
*''rand'' is a random number from 0.85 to 1.00.
*''rand'' is a random number from 0.85 to 1.00.
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