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(→Generation I: Added × 100 ÷ 256 for the %) |
Blueapple128 (talk | contribs) (Thanks for the Stadium info! Raw assembly moved to a side note (for those that want/need it) in favor of a more readable formula; also the original dividing behavior is better classified as a mistake than a glitch) |
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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, 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. | ||
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>; 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 <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. | ||
{{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 << 3) / 256}}. For example, {{p|Clefable}}, with a base Speed of 60, has roughly a 93.8% chance of landing a critical hit on a move with a high critical hit ratio. | |||
<code> | |||
{{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|*|(BaseSpeed >> 1 >> 1 >> 1) / 256 for regular moves, (BaseSpeed >> 2 << 2) / 256 for high-crit moves}}. | |||
{{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} were intended to multiply the critical hit rate by 4, but a | |||
If a Pokémon is both under the effect of Focus Energy/Dire Hit and using a move with a high critical hit rate, then the multipliers (or divisors) will stack. | If a Pokémon is both under the effect of Focus Energy/Dire Hit and using a move with a high critical hit rate, then the multipliers (or divisors) will stack. | ||
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, 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) / 4</code>{{tt|*|(Base Speed + 76) >> 2 << 2 + 160 >> 2}}, thus fixing the error from the handheld games. The exact probability formula for moves with a high critical-hit ratio and how they interact with Focus Energy is currently undocumented. | |||
==Generation II== | ==Generation II== |
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