Critical hit: Difference between revisions

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
(→‎Generation I: Added × 100 ÷ 256 for the %)
(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)
Line 8: Line 8:
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 &gt;&gt; 1 &lt;&lt; 1 &gt;&gt; 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.


In {{g|Stadium}}, Critical Hit Ratio is calculated as follow:<br>
{{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 &gt;&gt; 1 &lt;&lt; 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>No Focus Energy: (((Base Speed + 76) >> 2) × 100) ÷ 256</code>


{{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>. 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.
{{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 &gt;&gt; 1 &gt;&gt; 1 &gt;&gt; 1) / 256 for regular moves, (BaseSpeed &gt;&gt; 2 &lt;&lt; 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 glitch instead causes them to divide the critical hit rate by 4.
 
In {{g|Stadium}}, Focus Energy has been fixed and Critical Hit Ratio is calculated as follow:<br>
<code>With Focus Energy: (((Base Speed + 76) >> 2 << 2 + 160 >> 2) × 100) ÷ 256</code>


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) &gt;&gt; 2}}. When Focus Energy is active, the formula becomes <code>(BaseSpeed + 236) / 4</code>{{tt|*|(Base Speed + 76) &gt;&gt; 2 &lt;&lt; 2 + 160 &gt;&gt; 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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