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Blueapple128 (talk | contribs) (→Generation I: Thanks Froggy25/Mantidactyle for going through the assembly!) |
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==Generation I== | ==Generation I== | ||
{{incomplete|section|needs=Proper images for formulas | {{incomplete|section|needs=Proper images for formulas}} | ||
When a move lands a critical hit, the user's level will be doubled during damage calculation, which | When a move lands a critical hit, the user's level will be doubled during damage calculation, which approximately (but not quite) doubles the damage dealt. An approximate formula for the multiplier is <code>(2L+5)/(L+5)</code> where L is the user's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×. | ||
Critical hits ignore the halved Attack from {{status|burn}} and all stat modifiers | Critical hits ignore the halved Attack from {{status|burn}} and all stat modifiers. This includes beneficial stat modifiers as well, making it possible for a critical hit to sometimes deal less damage than a non-critical hit, if the user has at least doubled their Attack/Sp. Attack or the target has at least 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>{{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. | 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. | ||
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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) / | In {{g|Stadium}}, critical hit probabilities are determined with a different formula, <code>(BaseSpeed + 76) / 1024</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 1 ≫ 1) / 256}}. When Focus Energy is active, the formula becomes <code>(BaseSpeed + 236) / 512</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 2 + 160 ≫ 1) / 256}}; thus the error from the handheld games has been fixed. As in the handheld games, moves with a high critical-hit ratio are eight times more likely to land a critical hit{{tt|*|(Base Speed + 76 ≫ 2 ≪ 1 ≪ 2) / 256}}, and this effect stacks with Focus Energy{{tt|*|(Base Speed + 76 ≫ 2 ≪ 2 + 160 ≪ 2) / 256}}. | ||
==Generation II== | ==Generation II== |
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