Critical hit: Difference between revisions

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{{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|*|The last right shift is replaced with a double left shift, giving (BaseSpeed ≫ 1 ≪ 1 ≪ 2) / 256}}. For example, {{p|Clefable}}, with a base Speed of 60, has about a 93.8% chance of landing a critical hit when using a move with a high critical-hit ratio.
{{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|*|The last right shift is replaced with a double left shift, giving (BaseSpeed ≫ 1 ≪ 1 ≪ 2) / 256}}. For example, {{p|Clefable}}, with a base Speed of 60, has about a 93.8% chance of landing a critical hit when using a move with a high critical-hit ratio.


{{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} were intended to increase the critical hit rate, but a mistake causes them to divide the critical hit rate by 4, giving a formula of <code>BaseSpeed / 2048</code>{{tt|*|The first left shift is changed to a right shift, giving (BaseSpeed ≫ 1 ≫ 1 ≫ 1) / 256}}. If a Pokémon is both under the effect of Focus Energy/Dire Hit and using a move with a high critical hit rate, the effects will stack (<code>BaseSpeed / 256</code>{{tt|*|BaseSpeed ≫ 1 ≫ 1 ≪ 2) / 256}}).
{{m|Focus Energy}} and {{DL|Battle item|Dire Hit}} were intended to increase the critical hit rate, but a mistake causes them to instead divide the critical hit rate by 4, giving a formula of <code>BaseSpeed / 2048</code>{{tt|*|The first left shift is changed to a right shift, giving (BaseSpeed ≫ 1 ≫ 1 ≫ 1) / 256}}. If a Pokémon is both under the effect of Focus Energy/Dire Hit and using a move with a high critical hit rate, the effects will stack (<code>BaseSpeed / 256</code>{{tt|*|BaseSpeed ≫ 1 ≫ 1 ≪ 2) / 256}}).


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 in the handheld games, 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) / 1024</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 1 ≫ 1) / 256}}; compared to the handheld games, this causes Pokémon with a base speed of lower than 76 to land critical hits more often and Pokémon with a base speed of higher than 76 to land critical hits less often. As in the handheld games, moves with a high critical-hit ratio are eight times more likely to land a critical hit, giving a formula of <code>(BaseSpeed + 76) / 128</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 1 ≪ 2) / 256}}. The effect of Focus Energy now correctly increases the critical hit rate, by changing the formula to <code>(BaseSpeed + 236) / 512</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 2 + 160 ≫ 1) / 256}}; this stacks with the use of a high critical hit rate move(<code>(BaseSpeed + 236) / 64</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 2 + 160 ≪ 2) / 256}}). Notably, combining both effects in Stadium will always maximize the critical hit probability at 255/256, and thus near guarantee a critical hit regardless of the move's user.
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}}. Compared to the handheld games, this causes Pokémon with a base speed of lower than 76 to land critical hits more often and Pokémon with a base speed of higher than 76 to land critical hits less often. As in the handheld games, moves with a high critical-hit ratio are eight times more likely to land a critical hit, giving a formula of <code>(BaseSpeed + 76) / 128</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 1 ≪ 2) / 256}}. The effect of Focus Energy now correctly increases the critical hit rate, by changing the formula to <code>(BaseSpeed + 236) / 512</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 2 + 160 ≫ 1) / 256}}; this stacks with the use of a high critical hit rate move(<code>(BaseSpeed + 236) / 64</code>{{tt|*|(Base Speed + 76 ≫ 2 ≪ 2 + 160 ≪ 2) / 256}}). While the 1/256 move accuracy error was fixed in Stadium, the probability of landing a critical hit is still capped at 255/256.


==Generation II==
==Generation II==
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