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(→Battle mechanics: Adding these two) |
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Beside the real time mechanics, the battle system borrows the core mechanics from {{g|Ultra Sun and Ultra Moon}}, with various differences: | Beside the real time mechanics, the battle system borrows the core mechanics from {{g|Ultra Sun and Ultra Moon}}, with various differences: | ||
* {{DL|Status condition|Flinch}} is now a status condition that makes the Pokémon in the pair unable to perform any move for a few seconds instead of just one move. While flinching, the move gauge also fills more slowly. To get out of the condition, the pair can use a sync move, switch out or wait a few seconds | * {{DL|Status condition|Flinch}} is now a status condition that makes the Pokémon in the pair unable to perform any move for a few seconds instead of just one move. While flinching, the move gauge also fills more slowly. To get out of the condition, the pair can use a sync move, switch out or wait a few seconds | ||
* The random factor in the [[damage]] formula goes from 0.9 to 1, still using integer percentage steps of 0.01 | |||
* [[Statistic#Stage multipliers|Stage multipliers for statistics]] no longer work with a base fraction of 2/2, resulting in a +6 multiplier which is around 1.8 | * [[Statistic#Stage multipliers|Stage multipliers for statistics]] no longer work with a base fraction of 2/2, resulting in a +6 multiplier which is around 1.8 | ||
* The [[Critical hit#Probability 2|critical hit stage]] is now capped at 3 and the critical hit rate for the +1 and +2 stages is 50% and 80% respectively | * The [[Critical hit#Probability 2|critical hit stage]] is now capped at 3 and the critical hit rate for the +1 and +2 stages is 50% and 80% respectively | ||
* Using a sync move increases the stage multiplier of a new effect, whose | * Using a sync move increases the stage multiplier of a new effect, whose only observed influence so far is increasing the damage dealt | ||
Each sync pair can also know up to three [[passive skill]]s. Similar to {{Abilities}}, these provide passive effects in battle, such as preventing stats from being lowered. | Each sync pair can also know up to three [[passive skill]]s. Similar to {{Abilities}}, these provide passive effects in battle, such as preventing stats from being lowered. |
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