Pokémon Masters EX: Difference between revisions

→‎Battle mechanics: Adding these two
(→‎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 actual influence on the stats is currently not specified
* 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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