Talk:Damage: Difference between revisions
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[[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC) | [[User:RolandRock|RolandRock]] ([[User talk:RolandRock|talk]]) 00:35, 21 January 2015 (UTC) | ||
Some people use the phrase "base damage" to mean the damage before the modifier is applied. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC) | |||
== Attacks that hit multiple times? == | == Attacks that hit multiple times? == | ||
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:They do not change the formula, each hit has its own critical hit chance/damage. There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself. The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move's power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC)) | :They do not change the formula, each hit has its own critical hit chance/damage. There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself. The odd one out in this case though is {{m|Triple Kick}} as its power increases with each hit, so the move's power part of the formula changes with each hit. ([[User:Arcalargo|Arcalargo]] ([[User talk:Arcalargo|talk]]) 16:05, 31 March 2016 (UTC)) | ||
== Damage Rounding == | |||
According to dragonflycave's page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker's offensive stat and the base power and dividing by defender's defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn't matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. [[User:Stats1989|Stats1989]] ([[User talk:Stats1989|talk]]) 01:39, 12 August 2016 (UTC) |
Revision as of 01:40, 12 August 2016
Does the Damage formula below account for critical hits? I don't see any area in it which does, would it be worth noting it?
Nothinhappened 22:03, 13 November 2009 (UTC)
- It's noted in the damage modification section. A CH does 2x damage, after the formula has been applied. —darklordtrom 01:40, 15 November 2009 (UTC)
held Item?
It isn't that clear the part that says that some held Items and Berries increase the damage inflicted in other Pokémon! I did understand the formula at the bottom of the page, but there isn't any clear explanation about it. Would someone, please? Exactly where/when would the "extra 20%" bonus of NeverMeltIce apply? YukitoOoO 22:09, 22 November 2009 (UTC)
Move the formula to Modification?
It seems like a good thing to do, because a lot of the stuff here is repeated anyway, and most of what affects the formulas is in the Modification section anyway. Ztobor 03:55, 29 July 2010 (UTC)
Mild contridiction in a very specific criteria
--Noltron200 17:28, 6 August 2010 (UTC)Noltron200
In this page, it says this "Critical is 2 for a critical hit, 1 otherwise. For Pokémon with Sniper, it is 3 for a critical hit. " in the series of bullet notes.
In the description of Sniper, in the Sniper(ability) page, it says this "Sniper multiplies the base power of an attack 1.5× during a critical hit. "
Becuase the damage equation goes " ...×base + 2)×Modifier ", the first source would multiply the +2 by two, meanwhile the second source would not, becuase it multiplies the move's base attack, and than is added by two.
Merely 2 points difference, but its something to consider.
Double/Triple Battle?
In the other section of the formula, it states "other counts for things like held items, Abilities, field advantages, and whether the battle is a Double Battle or Triple Battle or not." What effect does being a double or triple battle have on damage? I understand targeting differences, but not damage. Can someone help me with this? (Arcalargo (talk) 15:30, 7 December 2014 (UTC))
- Some moves, such as Flame Burst, which affect non-targeted Pokémon with indirect damage. There are also abilities such as Friend Guard that affect damage taken by allies. While it's not the double or triple battle itself that has any effect on damage, there are factors that only apply outside of single battles. --GuyPerfect (talk) 15:39, 7 December 2014 (UTC)
- So to confirm, there isn't really anything about the double or triple battle itself. Its just abilities(which are already listed) that effect damage, correct? - unsigned comment from Arcalargo (talk • contribs)
- I would imagine the damage part refers to the damage penalty that moves like Surf incur. Tiddlywinks (talk) 18:32, 7 December 2014 (UTC)
- So to confirm, there isn't really anything about the double or triple battle itself. Its just abilities(which are already listed) that effect damage, correct? - unsigned comment from Arcalargo (talk • contribs)
Zero damage?
Umm, well I was reading a bit about the damage formula and at some point the zero damage got my curiosity, since it was done in a Black/White version I wanted to try it on a X/Y version.
I tried this with a Lv 100 Steelix with 469 Defense, aditionally it has Reflect and x6 boost on Defense, againts a Zigzagoon Lv 2.
I didn't made the formula, knowing the advantage of type (Which make 0,50), Reflect and the Defense boost it SHOULD hit zero.
In the video I've seen a Lv 100 Celebi which can have a max of 328 plus a reflect and nothing more, so the max Defense it can have is of 492 (Adding the 50% of the Reflect), got hitted by Tackle from a Lv 4 Lillipup, I expect the Lillipup Attack would be around 5~9
Knowing that the set I used was obviously better I made the formula for this one, I don't know if I've done the formula correctly (If someone can help me, I'd be pleased), so here it go:
( 2 * 4 + 10 ) / 250 = 0,072, that's the first value.
5~9 / 492 = 0,010162602~0,018292683, that's the second value (Note it's 492 and not 328 because I'm adding the effect of Reflect, which is a 50% plus to 328).
All together it should be something like:
0,072 * 0,010162602~0,018292683 * 50 + 2 = 2,036585367~2,065853659
Then adding the multiplier of Modifier:
1,5 * 1 * 1 * 1 * 0,85~1 = 1,275~1,5
With the first result:
2,036585367~2,065853659 * 1,275~1,5 = 2,596646343~3,098780488
Celebi should receive at least 2 or 3 of damage if it rounded down.
So here's my questions:
1. Did I do something wrong in the formula?
2. Maybe it is only possible on Gen V and prior to it?
3. If the last Question is no, why my Steelix keep getting 1 damage?
4. It's some kind of joke or something? >____>
Yeah, I was really bored to do all this instead of my math HW >.>
MilesPikachu (talk) 18:47, 6 January 2015 (UTC)
Is 'Base damage' just Power?
The Damage formula section keeps referring to the 'Base damage' of the attack, but it doesn't explain what this is. Based on this site, it seems like 'Base damage' is actually Power. If so, obviously it should be changed to say Power, but if not, there should be an explanation of what 'Base damage' is.
RolandRock (talk) 00:35, 21 January 2015 (UTC)
Some people use the phrase "base damage" to mean the damage before the modifier is applied. Stats1989 (talk) 01:39, 12 August 2016 (UTC)
Attacks that hit multiple times?
How would attacks like Triple Kick or Bullet Seed that hit more than once effect the damage formula? --Rwars (talk) 15:58, 15 April 2015 (UTC)
- They do not change the formula, each hit has its own critical hit chance/damage. There is a separate check before the critical check to see how many hits occur, but no modification to the damage formula itself. The odd one out in this case though is Triple Kick as its power increases with each hit, so the move's power part of the formula changes with each hit. (Arcalargo (talk) 16:05, 31 March 2016 (UTC))
Damage Rounding
According to dragonflycave's page on battle mechanics, not counting machine rounding to the nearest 4096th, there are three times when damage is rounded down to the nearest integer before the final result is rounded down a fourth time. [This is based on the formula: damage = ((2*L/5 + 2)*A*P/D)/50 + 2) * multiplier, which is equivalent to the one we have now except for rounding.] One is after calculating (2*level/5 + 2), one is after multiplying this result by the attacker's offensive stat and the base power and dividing by defender's defensive stat, and one is after dividing this result by 50. Three things stand out about this process: First, that rounding down after multiplying level by 2/5 and adding a constant has the same effect as rounding level down to the nearest number that is either a multiple of 5 or two less than a multiple of 5. That is, the thresholds for when this will be rounded to a higher integer are at levels 3, 5, 8, 10, 13, 15, 18, 20, 23, 25, 28, 30, 33, 35, 38, 40 etc. Second, that the second rounding doesn't matter. If you round down to the nearest integer, then divide by 50 and round down to the nearest integer again, the result should be the same as if you just divided by 50 and rounded down after dividing by 50. And third, that the third rounding would have the same effect if it was performed at any time after dividing by 50 and before applying the modifier, since the rest is just adding constants. Thus, these three roundings appear to be able to be summarized as follows: level is rounded down to the nearest integer that ends in a 0, 3, 5, or 8, and base damage is rounded down before the modifier is applied. I am not taking into account the exact form in which the machine stores numbers, which is much more accurate in most cases than rounding to the nearest integer. Stats1989 (talk) 01:39, 12 August 2016 (UTC)