Damage: Difference between revisions
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'''Damage modification''' is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways | '''Damage modification''' is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways. | ||
==Super effective== | ==Super effective== | ||
When a move is '''super effective''', it does | When a move is '''super effective''', it does more damage it would normally do. For example, a move like {{m|Megahorn}} used against a {{type2|Psychic}} Pokémon will be super effective because {{type2|Bug}} moves are super effective against Psychic-types. This effect can stack up; for example, a Pokémon that is {{t|Rock}}/{{t|Ground}} and is hit by a {{type2|Water}} move like {{m|Surf}} will be damaged moreso, because both Rock and Ground Pokémon are weak to Water moves. | ||
Super-effective attacks will do double damage in the main games, but only 50% more damage in the [[Mystery Dungeon]] series. This means that against the double weakness, super-effective attacks will do four times the damage in the main games, but only 9/4 the damage in [[Mystery Dungeon]]. | |||
==Not very effective== | ==Not very effective== | ||
When a move is '''not very effective''', it | When a move is '''not very effective''', it deals a reduced amount of damage. This works exactly like super effective moves, and can stack up. For example, a {{t|Steel}}/{{t|Rock}} Pokémon will be damaged by a quarter of the amount by a {{type2|Normal}} move. Likewise, a {{t|Normal}}/{{t|Flying}} Pokémon hit by a {{type2|Fighting}} move will both be weak against it, due to the super-effectiveness of Fighting against Normal, and also be strong against it, due to the not-very-effectiveness of Fighting against Flying. | ||
Not very effective attacks will only do half the damage in the main games, but 90% of the damage in [[Mystery Dungeon]]. This means that in the main games, a weakness and a resistance cancel each other out. In Mystery Dungeon, however, this means that attacks against both a weakness and resistance do 35% more damage than normal. Against the double resistance, only 25% of the normal damage is done in the main games, while 81% of normal damage is dealt in [[Mystery Dungeon]]. | |||
==Not effective== | ==Not effective== | ||
When a move is '''not effective''', it does not damage the Pokémon at all and that Pokémon is "immune" to that type. This immunity includes status moves of that type. For example, the {{type2|Electric}} move {{m|Thunderbolt}} will have no affect on a {{type2|Ground}} Pokémon such as {{p|Garchomp}}. Likewise, using the move {{m|Thunder Wave}} will prove useless and yields a "It '''does''' not affect Garchomp" (whereas a {{m|Confuse Ray}} that simply missed yields "It '''did''' not affect Garchomp"). Certain types are immune to specific moves, such as {{type2|Grass}} Pokémon being immune to {{m|Leech Seed}}. | When a move is '''not effective''', it does not damage the Pokémon at all and that Pokémon is "immune" to that type. This immunity includes status moves of that type. For example, the {{type2|Electric}} move {{m|Thunderbolt}} will have no affect on a {{type2|Ground}} Pokémon such as {{p|Garchomp}}. Likewise, using the move {{m|Thunder Wave}} will prove useless and yields a "It '''does''' not affect Garchomp" (whereas a {{m|Confuse Ray}} that simply missed yields "It '''did''' not affect Garchomp"). Certain types are immune to specific moves, such as {{type2|Grass}} Pokémon being immune to {{m|Leech Seed}}. | ||
In [[Mystery Dungeon]], however, "not effective" is replaced by "has little effect", due to ineffective attacks dealing 50% of the normal damage (instead of none at all in the main games). This presents a series of examples in which moves will deal no damage in the main games but still deal damage in Mystery Dungeon: | |||
* {{p|Zapdos}}, an {{t|Electric}}/{{t|Flying}} Pokémon, will be dealt 75% of normal damage when hit by {{m|Earthquake}}, a {{t2|Ground}} attack, due to the Electric type's weakness and the Flying type's ineffectiveness. | |||
* {{p|Drifblim}}, a {{t|Ghost}}/{{t|Flying}} Pokémon, will be dealt 45% of normal damage when hit by {{m|Close Combat}}, a {{t2|Fighting}} attack, due to the Flying type's resistance and the Ghost type's ineffectiveness. | |||
==Critical hit== | ==Critical hit== | ||
A move will sometimes get a '''critical hit''' against another Pokémon, some moves more than others. This will | A move will sometimes get a '''critical hit''' against another Pokémon, some moves more than others. This will increase the damage done after super effective/not very effective calculations occur. Critical hits will do double damage in the main games, while dealing only 50% more damage in [[Mystery Dungeon]]. This means that if a critical hit occurs on top of a double weakness, a move can do eight times the damage in the regular games (but only 3 3/8 times in Mystery Dungeon). | ||
In the main games (but not in Mystery Dungeon), when a move is a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used {{m|Swords Dance}} and them makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and will do double normal damage. | |||
==Same-type attack bonus== | ==Same-type attack bonus== |
Revision as of 06:58, 2 May 2008
Damage modification is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways.
Super effective
When a move is super effective, it does more damage it would normally do. For example, a move like Megahorn used against a Template:Type2 Pokémon will be super effective because Template:Type2 moves are super effective against Psychic-types. This effect can stack up; for example, a Pokémon that is Rock/Ground and is hit by a Template:Type2 move like Surf will be damaged moreso, because both Rock and Ground Pokémon are weak to Water moves.
Super-effective attacks will do double damage in the main games, but only 50% more damage in the Mystery Dungeon series. This means that against the double weakness, super-effective attacks will do four times the damage in the main games, but only 9/4 the damage in Mystery Dungeon.
Not very effective
When a move is not very effective, it deals a reduced amount of damage. This works exactly like super effective moves, and can stack up. For example, a Steel/Rock Pokémon will be damaged by a quarter of the amount by a Template:Type2 move. Likewise, a Normal/Flying Pokémon hit by a Template:Type2 move will both be weak against it, due to the super-effectiveness of Fighting against Normal, and also be strong against it, due to the not-very-effectiveness of Fighting against Flying.
Not very effective attacks will only do half the damage in the main games, but 90% of the damage in Mystery Dungeon. This means that in the main games, a weakness and a resistance cancel each other out. In Mystery Dungeon, however, this means that attacks against both a weakness and resistance do 35% more damage than normal. Against the double resistance, only 25% of the normal damage is done in the main games, while 81% of normal damage is dealt in Mystery Dungeon.
Not effective
When a move is not effective, it does not damage the Pokémon at all and that Pokémon is "immune" to that type. This immunity includes status moves of that type. For example, the Template:Type2 move Thunderbolt will have no affect on a Template:Type2 Pokémon such as Garchomp. Likewise, using the move Thunder Wave will prove useless and yields a "It does not affect Garchomp" (whereas a Confuse Ray that simply missed yields "It did not affect Garchomp"). Certain types are immune to specific moves, such as Template:Type2 Pokémon being immune to Leech Seed.
In Mystery Dungeon, however, "not effective" is replaced by "has little effect", due to ineffective attacks dealing 50% of the normal damage (instead of none at all in the main games). This presents a series of examples in which moves will deal no damage in the main games but still deal damage in Mystery Dungeon:
- Zapdos, an Electric/Flying Pokémon, will be dealt 75% of normal damage when hit by Earthquake, a Template:T2 attack, due to the Electric type's weakness and the Flying type's ineffectiveness.
- Drifblim, a Ghost/Flying Pokémon, will be dealt 45% of normal damage when hit by Close Combat, a Template:T2 attack, due to the Flying type's resistance and the Ghost type's ineffectiveness.
Critical hit
A move will sometimes get a critical hit against another Pokémon, some moves more than others. This will increase the damage done after super effective/not very effective calculations occur. Critical hits will do double damage in the main games, while dealing only 50% more damage in Mystery Dungeon. This means that if a critical hit occurs on top of a double weakness, a move can do eight times the damage in the regular games (but only 3 3/8 times in Mystery Dungeon).
In the main games (but not in Mystery Dungeon), when a move is a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker. For example, an attacker who has used Swords Dance and them makes a critical hit will get the benefit of the increased Attack, while one affected by Charm will use its normal Attack score. Another example would be if a team had Light Screen or Reflect on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and will do double normal damage.
Same-type attack bonus
- Main article: Same-type attack bonus
A move used by a Pokémon that is of the same type as the move itself will do 150% of its normal damage, such as a Template:Type2 move used by a Fire-type Pokémon. Dual-typed Pokémon will receive this bonus for both of their types, and a Pokémon whose type can change in-battle will receive the bonus for whatever type they are when they make the move.
Weather
- Main article: Weather conditions
Template:Type2 and Template:Type2 moves' damage will be modified by rain and sunshine. If Rain Dance causes a downpour, Water-type moves will do 50% more damage and Fire-type moves will do 50% less damage. If Sunny Day causes harsh sunlight, Fire-type moves will do 50% more damage and Water-type moves will do 50% less damage.
Abilities
- Main article: Abilities
Abilities come in a wide variety, and have various effects on damage modification. These affects range from increasing and decreasing the power of moves of a specific type, granting immunities, and even changing the power of moves affected by other damage modifiers. These abilities include:
- Blaze, Overgrow, Torrent and Swarm increase the power of Template:Type2, Template:Type2, Template:Type2 and Template:Type2 moves by 50% when the user's HP falls below 33%, respectively.
- Thick Fat decreases the power of the opponents' Fire-type and Ice-type moves by 50%. Heatproof decreases the power of opponents' Fire-type moves by 50%.
- Levitate provides immunity to Template:Type2 moves, and Soundproof provides immunity to sound-based moves.
- Volt Absorb and Water Absorb grant immunity to Template:Type2 and Template:Type2 moves respectively, healing the user's HP by 25% instead. Dry Skin is similar to Water Absorb, but also doubles the power of opponents' Fire-type moves.
- Flash Fire negates the effect of opponents' Fire-type moves and instead increases the power of the ability's user's own Fire-type attacks. Similarly, Motor Drive negates the effect of opponents' Electric-type moves and instead causes the ability's user's Speed to increase. These abilities include status moves like Will-O-Wisp and Thunder Wave.
- Mold Breaker removes all immunities to the user's moves.
- Scrappy removes Template:Type2 Pokémon's immunity to the Template:Type2 and Template:Type2 moves of the user.
- Drizzle, Drought, Sand Stream and Snow Warning all cause different weather conditions.
- Adaptability doubles the power of moves of the same type as the user.
- Hustle boosts the power of the user's moves by 50%.
- Pure Power doubles the power of the user's physical attacks.
- Technician increases the power of the user's moves with base power 60 or less by 50%.
- Super Luck increases the user's critical hit ratio.
- Battle Armor and Shell Armor block critical hits.
- Sniper increases the power of the user's critical hits.
- Tinted Lens doubles the power of the user's moves that are not very effective.
- Solid Rock and Filter each reduce the power of super effective moves on the ability's user by one third.
- Wonder Guard reduces the power of the opponent's attacks that are not super effective to zero.
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