Accuracy: Difference between revisions
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==1/256 miss glitch== | ==1/256 miss glitch== | ||
In the [[Generation I]] handheld games, moves with 100% accuracy had a chance to miss if neither accuracy nor evasion stats were modified. This was due to accuracy being internally stored as a single byte ranging from 0 to 255 (0 to FF in hexadecimal), and the probability of a move hitting being determined by comparing a randomly generated byte to the accuracy value, with the move hitting if it was less and missing if it was equal or greater. There was therefore a 1/256 chance of the randomly generated byte being equal to 255, which could never be less than even the highest possible accuracy value, causing moves intended to be 100% accurate to miss 1/256 of the time and yielding an effective accuracy of about 99.6%. This bug also applied to secondary effects such as {{status|poison}} or {{status|paralysis}}, | In the [[Generation I]] handheld games, moves with 100% accuracy had a chance to miss if neither accuracy nor evasion stats were modified. This was due to accuracy being internally stored as a single byte ranging from 0 to 255 (0 to FF in hexadecimal), and the probability of a move hitting being determined by comparing a randomly generated byte to the accuracy value, with the move hitting if it was less and missing if it was equal or greater. There was therefore a 1/256 chance of the randomly generated byte being equal to 255, which could never be less than even the highest possible accuracy value, causing moves intended to be 100% accurate to miss 1/256 of the time and yielding an effective accuracy of about 99.6%. This bug also applied to secondary effects such as {{status|poison}} or {{status|paralysis}}, as well as [[critical hit]]s. (It was not possible to replace the "less than" check with a "less than or equal to" check, as this would enable any of these events with an accuracy value of 0 to succeed 1/256 of the time when the random byte was equal to 0.) {{m|Swift}} was unaffected, as its effect automatically skips all accuracy checks (including the invulnerability effects of {{m|Fly}} and {{m|Dig}}) and thus truly has 100% accuracy. | ||
The bug was partially fixed in {{g|Stadium}} by allowing the move to hit if the random byte was either less than the accuracy value or exactly equal to 255; this fix effectively causes every move in the game to hit 1/256 more often than indicated. The fix did not apply to critical hits, which were still capped at a 255/256 probability. It was further fixed in [[Generation II]], which removed this extra check and instead allowed moves calculated to have 100% accuracy (after applying all modifiers) to skip the random byte generation entirely. However, this did not apply to {{m|Protect}}, which still has a 1/256 chance to fail when used for the first time. All 1/256-related bugs were finally resolved in [[Generation III]], where move accuracies are stored as a number from 0 to 100, and the game performs a "less than or equal to" check on a random integer from 1 to 100. | The bug was partially fixed in {{g|Stadium}} by allowing the move to hit if the random byte was either less than the accuracy value or exactly equal to 255; this fix effectively causes every move in the game to hit 1/256 more often than indicated. The fix did not apply to critical hits, which were still capped at a 255/256 probability. It was further fixed in [[Generation II]], which removed this extra check and instead allowed moves calculated to have 100% accuracy (after applying all modifiers) to skip the random byte generation entirely. However, this did not apply to {{m|Protect}}, which still has a 1/256 chance to fail when used for the first time. All 1/256-related bugs were finally resolved in [[Generation III]], where move accuracies are stored as a number from 0 to 100, and the game performs a "less than or equal to" check on a random integer from 1 to 100. |
Revision as of 09:27, 26 April 2017
It has been suggested that this article be moved to Move accuracy. Please discuss whether or not to move it on its talk page. |
- If you were looking for the in-battle stat, see Statistic → Accuracy.
Accuracy (Japanese: めいちゅう accuracy) is an aspect of moves that, in conjunction with the user's in-battle accuracy stat and the target's evasion stat, determines how reliable they can hit their target. Although the concept was introduced in Generation I, a move's accuracy was not displayed until Generation III.
A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither accuracy nor evasion are modified in-battle). Currently, however, only multiples of 5 between 30 and 100 (inclusive) are used.
Many moves have an accuracy of "—", indicating that they are exempt from regular accuracy calculations. Oftentimes, these moves affect no one but the user (and/or the partner in a Double Battle), or are simply intended to be moves that cannot miss (unless the target has used a move that grants it semi-invulnerability for a turn such as Fly).
1/256 miss glitch
In the Generation I handheld games, moves with 100% accuracy had a chance to miss if neither accuracy nor evasion stats were modified. This was due to accuracy being internally stored as a single byte ranging from 0 to 255 (0 to FF in hexadecimal), and the probability of a move hitting being determined by comparing a randomly generated byte to the accuracy value, with the move hitting if it was less and missing if it was equal or greater. There was therefore a 1/256 chance of the randomly generated byte being equal to 255, which could never be less than even the highest possible accuracy value, causing moves intended to be 100% accurate to miss 1/256 of the time and yielding an effective accuracy of about 99.6%. This bug also applied to secondary effects such as poison or paralysis, as well as critical hits. (It was not possible to replace the "less than" check with a "less than or equal to" check, as this would enable any of these events with an accuracy value of 0 to succeed 1/256 of the time when the random byte was equal to 0.) Swift was unaffected, as its effect automatically skips all accuracy checks (including the invulnerability effects of Fly and Dig) and thus truly has 100% accuracy.
The bug was partially fixed in Pokémon Stadium by allowing the move to hit if the random byte was either less than the accuracy value or exactly equal to 255; this fix effectively causes every move in the game to hit 1/256 more often than indicated. The fix did not apply to critical hits, which were still capped at a 255/256 probability. It was further fixed in Generation II, which removed this extra check and instead allowed moves calculated to have 100% accuracy (after applying all modifiers) to skip the random byte generation entirely. However, this did not apply to Protect, which still has a 1/256 chance to fail when used for the first time. All 1/256-related bugs were finally resolved in Generation III, where move accuracies are stored as a number from 0 to 100, and the game performs a "less than or equal to" check on a random integer from 1 to 100.
In the Pokémon Mystery Dungeon series
In the Pokémon Mystery Dungeon series until Pokémon Mystery Dungeon: Gates to Infinity, accuracy was instead called "Hit Ratio" and displayed with a number of stars instead of a numerical value. More stars indicated a higher accuracy. For example, Scratch had a Hit Ratio of . Hit Ratio did not always correlate with accuracy from the main series. For instance, some moves such as Scratch and Crunch which share the same accuracy in the main series had different Hit Ratios (or vice versa).
The term "accuracy" started to be used from Pokémon Mystery Dungeon: Gates to Infinity.
In Pokémon Super Mystery Dungeon, accuracy is displayed as a blue bar in the move summary. Unlike previous games, the Speed stat is used as an accuracy modifier; the higher speed a Pokémon has, the more likely its moves will be to hit.
In the Mystery Dungeon series, there are several ways of increasing the accuracy of moves. Much like in the core series games, Abilities such as Compound Eyes boost the accuracy of moves. Additionally, beginning from Gates to Infinity, moves can be ranked up when they are used over time, which will also increase the move's accuracy. The increase is permanent and will carry over to other teammate's with the same move. Items such as Accuracy ManualsGtI or Accuracy DrinksSMD can also permanently increase accuracy. Certain emeras can also increase accuracy when added to looplets.
In other languages
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This game-related article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |