Wood Hammer 31.7 - 37.3 (10.4 - 12.3 recoil damage)By X-Act and Peterko, updated by Kaphotics.Stay ahead of the game with the Pikalytics damage calculator Pokemon IV Breeding Probability Calculator This calculator is for Destiny Knot breeding in.How do I calculate damage in my D&D game using the Search The Best Law at Law Details: Normally it is just weapon damage plus your modifier. Abomasnows Moves (select one to show detailed results) Swords Dance 0 - 0. One vs One One vs All All vs One Random Battles. Select the calculators mode of function. Select the output notation. Pok&233 mon Insurgence Damage Calculator.The Attack and Special Attack stats and their Modifiers Given the level of the attacking Pokmon and the other relevant stats seen below. Remember if you ever have questions ask your DM and they will help you, that’s their job.Below is the formula to calculate base damage, assuming no modifiers.The Third Modifier to the Damage FormulaThe Damage Formula is one of the two most important calculations in a Pokemon game (the other one being the Stats Formula). The Second Modifier to the Damage Formula The First Modifier to the Damage Formula The Defense and Special Defense stats and their Modifiers Items that change the Attack or Special Attack stat
Calculate Pokemon Dmg Plus Your ModifierHe literally triggered the damage formula thousands of times (not an exaggeration) during the game so that I could come up with such a detailed description of it. This guide wouldn't have seen the light of day without all his efforts. Note that this formula is not the same as that for the games preceding DPP, so don't use it to calculate damage for other games.I need to immediately thank Peterko for all the testing data he has provided for me. ![]() Mod3 The third modifier to the damage formula. Type2 2 if the move is super effective against the second type of the foe, 0.5 if the move is not very effective against the second type of the foe, 0 if the move type does not affect the type of the foe, and 1 otherwise (or if the foe has only one type). Type1 2 if the move is super effective against the first type of the foe, 0.5 if the move is not very effective against the first type of the foe, 0 if the move type does not affect the first type of the foe, and 1 otherwise. This is known as Same Type Attack Bonus (hence STAB). STAB 2 if the move is of the same type as that of the user and the user has the Adaptability ability, 1.5 if the move is of the same type as that of the user and the user's ability is not Adaptability, and 1 otherwise. This produces a whole number between 85 and 100 inclusive, with uniform probability. Next, we divide 94 by 5, getting 18.8, which is rounded down to 18. We start with the Level of Staraptor, 47, and multiply it by 2, getting 94. For the sake of simplicity, we shall assume that Mod1, Mod2, and Mod3 are all 1 in this example.Say we want to calculate the minimum and maximum damage that a Level 47 Staraptor with 140 Attack stat will deal with the move Aerial Ace against a Roserade with 77 Defense stat. To paraphrase, unless the move does not affect the foe, the minimum amount of damage done is 1.The way the formula is written above is such that you can actually ignore all the brackets and proceed from left to right (ignoring the BODMAS rules, so to speak) and still come up with the correct answer.Let's provide an example here. This will happen if, say, a Level 2 Bidoof uses Tackle against a Level 100 Aggron. In simple terms, this means to remove all the numbers to the right of the decimal point every time the answer is a decimal before proceeding with the next arithmetic operation.If the damage formula's damage is 0 and the foe is not immune to the move used, the damage dealt will be 1 instead. Next, we multiply 45 by 1 (assuming that we didn't get a critical hit here), getting 45.*** Next, we multiply 43 by 1 (Mod1 is 1 here), getting 43.*** Next, we divide 3360 by 77 (the Defense stat of Roserade), getting 43.636363., which is rounded down to 43. Next, we divide 168000 by 50, getting 3360. Next, we multiply 1200 by 140 (the Attack stat of Staraptor), getting 168000. Finally, we multiply 114 by 1 (Mod3 is 1 here), getting 114.***So Staraptor's minimum damage would be 114.For the maximum damage, we do exactly the same steps, except that we multiply by 100 instead of by 85 in Step 12. Next, we multiply 114 by 1 (since Aerial Ace is Flying-type, which is neutral against Roserade's second type, Poison), getting 114.*** Next, we multiply 57 by 2 (since Aerial Ace is Flying-type, which is super effective against Roserade's first type, Grass), getting 114. Next, we multiply 38 by 1.5 (since Aerial Ace is Flying-type, like one of Staraptor's types is), getting 57. Next, we divide 3825 by 100, getting 38.25, which is rounded down to 38. Next, we multiply 45 by 85 (the minimum number that the random number can be), getting 3825. This is usually found easily, like 80 for Energy Ball, 60 for Aerial Ace, etc. BP The Base Power of the move. Section 2: The Base Power and its ModifiersThe Base Power of the move might be considered to be simple, but in fact it can change by many things during the battle that can affect it.So many, in fact, that it can be summarised by the following formula: BasePower = HH × BP × IT × CHG × MS × WS × UA × FAWhere HH 1.5 if the move has been boosted by the move Helping Hand by the partner, and 1 otherwise. (If you do not get 134, make sure that you have actually rounded down your answer at EVERY step in the calculation.)Note: The steps marked *** can be omitted, since multiplying by 1 does not change the answer. MS 0.5 if one of the Pokemon in play used the move Mud Sport and this move's type is Electric, and 1 otherwise. CHG 2 if the Pokemon's last move was Charge and this move's type is Electric and 1 otherwise. The list of items that affect Base Power, together with their effects, is given in Section 2B. Xbox tools for macChanging the order might result in the incorrect Base Power. The order of the multiplications is as written in the formula above. A list of foe abilities that affect Base Power, together with their effects, is given in Section 2D.The Base Power is calculated from left to right, and is rounded down before the next multiplication is performed. FA The foe ability multiplier. A list of user abilities that affect Base Power, together with their effects, is given in Section 2C. UA The user ability multiplier. If BP is 0, it becomes 1.10 if Fury Cutter was not already used or it missed when it was last used, otherwise, BP is double the BP of the last used Fury Cutter. Move name100 if the foe was hurt that turn, 50 otherwise.120 if the targeted Pokemon did damage to the user, 60 otherwise.130 if the targeted Pokemon's current HP is less than or equal to half of its maximum HP, rounded down, 65 otherwise.1 + (120 × Foe's Current HP ÷ Foe's Max HP), rounded down.150 × User's Current HP ÷ User's Max HP, rounded down.140 if the user is paralyzed, poisoned, or burned, 70 otherwise.200 if CP is between 0 and 1, 150 if CP is between 2 and 5, 100 if CP is between 6 and 12, 80 if CP is between 13 and 21, 40 if CP is between 22 and 42, and 20 if CP is between 43 and 64, where CP = User's Current HP × 64 ÷ User's Total HP, rounded down.102 - (User's Happiness × 2 ÷ 5), rounded down. This Base Power is equal to BP in the Base Power formula. Comcast free antivirus for macIf BP is greater than 150, it becomes 150.If Defense Curl was used by the user in any of the previous turns, then 60 for the first turn that Ice Ball is used, followed by 120, 240, 480 and 960 for the second, third, fourth and fifth turns respectively.
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