Difference between revisions of "Damage"
Xurlglurlblu (talk | contribs) (Added self-damage content, removed damaging statuses section as it would be too big in this page) |
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===Self-damage=== | ===Self-damage=== | ||
Some attacks first deal damage to the user before proceeding. | Some attacks first deal damage to the user before proceeding. | ||
− | This damage is calculated with the following formula : | + | <br>This damage is typeless, cannot STAB, and cannot critically strike. |
+ | <br>It is calculated with the following formula : | ||
<math>Damage = \left[ReturnPower \times \frac{Attack}{Defense} \times \frac{Level+33}{100} \times \frac{Random}{100} + 1\right] + ReturnAbsolute + \frac{ReturnPercent}{100} \times MaxHP</math> | <math>Damage = \left[ReturnPower \times \frac{Attack}{Defense} \times \frac{Level+33}{100} \times \frac{Random}{100} + 1\right] + ReturnAbsolute + \frac{ReturnPercent}{100} \times MaxHP</math> | ||
*<math>ReturnPower</math> : Return power of the attack (not the power listed on the sticker) | *<math>ReturnPower</math> : Return power of the attack (not the power listed on the sticker) |
Revision as of 16:46, 24 May 2023
General Formula
Damage directly caused by attacks is calculated with the following formula :
- : Power of the attack
- : Statistic used by the attack. In most cases the attacker's melee or ranged attack, but it can be different for specific attacks or with sticker attributes.
- : Defensive statistic of the defender, matching the physicality of the attack.
- : Level of the attacker
- : Random integer between 85 and 100, following a uniform distribution.
- : Number of negative elemental reactions for the defender. (Equivalent to super-effective)
- : Number of positive elemental reactions for the defender. (Equivalent to not very effective)
- ; where CritAttribute is the Critical Damage modifier of the sticker (0 by default)
Special Cases
Splash Damage
This section is incomplete. Feel free to add the missing information by editing it.
Self-damage
Some attacks first deal damage to the user before proceeding.
This damage is typeless, cannot STAB, and cannot critically strike.
It is calculated with the following formula :
- : Return power of the attack (not the power listed on the sticker)
- : Offensive statistic of the user, depending on the move's physicality. Ignores any alternate statistic attribute.
- : Defensive statistic of the user, depending on the move's physicality.
- : Level of the user.
- : Random integer between 85 and 100, following a uniform distribution.
- : Absolute self-damage of the attack.
- : Percentage of maximum health inflicted as self-damage by the attack.
Bulletino Dash
The damage from Bulletino Dash is applied before the player or their partner transforms.
It is considered a 30 power fire type attack launched by the player. The calculation uses the level and melee attack stat of the player, and the melee defense stats of the opponents.
This damage cannot critically strike, and STAB cannot apply.
Trivia
- The abbreviation STAB is used because of the similarity of the mechanic to Pokemon's Same-Type Attack Bonus, although it is named Same-Type Damage Multiplier in the game's files.