Difference between revisions of "Damage"

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==General Formula==
 
==General Formula==
Damage directly caused by attacks is calculated with the following formula :
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Damage directly caused by attacks is calculated with the following formula:
<math>Damage = \left[Power \times \frac{Attack}{Defense} \times \frac{Level+33}{100} \times \frac{Random}{100} + 1\right] \times STAB \times 1.3^{(Advantage-Disadvantage)} \times CritMultiplier</math>
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*<math>Power</math> : Power of the attack
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<math>\text{Damage} = \left[\text{Power} \times \frac{\text{Attack}}{\text{Defense}} \times \frac{\text{Level} + 37}{100} \times \frac{\text{Random}}{100} + 1\right] \times \text{STAB} \times 1.3^{(\text{Advantage} - \text{Disadvantage})} \times \text{CritMultiplier}</math>
*<math>Attack</math> : 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.
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*<math>\text{Power}</math> : Power of the attack
*<math>Defense</math> : Defensive statistic of the defender, matching the [[Physicality|physicality]] of the attack.
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*<math>\text{Attack}</math> : 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.
*<math>Level</math> : Level of the attacker
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*<math>\text{Defense}</math> : Defensive statistic of the defender, matching the [[Physicality|physicality]] of the attack.
*<math>Random</math> : Random integer between 85 and 100, following a uniform distribution.
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*<math>\text{Level}</math> : Level of the attacker
*<math>STAB = \left\{ \begin{array}{cl}
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*<math>\text{Random}</math> : Random integer between 85 and 100, following a uniform distribution.
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*<math>\text{STAB} = \left\{ \begin{array}{cl}
 
1.2 & : \ \text{If any of the attack's types matches any of the attacker's types} \\
 
1.2 & : \ \text{If any of the attack's types matches any of the attacker's types} \\
 
1 & : \ \text{Otherwise}
 
1 & : \ \text{Otherwise}
 
\end{array} \right.</math>
 
\end{array} \right.</math>
*<math>Advantage</math> : Number of negative [[Types|elemental reactions]] for the defender. (Equivalent to super-effective)
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*<math>\text{Advantage}</math> : Number of negative [[Types|elemental reactions]] for the defender. (Equivalent to super-effective)
*<math>Disadvantage</math> : Number of positive [[Types|elemental reactions]] for the defender. (Equivalent to not very effective)
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*<math>\text{Disadvantage}</math> : Number of positive [[Types|elemental reactions]] for the defender. (Equivalent to not very effective)
*<math>CritMultiplier = \left\{ \begin{array}{cl}
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*<math>\text{CritMultiplier} = \left\{ \begin{array}{cl}
1.5 + CritAttribute & : \ \text{If the attack is a critical hit} \\
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1.5 + \text{CritAttribute} & : \ \text{If the attack is a critical hit} \\
 
1 & : \ \text{Otherwise}
 
1 & : \ \text{Otherwise}
 
\end{array} \right.</math> ; where CritAttribute is the Critical Damage modifier of the sticker (0 by default)
 
\end{array} \right.</math> ; where CritAttribute is the Critical Damage modifier of the sticker (0 by default)
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===Splash Damage===
 
===Splash Damage===
{{IncompleteSection}}
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Some rare stickers have a bonus splash damage effect, which does a given percentage of the damage to any teammates of the attack target. Strangely enough, splash damage can hurt characters with the [[Ghostly]] status.
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===Self-Damage===
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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:
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 +
<math>\text{Damage} = \left[\text{ReturnPower} \times \frac{\text{Attack}}{\text{Defense}} \times \frac{\text{Level} + 37}{100} \times \frac{\text{Random}}{100} + 1\right] + \text{ReturnAbsolute} + \frac{\text{ReturnPercent}}{100} \times \text{MaxHP}</math>
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*<math>\text{ReturnPower}</math> : Return power of the attack (not the power listed on the sticker)
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*<math>\text{Attack}</math> : Offensive statistic of the user, depending on the move's [[Physicality|physicality]]. Ignores any alternate statistic attribute.
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*<math>\text{Defense}</math> : Defensive statistic of the user, depending on the move's [[Physicality|physicality]].
 +
*<math>\text{Level}</math> : Level of the user.
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*<math>\text{Random}</math> : Random integer between 85 and 100, following a uniform distribution.
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*<math>\text{ReturnAbsolute}</math> : Absolute self-damage of the attack.
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*<math>\text{ReturnPercent}</math> : Percentage of maximum health inflicted as self-damage by the attack.
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=== Bulletino Dash ===
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The damage from [[Bulletino Dash]] is applied before the player or their partner transforms.
  
===Self-damage===
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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.
Some attacks first deal damage to the user before proceeding.
 
This damage 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>ReturnPower</math> : Return power of the attack (not the power listed on the sticker)
 
*<math>Attack</math> : Offensive statistic of the user, depending on the move's [[Physicality|physicality]]. Ignores any alternate statistic attribute.
 
*<math>Defense</math> : Defensive statistic of the user, depending on the move's [[Physicality|physicality]].
 
*<math>Level</math> : Level of the user.
 
*<math>Random</math> : Random integer between 85 and 100, following a uniform distribution.
 
*<math>ReturnAbsolute</math> : Absolute self-damage of the attack.
 
*<math>ReturnPercent</math> : 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.<br>
 
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.<br>
 
 
This damage cannot critically strike, and STAB cannot apply.
 
This damage cannot critically strike, and STAB cannot apply.
  
 
==Trivia==
 
==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.
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*The abbreviation STAB is used because of the similarity of the mechanic to ''Pokémon'''s [https://bulbapedia.bulbagarden.net/wiki/Same-type_attack_bonus Same-Type Attack Bonus], although it is named Same-Type Damage Multiplier in the game's files.
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== External Links ==
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* [https://docs.google.com/spreadsheets/d/1vlHYJk1HxJVIC80FAmqMyy57yv-KhVpqpfxdSpjdAAc/ Damage Calculator spreadsheet by Lerycide]
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[[Category:Mechanics]]
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{{Mechanics}}

Latest revision as of 19:21, 23 July 2024

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

Some rare stickers have a bonus splash damage effect, which does a given percentage of the damage to any teammates of the attack target. Strangely enough, splash damage can hurt characters with the Ghostly status.

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 Pokémon's Same-Type Attack Bonus, although it is named Same-Type Damage Multiplier in the game's files.

External Links


Mechanics
Battle StatsMovesDamageStat StagesHit chanceCritical hitsPhysicality
TypesStatus EffectsFusionExperience
RecordingFleeingSlotsSticker Attributes
Other AbilitiesBootlegsRelationshipsWeatherMultiplayerCustom Game