Experience: Difference between revisions

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==Experience gain in battle==
==Experience gain in battle==
The amount of experience a Pokémon will yield when defeated is simpler. This uses only one formula: [[Image:Exp.png]]
The amount of experience a Pokémon will yield when defeated is simpler. This uses only one formula:
 
* e = a × b × L ÷ 7


Where ''b'' represents the base experience yield of the species, and ''L'' is the level of the fainted Pokémon. ''a'' is equal to 1 under normal circumstances, and is increased by 0.5 for each of either situations: the Pokémon's OT value is not equal to the current trainer's, or the battle is an NPC {{pkmn|trainer}} battle. If the Pokémon is from a country other than the native one of the player, it will gain an additional multiplier of 0.2×, resulting in 1.7× experience for foreign Pokémon.
Where ''b'' represents the base experience yield of the species, and ''L'' is the level of the fainted Pokémon. ''a'' is equal to 1 under normal circumstances, and is increased by 0.5 for each of either situations: the Pokémon's OT value is not equal to the current trainer's, or the battle is an NPC {{pkmn|trainer}} battle. If the Pokémon is from a country other than the native one of the player, it will gain an additional multiplier of 0.2×, resulting in 1.7× experience for foreign Pokémon.

Revision as of 04:52, 22 December 2008

A Pokémon's experience, or EXP. Points (experience points), is an indication of how much it has battled. Pokémon gain experience points by participating in winning battles without fainting. When a Pokémon accumulates sufficient experience points, it levels up. At certain levels, Pokémon can learn certain moves or evolve, depending on its species. Different Pokémon require different amounts of experience to gain each level; some Pokémon level up faster than others.

Experience to level

The total amount of experience required for a Pokémon to reach a certain level is determined by one of several possible formulas. Each species/family of Pokémon follows a preset experience-gain formula. In the Generation III games, there are 6 formulas, and thus 6 different level-rate "types".

To contrast these types, refer to this graph of levels 1 to 45 where:

  • Erratic is black.
  • Fast is green.
  • Medium Fast is yellow.
  • Medium Slow is purple.
  • Slow is brown.
  • Fluctuating is blue.

Where e is the cumulative total amount of experience required to reach level n (the experience required is always rounded down, even if the decimal part is more than .5), the formulas are:

  • Eratic: ("erratic"); max value = 600,000; uses the following piecewise function:

File:Texerratic.png

  • Fast: max value = 800,000; e = (4n3/5)
  • Medium Fast: (also known as Cubic); max value = 1,000,000 ; e = n3
  • Medium Slow: e = (Also known as Parabolic); max value = 1,059,860; (6n3/5) - 15n2 + 100n - 140;
  • Slow: max value = 1,250,000; e = (5n3/4)
  • Fluctuating: max value = 1,640,000; uses the following piecewise function:

File:Texfluc.png


(Max value is the amount of experience required to reach level 100.)

Due most likely to the issue of speed when using these formulas, the GBA games will simply use a lookup table for each value of any type instead of computing them. Because of this, these formulas are not actually part of the game mechanics.

Experience gain in battle

The amount of experience a Pokémon will yield when defeated is simpler. This uses only one formula:

  • e = a × b × L ÷ 7

Where b represents the base experience yield of the species, and L is the level of the fainted Pokémon. a is equal to 1 under normal circumstances, and is increased by 0.5 for each of either situations: the Pokémon's OT value is not equal to the current trainer's, or the battle is an NPC trainer battle. If the Pokémon is from a country other than the native one of the player, it will gain an additional multiplier of 0.2×, resulting in 1.7× experience for foreign Pokémon.