Difference between revisions of "Talk:Statistic"
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When two Pokémon's speeds are equal, they attack first with 50% probability each. If the speeds are a bit off, the probability does not jump to 100%. What actually happens? [[User:Ztobor|Ztobor]] 21:24, 14 August 2010 (UTC) |
When two Pokémon's speeds are equal, they attack first with 50% probability each. If the speeds are a bit off, the probability does not jump to 100%. What actually happens? [[User:Ztobor|Ztobor]] 21:24, 14 August 2010 (UTC) |
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+ | : I noticed this too, especially in the older generations; I think the higher level one with a slightly lower speed may have a chance to go first. I don't remember seeing this happening in the battle tower/frontier, or link battles, though, even when there's a level difference. [[User:Solarys|Solarys]] 12:16, 14 February 2011 (UTC) |
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== In the anime == |
== In the anime == |
Revision as of 12:16, 14 February 2011
In the modifiers table, how about items such as Light Ball, Thick Club? Lahar 23:16, 22 May 2008 (UTC)
Whats the maximum for the stats? KPF 01:32, 23 June 2008 (UTC)
Contents
Stat modification in battle.
okay, this is probably the best place to raise the question.
the stat altering moves change stats in "levels" of up to six. how much does each "level" change the stats by? If this is already listed somewhere, i don't know where to find it.
- As far as I can tell, it works like this: Unmodified, stats are multiplied by 2/2 (with the exception of evasion and accuracy, which use 3/3 instead). Raising a stat by one level adds 1 to the numerator, whereas lowering by one level adds 1 to the denominator. This means that if you use a move like Growl, the opponent's attack stat is multiplied by 2/3. Using it again changes 2/3 to 2/4, a.k.a. 1/2, and if you use it again it goes to 2/5, then 2/6, (or 1/3,) etc. --Legollama 02:09, 25 April 2010 (UTC)
- Do negative stat changes in battle stay even after you switch out?Summerscythe 20:34, 21 April 2009 (UTC)
- No. Switching out resets all stat alterations, +ve or -ve. - Solarys 06:03, 23 May 2009 (UTC)
Speed question
If two Pokémon have the same speed stat in battle, what determines which will attack first? Lucario12 16:48, 2 November 2008 (UTC)
All Stats Referred to Collectively
It's just an idea but I've noticed something. I've had the idea of instead of just reffering to a Pokemon's indivisual Stats; HP, Attack, Defense, Special Atk, Special Def and Speed, one could refer to all values that effect a battle. Observe;
Special Attack
HP
Attack
Defense
Special Defense
Evasiveness
Accuracy
Speed
Reading the first letter of each Stat forms the word "SHADSEAS" (or an alteration on the order). What do you think? Could it be a new lingo? Bttsstewart 17:33, 13 December 2008 (UTC)
- Maybe, but the order seems pretty messy to me, as I'm more comfortable with the order HP-Atk-Def-SPAtk-SPDef-Spd. And remember to sign your comments on talk pages with four tildes (~~~~), this was already mentioned in your welcome message (I hope you already read it through). UltimateSephiroth ^{(about me · chat · edits)} 17:15, 13 December 2008 (UTC)
Yeah, signed it now Bttsstewart 17:33, 13 December 2008 (UTC)
Evasion stages/modifiers?
What's the maximum % of evasion a PKMN can have? (I.e. 6 uses of Double Team, Bright Powder and Hail/Sandstorm ability bonus.)
Firstly, do the items/abilities stack with each other and stages linearly or diminishingly?
If linearly, it will be 96.67%: 6 stages (9/3 multiplier) = 66.67% evasion + 20% from ability boost + 10% from Bright Powder
If diminishingly with stages only, it's 76.67%: 66.67% + 6.67%* from ability boost + 3.33%* from Bright Powder
Or if diminishingly with each other AND stages, it's around 75~76%, depending on whether the item or ability is accounted for first.
- Solarys 06:01, 23 May 2009 (UTC)
- I've been wondering this same thing, every time one of my Pokémon will get hit by Smokescreen or Sand-Attack, they miss more then half the time. But additional uses don't seem to make a huge difference. [[Derian]] 19:00, 16 September 2009 (UTC)
- They stack diminishingly. So the effects of bright powder/your ability get smaller the more you double team or minimize. However, they remain the same if you sand attack because accuray is a diffrent stat.
Incorrect formulas
Hey, sorry to revert the awesome-looking formula images in the #Formula section to text, but they're incorrect.
Generations III and IV have Nature × at first, when #Nature says this:
- After all other calculations are finished, the stat that the nature enhances will be 110% of what it would be without the nature, and the stat hindered will be 90% of its normal value.
Generations I and II have EV / 2048, when Effort values#Generation I says the formula is .
And since I don't know how to make those awesome-looking formula images or even update them, I'll leave it to the uploader to modify them. The relevant files are StatFormulaHPGenI.png, StatFormulaGenI.png, StatFormulaHPGen3.png and StatFormulaGen3.png. Looce 17:09, 1 November 2009 (UTC)
- If you can explicitly point out the corrections to be made, I can get on that for you. When I created the images I was going on the information I was provided with. If it is incorrect, I'm happy to provide a fix given that you tell me what to change it to. —darklordtrom 23:51, 1 November 2009 (UTC)
- To the current revision of #Formula's text. Namely,
- In Gen I and II, both formulas, update EV/2048 to be squareroot(EV + 3) / 4. Even better would be to say STAT EXP in Gen I and II's formulas instead of EV, because that's what they were known as back then.
- So, like this, then?
- Except that formula is wrong, because it has to be divided by 8, not 4 (the denominator on the bottom is 50, not 100.) My mistake.Ztobor 03:39, 26 May 2010 (UTC)
- In Gen III and IV, other status formula, move Nature × to the end as × Nature
- Though it may be that the (... + 50 + ...) / 50 thing for Gen I and II's HP was correct, even if it's in Gen III and IV as + Level + 10, so you don't really need to update that. Thanks in advance :) Looce 03:15, 2 November 2009 (UTC)
- To the current revision of #Formula's text. Namely,
I disagree with changing the terms to the obsolete ones. It is confusing. I have been having problems with the term “effort points” in the last two generations, which I suspect are being used interchangeably for “effort values”. Note that the terms have been changed, but stick to one or the other from then on. Of course it would have been better to have not changed the terms at all, but what’s done is done. White Phoenix 11:22, 22 November 2009 (UTC)
- Just a little thing for Looce, um... Nature's first because of the transitive property. Notice the parentheticals? Plus, the correct answer is not gotten... TTEchidna 10:06, 27 November 2009 (UTC)
In the first paragraph under Effort Values, before the formulas, shouldn’t that be “For every 4 effort points gained, a level 100 Pokémon will have 1 extra point in its stats”? And where did the 50 and 2048 come from? It isn’t mentioned anywhere on this page or in the Effort Values article. So which formula for determining the stat points is correct? 50+(EV/2048) or squareroot(EV+3)/4? White Phoenix 13:54, 29 November 2009 (UTC)
- Whoever wrote the current Gen III-IV "Other Stats" formula left Level out of the calculations. Smogon's formula is Stat = (((2 * BaseStat + IV + (EV / 4)) * Level / 100 + 5) * Nature) The Professor 15:44, 27 June 2010 (UTC)
- It's been fixed, BTW. My bad. Ztobor 04:19, 14 August 2010 (UTC)
- Whoever wrote the current Gen III-IV "Other Stats" formula left Level out of the calculations. Smogon's formula is Stat = (((2 * BaseStat + IV + (EV / 4)) * Level / 100 + 5) * Nature) The Professor 15:44, 27 June 2010 (UTC)
Now wait a minute!
Your stat calcs are wrong! Arceus with a 31 IV and 252 EV in HP will have 444 HP. Your calculation gives it a maximum of 394. TTEchidna 10:31, 27 November 2009 (UTC)
- Do the math again. It gives exactly 444. --Miliko 18:52, 9 February 2010 (UTC)
Nature Factor
After some tests using the formula on Lv5 Pokémon on my Emerald Rom, I think the Nature factor on it is placed on the wrong place. It should not affect the final "5" on it. I specifically tested it on an Adamant Magikarp with perfect Atk IV, the formula gives me a stat of 8, and in the game it is 7 (I tested the IV with the IV Man). And in other Pokémon (Breloom IIRC), I had the same problem. Could someone test it? --Miliko 18:52, 9 February 2010 (UTC)
- You need to truncate (drop the decimals) before applying the nature boost. --sp unit 262 03:11, 1 March 2010 (UTC)
What happens with Speed?
When two Pokémon's speeds are equal, they attack first with 50% probability each. If the speeds are a bit off, the probability does not jump to 100%. What actually happens? Ztobor 21:24, 14 August 2010 (UTC)
- I noticed this too, especially in the older generations; I think the higher level one with a slightly lower speed may have a chance to go first. I don't remember seeing this happening in the battle tower/frontier, or link battles, though, even when there's a level difference. Solarys 12:16, 14 February 2011 (UTC)
In the anime
A while back ago I made an edit about how Speed worked in the anime. Is it possible that we could make a seperate section or page that's about how stats work in the anime, because I can definitely see a bit of a difference. For example, Double Team normally raises evasion but it also seems to raise attack power in the anime because all of the clones can attack. --Landfish7 00:04, 24 October 2010 (UTC)
Can we please
Make a clear definition of stages? I only get the gist of it. --☯ *Ɣℯ№ӎօṫհ* ☯ 00:52, 5 November 2010 (UTC)
- Stages are incredibly simple. Let's say my Pokémon has 420 Attack and it gets hit with FeatherDance (which lowers the Attack stat by two stages). The second stage of decrease is 1/2. 420 * .5 = 210, meaning that whenever damage calculations have to take my Attack stat into consideration, it will use 210 instead of 420.- unsigned comment from Hexagon Theory (talk • contribs)
Regarding calculation of successful hit in battle
"If P is greater than 1, the move will surely hit." But what if P isn't greater than 1? Surely it won't always miss... does anybody know anything about the formula that determines successful move hits? Hexagon Theory 21:27, 10 November 2010 (UTC)
- P is just the probability that the move will hit. Probabilities greater than 1 don't make any sense, so it's explicitly stated that they're the same as 1 (i.e., always hit). Once the probability is calculated, the game (in effect) generates a random number between 0 and 1; if P is greater than or equal to this number, the attack hits. --Minimiscience 16:10, 11 November 2010 (UTC)
- D'you know for certain that the random number is uniformly distributed?- unsigned comment from Hexagon Theory (talk • contribs)
- Technically, no, I don't know that, though I would expect it to be (or, at least, as close to uniform as pseudo-randomness can get you). --Minimiscience 19:49, 11 November 2010 (UTC)
- D'you know for certain that the random number is uniformly distributed?- unsigned comment from Hexagon Theory (talk • contribs)