Difference between revisions of "User:Nescientist/Damage"

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(integers everywhere, "rounding" everywhere. (I'm sorry.); removed video (no source needed, just trust me, or try it out); other languages from ORAS)
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* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types, 2 if the user of the move additionally has {{a|Adaptability}}, and 1 if otherwise.
 
* ''STAB'' is the [[same-type attack bonus]]. This is equal to 1.5 if the move's [[type]] matches any of the user's types, 2 if the user of the move additionally has {{a|Adaptability}}, and 1 if otherwise.
* ''Type'' is the [[type effectiveness]]. This can be either 0, ¼, ½, 1, 2, or 4 depending on both the move's and defending Pokémon's [[type]]s.
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* ''Type'' is the [[type effectiveness]]. This can be either 0, 0.25, 0.5, 1, 2, or 4 depending on both the move's and defending Pokémon's [[type]]s.
* ''Burn'' is ½ if the attacker is {{status|burned}}, its Ability is not {{a|Guts}}, and the used move is a [[physical move]], and 1 otherwise.
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* ''Burn'' is 0.5 if the attacker is {{status|burned}}, its Ability is not {{a|Guts}}, and the used move is a [[physical move]], and 1 otherwise.
 
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The resulting number is rounded down if it is not an integer. During the calculation, any division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals). Additionally, decimals may also be cut off after applying the ''Type'' or ''Burn'' multipliers. Any number less than one will be rounded up to be 1 before applying the ''other'' factor; it is therefore possible to deal zero damage [http://www.youtube.com/watch?&v=qPPTz0sDZzU].
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During the calculation, any operations are carried out on integers internally, such that effectively each division is a [[wp:Rounding#Rounding_to_integer|truncated integer division]] (rounding towards zero, cutting off any decimals), and any decimals are also cut off after each multiplication operation. If the calculation yields <code>0</code> before applying the ''other'' factor, it is set to a value of <code>1</code> instead; it is therefore possible to deal zero damage when ''other'' is less than <code>1</code>.
   
 
===Example===
 
===Example===
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[[a:File:DamageCalcExample1]] Damage = \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 65 \times 123 / 163}{50} + 2\right) \times Modifier
 
[[a:File:DamageCalcExample1]] Damage = \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 65 \times 123 / 163}{50} + 2\right) \times Modifier
:[[a:File:DamageCalcExample2]] = rand \in [168.3,198.0]
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:[[a:File:DamageCalcExample2]] = rand \in [168,196]
   
The result will be rounded down, so Ice Fang will do between 168 and 198 damage, depending on luck.
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That means Ice Fang will do between 168 and 198 damage, depending on luck.
   
If the same Glaceon holds a {{DL|In-battle effect item|Muscle Band}} and its Ice Fang lands a [[critical hit]], it will be ''Critical'' = 1.5, effectively giving
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If the same Glaceon holds a {{DL|In-battle effect item|Muscle Band}} and its Ice Fang lands a [[critical hit]] against Garchomp, it will be ''Critical'' = 1.5, effectively giving
   
 
[[a:File:ModifierCalcExample2.png]] Modifier = 1 \times 1 \times 1.5 \times (rand \in [0.85,1.00]) \times 1.5 \times 4 \times 1 \times 1 = rand \in [7.65,9.00]
 
[[a:File:ModifierCalcExample2.png]] Modifier = 1 \times 1 \times 1.5 \times (rand \in [0.85,1.00]) \times 1.5 \times 4 \times 1 \times 1 = rand \in [7.65,9.00]
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[[a:File:DamageCalcExample3]] Damage = \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 71 \times 123 / 163}{50} + 2\right) \times Modifier
 
[[a:File:DamageCalcExample3]] Damage = \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 71 \times 123 / 163}{50} + 2\right) \times Modifier
:[[a:File:DamageCalcExample4]] = rand \in [275.4,324.0]
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:[[a:File:DamageCalcExample4]] = rand \in [268,324]
   
The result will be rounded down, so Ice Fang will now do between 275 and 324 damage, depending on luck.
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That means Ice Fang will now do between 268 and 324 damage, depending on luck.
   
 
===Moves that have a special damage calculation===
 
===Moves that have a special damage calculation===
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Revision as of 19:48, 13 August 2016

Damage (Japanese: ダメージ damage) is a loss of a Pokémon's HP that happens as the result of a special or physical attack used against it by another Pokémon.

Damage calculation

Except for moves that have a special damage calculation, the damage dealt when a Pokémon uses a damaging move depends on its level, its effective Attack or Special Attack stat, the opponent's effective Defense or Special Defense stat, and the move's effective power. In addition, various factors of damage modification may also affect the damage dealt.

More precisely, damage is calculated as a:File:DamageCalc.png Damage = \left(\frac{\left( \frac{2 \times Level}{5} + 2\right) \times Power \times A / D}{50} + 2\right) \times Modifier

where

and Modifier is

a:File:ModifierCalc.png Modifier = Targets \times Weather \times Critical \times random \times STAB \times Type \times Burn \times other

where

  • Targets is 0.75 if the move has more than one target, and 1 otherwise.
  • Weather is 1.5 if a Water-type move is being used during rain or a Fire-type move during harsh sunlight, and 0.5 if a Water-type move is used during harsh sunlight or a Fire-type move during rain, and 1 otherwise.
  • Critical is 1.5 for a critical hit in Generation VI, 2 for a critical hit in Generations I-V, and 1 otherwise.


  • STAB is the same-type attack bonus. This is equal to 1.5 if the move's type matches any of the user's types, 2 if the user of the move additionally has Adaptability, and 1 if otherwise.
  • Type is the type effectiveness. This can be either 0, 0.25, 0.5, 1, 2, or 4 depending on both the move's and defending Pokémon's types.
  • Burn is 0.5 if the attacker is burned, its Ability is not Guts, and the used move is a physical move, and 1 otherwise.


During the calculation, any operations are carried out on integers internally, such that effectively each division is a truncated integer division (rounding towards zero, cutting off any decimals), and any decimals are also cut off after each multiplication operation. If the calculation yields 0 before applying the other factor, it is set to a value of 1 instead; it is therefore possible to deal zero damage when other is less than 1.

Example

Imagine a level 75 Glaceon that does not suffer a burn and holds no item with an effective Attack stat of 123 uses Ice Fang (an Ice-type physical move with a power of 65) against a Garchomp with an effective Defense stat of 163 in Generation VI, and does not land a critical hit. Then, the move will receive STAB, because Glaceon's Ice type matches the move's: STAB = 1.5. Additionally, Garchomp is Dragon/Ground, and therefore has a double weakness to the move's ice type: Type = 4. All other (non-random) factors of Modifier will be 1. This effectively gives

a:File:ModifierCalcExample.png Modifier = 1 \times 1 \times 1 \times (rand \in [0.85,1.00]) \times 1.5 \times 4 \times 1 \times 1 = rand \in [5.10,6.00]

When also plugging in Glaceon's effective Attacks stat and Garchomp's effective Defense stat, the whole damage formula gives

a:File:DamageCalcExample1 Damage = \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 65 \times 123 / 163}{50} + 2\right) \times Modifier

a:File:DamageCalcExample2 = rand \in [168,196]

That means Ice Fang will do between 168 and 198 damage, depending on luck.

If the same Glaceon holds a Muscle Band and its Ice Fang lands a critical hit against Garchomp, it will be Critical = 1.5, effectively giving

a:File:ModifierCalcExample2.png Modifier = 1 \times 1 \times 1.5 \times (rand \in [0.85,1.00]) \times 1.5 \times 4 \times 1 \times 1 = rand \in [7.65,9.00]

Furthermore, Ice Fang's effective power will be boosted by the Muscle Band by (approximately) 10% to become 71, leading the whole formula to give

a:File:DamageCalcExample3 Damage = \left(\frac{\left( \frac{2 \times 75}{5} + 2\right) \times 71 \times 123 / 163}{50} + 2\right) \times Modifier

a:File:DamageCalcExample4 = rand \in [268,324]

That means Ice Fang will now do between 268 and 324 damage, depending on luck.

Moves that have a special damage calculation

These moves do not use the standard damage formula, but instead deal damage calculated in special ways:

  • Bide deals double the damage done to the user in Bide's idling period
  • Counter deals double the damage done to the user before
  • Dragon Rage deals 40 damage
  • Endeavor deals damage dependend on the user's and the target's current HP
  • Final Gambit deals damage equal to the user's current HP
  • Metal Burst deals 1.5x the damage done to the user before
  • Mirror Coat deals double the damage done to the user before
  • Night Shade deals damage equal to the user's level
  • One-hit knockout moves deal damage equal to the target's current HP
  • Psywave deals damage dependend on the user's level
  • Seismic Toss deals damage equal to the user's level
  • Sonic Boom deals 20 damage
  • Super Fang deals damage equal to 50% of the target's current HP

In other languages

Language Title
Cantonese Chinese 伤害
France Flag.png French Dégâts
Germany Flag.png German Schaden
Italy Flag.png Italian Danno
South Korea Flag.png Korean 데미지를
Spain Flag.png Spanish Daño

Links