Damage modification (Mystery Dungeon): Difference between revisions

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'''Damage modification''' in the {{pkmn|Mystery Dungeon}} games is [[Mystery Dungeon game mechanics|slightly different]] from than in the main games due to the differences between the two game engines. Here are a list of differences:
{{merge|Damage}}
{{outdated}}
'''Damage modification''' in the {{pkmn|Mystery Dungeon series}} is [[Mystery Dungeon game mechanics|slightly different]] from than in the main games due to the differences between the two game engines. Here are a list of differences:


==Type Affinity==
==Type Affinity==
Standard attacks are considered to have no type, and will attack Pokémon of all types equally. Against {{a|Wonder Guard}}, standard attacks will only do 1 damage.
Standard attacks are considered to have no type, and will attack Pokémon of all types equally. Against {{a|Wonder Guard}}, standard attacks will only do 1 damage.


Like the main games, special attacks are affected by types, but in different ways.
Like the main games, special attacks are affected by types, although the multipliers are different.


In [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team]], the type affinities are as follows. Multipliers stack multiplicatively against dual-typed Pokémon:
In [[Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team]], the type affinities are as follows. Multipliers stack multiplicatively against dual-type Pokémon:
* '''Super-effective attacks''', such as {{t|Grass}} attacks on {{t|Water}}, deal 150% of normal damage.
* '''Super-effective attacks''', such as {{t|Grass}} attacks on {{t|Water}}, deal 150% of normal damage.
* '''Not very effective attacks''', such as {{t|Fighting}} on {{t|Psychic}}, deal 70% of normal damage.
* '''Not very effective attacks''', such as {{t|Fighting}} on {{t|Psychic}}, deal 90% of normal damage.
* Attacks '''of little effect''', such as {{t|Ground}} attacks on {{t|Flying}}, deal 50% of normal damage.
* Attacks '''of little effect''', such as {{t|Ground}} attacks on {{t|Flying}}, deal 50% of normal damage.


In [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness| Explorers of Time and Explorers of Darkness]] the multipliers stack in the following manner:
In [[Pokémon Mystery Dungeon: Explorers of Time and Explorers of Darkness| Explorers of Time and Explorers of Darkness]] the multipliers are instead 50%, 70% and 140%, unless either the attacker or the defender has Erratic Player IQ skill, which changes them to 25%, 50% and 170%.
* If an attack is of little effect against one type, the attack is of little effect overall unless the attack is super-effective against the other type, in which case it is not very  effective. Thus, {{m|Earthquake}} will do 25% damage against {{p|Articuno}}, but will do 50% against {{p|Zapdos}}.
* There are no additional benefits of double-weaknesses or double-resistances. Thus, a {{m|Thunderbolt}} against {{p|Pidgeot}} (singly weak to {{t|Electric}} attacks) will do as much damage as one against {{p|Gyarados}} (doubly weak) if all other things are considered equal. Similarly, {{m|Close Combat}} will do equal amounts to {{p|Weezing}} (singly resistant) and {{p|Yanmega}} (doubly resistant) if all other things are considered equal.
* Otherwise, they stack as in the main games.


The damage multipliers are then calculated from the net result:
Note that type affinity changes brought forth by moves or abilities do not use the above - {{a|Levitate}} will still render {{t|Ground}} attacks useless, for instance.
* Super-effective attacks will do 70% more damage from special attacks.
* Not very effective attacks will do 50% damage from special attacks.
* Attacks of little effect will do 25% damage from special attacks.


Note that type affinity changes brought forth by moves or abilities do not use the above - {{a|Levitate}} will still cause {{t|Ground}} attacks to do 0 damage, for instance.
==Critical hits==
===Rescue Team and Explorers===
There are some differences from how critical works in main series:
*Critical hits do only 50% more damage, unless the Pokémon has {{a|Sniper}}, in which case it will do double damage.
*Male or genderless Pokémon will have the move's base critical hit rate multiplied by 1.5x.
*[[Scope Lens]], [[Patsy Band]], Sharpshooter [[IQ]] skill and {{a|Super Luck}} add a flat modifier to the move's critical hit rate (30% in Red/Blue Rescue Team, 15% in Explorers).
*Type Advantage Master will set the critical hit rate to 40%, ignoring all other effects.
*Focus Energy will guarantee critical hits, provided the critical hits are not prevented by [[exclusive item]]s, [[Abilities]], Critical Dodger IQ skill or {{m|Lucky Chant}}.


==Critical Hits==
{| class="roundtable" style="margin:auto; background: #{{MD Red color}}; border: 3px solid #{{MD Time color}}"
Critical Hits will only do 50% more damage, unless (in ''Mystery Dungeon 2'') the Pokémon has {{a|Sniper}}, in which case it will do double damage (Sniper, however, will not increase the base power, unlike the main games). Furthermore, in ''Mystery Dungeon 2'', provided that the defender can receive critical hits (ie. they do not have {{a|Battle Armor}}, {{a|Shell Armor}}, the {{m|Lucky Chant}} status, or the Critical Dodger IQ skill), male or genderless Pokémon will have a 50% less chance of dealing critical hits prior to modifiers ({{a|Super Luck}}, Scope Lens, Patsy Band, the Sharpshooter IQ skill, or the Type-Advantage Master IQ skill). {{m|Focus Energy}} will guarantee that all hits will be criticals while the status is active, provided the defender can receive criticals.
|-
! Moves
! Chance of critical hit
|-
| {{m|Pin Missile}}, {{m|Fury Attack}}, {{m|Fury Swipes}}, {{m|Comet Punch}} and {{m|Rock Blast}}
| 1%
|-
| {{m|Ice Ball}}, {{m|DoubleSlap}}, {{m|Bullet Seed}}, {{m|Twineedle}}, {{m|Barrage}}, {{m|Arm Thrust}}, {{m|Icicle Spear}}, {{m|ThunderShock}}, {{m|Spike Cannon}}, {{m|Triple Kick}} and {{m|Bone Rush}}
| 2%
|-
| {{m|Double Kick}}
| 3%
|-
| Other moves
| 12%{{sup/md|RB}}/8%{{sup/md|TDS}}
|-
| [[:Category:Moves with a high critical-hit ratio|Moves with a high critical-hit ratio]]{{tt|*|Except Karate Chop in Red/Blue Rescue Team}}
| 50%{{sup/md|RB}}/30%{{sup/md|TDS}}
|}
 
 
{{Project Sidegames notice}}


[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Pokémon Mystery Dungeon]]

Revision as of 07:50, 19 October 2020

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Damage modification in the Mystery Dungeon series is slightly different from than in the main games due to the differences between the two game engines. Here are a list of differences:

Type Affinity

Standard attacks are considered to have no type, and will attack Pokémon of all types equally. Against Wonder Guard, standard attacks will only do 1 damage.

Like the main games, special attacks are affected by types, although the multipliers are different.

In Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team, the type affinities are as follows. Multipliers stack multiplicatively against dual-type Pokémon:

  • Super-effective attacks, such as Grass attacks on Water, deal 150% of normal damage.
  • Not very effective attacks, such as Fighting on Psychic, deal 90% of normal damage.
  • Attacks of little effect, such as Ground attacks on Flying, deal 50% of normal damage.

In Explorers of Time and Explorers of Darkness the multipliers are instead 50%, 70% and 140%, unless either the attacker or the defender has Erratic Player IQ skill, which changes them to 25%, 50% and 170%.

Note that type affinity changes brought forth by moves or abilities do not use the above - Levitate will still render Ground attacks useless, for instance.

Critical hits

Rescue Team and Explorers

There are some differences from how critical works in main series:

  • Critical hits do only 50% more damage, unless the Pokémon has Sniper, in which case it will do double damage.
  • Male or genderless Pokémon will have the move's base critical hit rate multiplied by 1.5x.
  • Scope Lens, Patsy Band, Sharpshooter IQ skill and Super Luck add a flat modifier to the move's critical hit rate (30% in Red/Blue Rescue Team, 15% in Explorers).
  • Type Advantage Master will set the critical hit rate to 40%, ignoring all other effects.
  • Focus Energy will guarantee critical hits, provided the critical hits are not prevented by exclusive items, Abilities, Critical Dodger IQ skill or Lucky Chant.
Moves Chance of critical hit
Pin Missile, Fury Attack, Fury Swipes, Comet Punch and Rock Blast 1%
Ice Ball, DoubleSlap, Bullet Seed, Twineedle, Barrage, Arm Thrust, Icicle Spear, ThunderShock, Spike Cannon, Triple Kick and Bone Rush 2%
Double Kick 3%
Other moves 12%RB/8%TDS
Moves with a high critical-hit ratio* 50%RB/30%TDS


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