Damage modification (Mystery Dungeon): Difference between revisions
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'''Damage modification''' in the {{pkmn|Mystery Dungeon}} | {{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{{outdated}} | |||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, | 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- | 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 | * '''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 | 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%. | ||
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. | |||
==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}}. | |||
== | {| class="roundtable" style="margin:auto; background: #{{MD Red color}}; border: 3px solid #{{MD Time color}}" | ||
|- | |||
! 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
The contents of this article have been suggested to be merged into the page Damage. Please discuss it on the talk page for this article. |
This article contains old or outdated information, or has not been updated in a while. Please check the content of this article and update it as required. |
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 |
This article is part of Project Sidegames, a Bulbapedia project that aims to write comprehensive articles on the Pokémon Sidegames. |