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:
#REDIRECT [[Pokémon battle (Mystery Dungeon)]]
 
==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.
 
Like the main games, special attacks are affected by types, but in different ways.
 
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 140% of normal damage.
* '''Not very effective attacks''', such as {{t|Fighting}} on {{t|Psychic}}, deal 70% 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:
* 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:
* 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 render {{t|Ground}} attacks useless, for instance.
 
==Critical Hits==
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.
 
{{Project Sidegames notice}}
 
[[Category:Game mechanics]]
[[Category:Pokémon Mystery Dungeon]]

Latest revision as of 00:49, 15 February 2024