Damage modification (Mystery Dungeon)

From Bulbapedia, the community-driven Pokémon encyclopedia.
Jump to navigationJump to search

Damage modification in the Mystery Dungeon games 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, but in different ways.

In Mystery Dungeon, the type affinities are as follows. Multipliers stack multiplicatively against dual-typed Pokémon:

  • Super-effective attacks, such as Template:T2 attacks on Water, deal 50% more damage than normal.
  • Not very effective attacks, such as Template:T2 on Psychic, deal 90% of normal damage.
  • Attacks of little effect, such as Template:T2 attacks on Flying, deal 50% of normal damage.

In Mystery Dungeon 2 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 of normal effect. Thus, Earthquake will be of little effect against Articuno, but will be of normal effect against Zapdos.
  • If one type is weak to the attack and the other resists it (for example, Ice Beam against Ludicolo), the attack is of normal effect. This is similar to that of the main games.
  • There are no additional benefits of double-weaknesses or double-resistances. Thus, a Thunderbolt against Pidgeot (singly weak to Template:T2 attacks) will do as much damage as one against Gyarados (doubly weak) if all other things are considered equal. Similarly, Close Combat will do equal amounts to Weezing (singly resistant) and 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 - Levitate will still cause Template:T2 attacks to miss, for instance.

Critical Hits

Critical Hits will only do 50% more damage, unless (in Mystery Dungeon 2) the Pokémon has 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 Battle Armor, Shell Armor, the 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 (Super Luck, Scope Lens, Patsy Band, the Sharpshooter IQ skill, or the Type-Advantage Master IQ skill). Focus Energy will guarantee that all hits will be criticals while the status is active, provided the defender can receive criticals.