Damage: Difference between revisions

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'''Damage modification''' is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways. These modifiers range from doubling to halving and even negating the damage done.
'''Damage modification''' is a system of multipliers used to change the damage dealt in a battle. These modifiers affect how the damage is calculated by multiplying the move's base power in various ways.


==Super effective==
==Super effective==
When a move is '''super effective''', it does double the damage it would normally do. For example, a move like {{m|Megahorn}} used against a {{type2|Psychic}} Pokémon will be super effective because {{type2|Bug}} moves are super effective against Psychic-types. This effect can stack up; for example, a Pokémon that is {{t|Rock}}/{{t|Ground}} and is hit by a {{type2|Water}} move like {{m|Surf}} will be damaged four times as much by the move as it would normally be, because both Rock and Ground Pokémon are weak to Water moves.
When a move is '''super effective''', it does more damage it would normally do. For example, a move like {{m|Megahorn}} used against a {{type2|Psychic}} Pokémon will be super effective because {{type2|Bug}} moves are super effective against Psychic-types. This effect can stack up; for example, a Pokémon that is {{t|Rock}}/{{t|Ground}} and is hit by a {{type2|Water}} move like {{m|Surf}} will be damaged moreso, because both Rock and Ground Pokémon are weak to Water moves.
 
Super-effective attacks will do double damage in the main games, but only 50% more damage in the [[Mystery Dungeon]] series.  This means that against the double weakness, super-effective attacks will do four times the damage in the main games, but only 9/4 the damage in [[Mystery Dungeon]].


==Not very effective==
==Not very effective==
When a move is '''not very effective''', it does half of the damage it would do. This works exactly like super effective moves, and can stack up. For example, a {{t|Steel}}/{{t|Rock}} Pokémon will be damaged by a quarter of the amount by a {{type2|Normal}} move. Likewise, a {{t|Normal}}/{{t|Flying}} Pokémon hit by a {{type2|Fighting}} move will be damaged normally, as the super-effectiveness of Fighting against Normal is canceled out by the not-very-effectiveness of Fighting against Flying.
When a move is '''not very effective''', it deals a reduced amount of damage. This works exactly like super effective moves, and can stack up. For example, a {{t|Steel}}/{{t|Rock}} Pokémon will be damaged by a quarter of the amount by a {{type2|Normal}} move. Likewise, a {{t|Normal}}/{{t|Flying}} Pokémon hit by a {{type2|Fighting}} move will both be weak against it, due to the super-effectiveness of Fighting against Normal, and also be strong against it, due to the not-very-effectiveness of Fighting against Flying.
 
Not very effective attacks will only do half the damage in the main games, but 90% of the damage in [[Mystery Dungeon]].  This means that in the main games, a weakness and a resistance cancel each other out.  In Mystery Dungeon, however, this means that attacks against both a weakness and resistance do 35% more damage than normal.  Against the double resistance, only 25% of the normal damage is done in the main games, while 81% of normal damage is dealt in [[Mystery Dungeon]].


==Not effective==
==Not effective==
When a move is '''not effective''', it does not damage the Pokémon at all and that Pokémon is "immune" to that type. This immunity includes status moves of that type. For example, the {{type2|Electric}} move {{m|Thunderbolt}} will have no affect on a {{type2|Ground}} Pokémon such as {{p|Garchomp}}. Likewise, using the move {{m|Thunder Wave}} will prove useless and yields a "It '''does''' not affect Garchomp" (whereas a {{m|Confuse Ray}} that simply missed yields "It '''did''' not affect Garchomp"). Certain types are immune to specific moves, such as {{type2|Grass}} Pokémon being immune to {{m|Leech Seed}}.
When a move is '''not effective''', it does not damage the Pokémon at all and that Pokémon is "immune" to that type. This immunity includes status moves of that type. For example, the {{type2|Electric}} move {{m|Thunderbolt}} will have no affect on a {{type2|Ground}} Pokémon such as {{p|Garchomp}}. Likewise, using the move {{m|Thunder Wave}} will prove useless and yields a "It '''does''' not affect Garchomp" (whereas a {{m|Confuse Ray}} that simply missed yields "It '''did''' not affect Garchomp"). Certain types are immune to specific moves, such as {{type2|Grass}} Pokémon being immune to {{m|Leech Seed}}.
In [[Mystery Dungeon]], however, "not effective" is replaced by "has little effect", due to ineffective attacks dealing 50% of the normal damage (instead of none at all in the main games).  This presents a series of examples in which moves will deal no damage in the main games but still deal damage in Mystery Dungeon:
* {{p|Zapdos}}, an {{t|Electric}}/{{t|Flying}} Pokémon, will be dealt 75% of normal damage when hit by {{m|Earthquake}}, a {{t2|Ground}} attack, due to the Electric type's weakness and the Flying type's ineffectiveness.
* {{p|Drifblim}}, a {{t|Ghost}}/{{t|Flying}} Pokémon, will be dealt 45% of normal damage when hit by {{m|Close Combat}}, a {{t2|Fighting}} attack, due to the Flying type's resistance and the Ghost type's ineffectiveness.


==Critical hit==
==Critical hit==
A move will sometimes get a '''critical hit''' against another Pokémon, some moves more than others. This will double the damage done after super effective/not very effective calculations occur, leading to the ability for a doubly-super effective move that gets a critical hit to do a whopping eight times as much damage as it would.
A move will sometimes get a '''critical hit''' against another Pokémon, some moves more than others. This will increase the damage done after super effective/not very effective calculations occur.  Critical hits will do double damage in the main games, while dealing only 50% more damage in [[Mystery Dungeon]].  This means that if a critical hit occurs on top of a double weakness, a move can do eight times the damage in the regular games (but only 3 3/8 times in Mystery Dungeon).


When a move is a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker.  For example, an attacker who has used {{m|Swords Dance}} and them makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and will do double normal damage.
In the main games (but not in Mystery Dungeon), when a move is a critical hit, damage is calculated based on either the modified or unmodified attack and defense stats, whichever is more advantageous to the attacker.  For example, an attacker who has used {{m|Swords Dance}} and them makes a critical hit will get the benefit of the increased Attack, while one affected by {{m|Charm}} will use its normal Attack score. Another example would be if a team had {{m|Light Screen}} or {{m|Reflect}} on it and the attacker scored a critical on the team with the certain wall; the defense added by the wall would then be ignored, and will do double normal damage.


==Same-type attack bonus==
==Same-type attack bonus==
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