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Old January 1st, 2012 (06:07 PM). Edited February 26th, 2012 by Gymnotide.
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Gymnotide Gymnotide is offline
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Join Date: Jun 2007
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Stat Mechanics


Introduction & Contents
Pokemon stats are statistics that determine how well the Pokemon does in battle. They have various effects, including dictating what order the active Pokemon move in, how much damage their attacks will do, and whether those attacks will land at all.

What are the stats and what do they do?
There are two types of stats: permanent stats and temporary stats. Permanent stats are those that can be trained outside of battle, while temporary stats are those that are a set number regardless of level. The permanent stats are MaxHP, SPE, and stats that determine power / resistance for attacking moves. The three temporary stats determine rate-related modifiers.


Permanent stats

There are six permanent stats. They are as follows:

Maximum Health Points (MaxHP):
HP is the most important stat. It determines whether or not your Pokemon is able to battle. Every time your Pokemon suffers damage (from a move, status condition, recoil, etc.), your Pokemon will lose HP. A Pokemon's MaxHP stat corresponds to how much HP can be lost before the Pokemon reaches 0 HP and faints. MaxHP is least like the other stats because it cannot be temporarily increased or decreased by effects.
Attack (ATK):
ATK determines how much damage your physical moves will do.
The higher the ATK, the more damage the Pokemon will deal.
Defense (DEF):
DEF determines how much damage the Pokemon will resist from physical moves.
The higher the DEF, the less damage the Pokemon will take.
Special Attack (SpATK):
SpATK determines how much damage your special moves will do.
The higher the SpATK, the more damage the Pokemon will deal.
Special Defense (SpDEF):
SpDEF determines how much damage the Pokemon will resist from special moves.
The higher the SpDEF, the less damage the Pokemon will take.
Speed (SPE):
SPE determines the order of moves within a battle.
Pokemon with higher SPE will move before Pokemon with lower SPE, with certain exceptions.


Temporary stats

There are three temporary stats. They are as follows:

Accuracy (ACC):
ACC determines how likely moves are to land successfully. Decreasing ACC causes moves to be less likely to hit. Raising ACC in battle increases the chance the move will hit. Obviously, raising ACC cannot increase hit-rate to more than 100, but can help to offset the following stat.
Evasion (EVA):
EVA decreases the likelihood of being hit by a move. Raising EVA will help the Pokemon avoid being hit, while decreasing EVA will make the Pokemon more susceptible to hits.
Critical Hit Chance (CR):
CR determines how likely a successfully-landed attack move is to also land a critical hit.

Stat calculations (for permanent stats)
Permanent stats are those that can be viewed under the game's status interface. The number displayed there is static for the most part, but increases with training and rarely decreases.

The method the game uses to calculate permanent stats for different Pokemon is fairly simple. In order to perform this calculation yourself, you need to know all of the following bits of information about the Pokemon in question:
  • Level
  • Species (and that species' base stats)
  • IVs and EVs
  • Nature (except for calculating MaxHP)
Take the following steps to calculate any permanent stat:
  1. Collect data. Multiply the base stat in question by 2. Divide the EV for that stat by 4.
  2. Add data. Add the modified base stat, the modified EV, as well as the IV.
  3. Weigh by Level. Multiply this result by the Pokemon's level, over 100. This step signifies that every level is equivalent to 1% of the Pokemon's maximum strength. As L approaches 100, L/100 approaches 1 (or 100%).
  4. Adjust. Add 5. If the stat being calculated is MaxHP, add 10 instead. This sets the minimum (in case the previous calculation somehow becomes smaller than 1).
  5. Adjust by Nature. If the Nature is positive, multiply by 1.1 (110%). If the nature is negative, multiply by 0.9 (90%). If the stat is not affected by the Pokemon's nature, skip this step.

NOTE: Shedinja's HP can only ever be 1, regardless of level, IVs, EVs, etc. Otherwise, the lowest a stat can naturally be is 4.


Quick formulas

Assume level 100 for the following:
  • 2(57.2+HPbase) = HP, assuming 31 IV, 252 EV.
  • 2(18+HPbase) = HP, assuming 31 IV, 0 EV.
  • 2.2(49.5+Stbase) = St, assuming 31 IV, 252 EV, +Nat. (maximum)
  • 2(49.5+Stbase) = St, assuming 31 IV, 252 EV, =Nat.
  • 2(18+Stbase) = St, assuming 31 IV, 0 EV, =Nat.
  • 1.8(18+Stbase) = St, assuming 31 IV, 0 EV, -Nat.
  • 1.8(2.5+Stbase) = St, assuming 0 IV, 0 EV, -Nat. (minimum)

What about temporary stats?
Temporary stats cannot be augmented outside of battle. In addition, they have the same base values for all Pokemon species. Therefore, they don't need to use calculations (phew!).

ACC and EVA start at 100% at the beginning of every battle. CR starts at 6.25%.

Application of stats
Now that we know how to calculate our stats, we need to know how to apply them to a few more equations that are applied during battle.


Speed & Priority -- Who goes first?

Besides HP, SPE is the easiest stat to apply. It has no complicated formula. Simply, if a Pokemon has a higher SPE than another Pokemon, the former will act first within a priority bracket (or last, if Trick Room is in effect). If a Pokemon is under the effect of Full Incense, Lagging Tail, Stall, Quick Claw, or Custap Berry, it can also change order, but only within a priority bracket. In addition, if Round is used in a Double or Triple battle, any Pokemon that also uses Round in the same turn will use it directly after the first Pokemon, regardless of SPE. In other words,
  1. Check priority. Moves in higher priority brackets will go first.
  2. Check for turn-changing effects. Pokemon with Full Incense, Lagging Tail, or Stall are pushed to the "slower" end of the priority bracket; Pokemon with Quick Claw or Custap Berry are pushed to the "faster" end of the priority bracket; Pokemon affected by After You or using Round consecutively are "quickened" and act as soon as possible.
  3. Check for SPE. Within the priority brackets and their "slow," "fast," "quickened," and normal groupings, determine turn order based on SPE. Higher SPE will go first; Lower SPE will go first in Trick Room only.

+7: Pursuit, if the foe is retreating / fleeing
+6: Focus Punch charge, Menu effects; Run, Switch, Rotate, Item
+5: Helping Hand
+4: Protect, Magic Coat, Snatch
+3: Fake Out, Detect, Endure, Quick Guard, Wide Guard, Follow Me, Rage Powder
+2: ExtremeSpeed, Feint
+1: Bide, Ally Switch, Quick Attack variants, Sucker Punch
[0]: all other moves
-1: Vital Throw
-2: none
-3: Focus Punch execution
-4: Avalanche, Revenge
-5: Counter, Mirror Coat
-6: Phazing effects; Roar, Whirlwind, Dragon Tail, Circle Throw
-7: Room effects; Magic Room, Trick Room, Wonder Room, when a wild Pokemon runs away


Hit-Chance -- Will my move hit?

Both ACC and EVA are used to determine whether moves will hit. The formula for determining the hit-chance (P) of a selected move is a function of move hit-rate (HR), ACC, and EVA. Move hit-rate can be found underneath a move's base power in the menu. One-hit KO moves--Sheer Cold, Guillotine, Fissure, Horn Drill--all have a HR of 30%, plus 1% for every level that the user is higher than the foe; but, if the user is a lower level than the foe, the HR is 0%, no matter what. ACC and EVA are both 100%, unless affected by effects. The formula is as follows:


If we use the move hit-rate as displayed, P is the hit-chance in percentage. If P is 100 or above, the move will always hit.

Furthermore, moves like Aerial Ace, Magnet Bomb, Faint Attack, Swift, Shadow Punch, etc., always have a P > 100. Any moves used by and against a Pokemon with No Guard also have a P > 100. Consequently, any of these attacks will land without fail.


Damage -- How much damage will my attacking move do?

The remainder of the stats determine how much HP damage is incurred when an attacking move successfully hits the enemy. If a physical move is used, the ATK and DEF stats are relevant; if a special move is used, the SpATK and SpDEF stats are relevant. If the move's base power is represented as POW, the formula to calculate the base damage is:


Then, modifications are applied depending on the attacking Pokemon, the Pokemon being attacked, the weather, items, etc., as well as a simple random number:

  • STAB: if the attacking Pokemon is the same type as the move it used, STAB = 1.5; otherwise, STAB = 1.
  • ftype: depending on the type match-up of the attack and the attacked Pokemon, f = {0, 0.25, 0.5, 1, 2, 4}
  • CH: if a Critical Hit was landed, CH = 2; if a Critical Hit on a Pokemon with Sniper was landed, CH = 3; otherwise, CH = 1.
  • Y: these are all other multipliers (both positive and negative), such as those from weather, items, or Abilities.
  • rand[0.85,1]: this is a random number between 0.85 and 1. The lowest an attack can do is 85% of the previously calculated number.

Stages & stat modifiers

During battle, Pokemon can have their stats raised or lowered to turn the tide of battle. Many types of effects can alter a Pokemon's stats, including moves, field effects, status effects, and items. They are listed below:


Stat Stages

Stages are a temporary means to raise or lower a Pokemon's stats. Each stat, excluding HP can be affected by moves or other effects that raise or lower the stage of a stat. A stat can be raised or lowered up to 6 times. Most stat changes only cause a stat to change by +1 / -1, many moves incur a +2 / -2 change, and only Tail Glow and Cotton Guard incur a +3 to a single stat. Many moves, such as Gear Change or Growth can increase more than one stat at a time. Belly Drum is unique in that it is the only move that can raise a stat (ATK) by +12.

The following list details the amount each stat up or stat down affects a Pokemon's stats for ATK, DEF, SpA, SpD, and SPE:
  • -6 -- 25%
  • -5 -- 29%
  • -4 -- 33%
  • -3 -- 40%
  • -2 -- 50%
  • -1 -- 67%
  • [0] -- 100% (normal)
  • +1 -- 150%
  • +2 -- 200%
  • +3 -- 250%
  • +4 -- 300%
  • +5 -- 350%
  • +6 -- 400%
ACC and EVA are affected less by stat stages, however. For ACC and EVA, use the following list:
  • -6 -- 33%
  • -5 -- 38%
  • -4 -- 43%
  • -3 -- 50%
  • -2 -- 60%
  • -1 -- 75%
  • [0] -- 100% (normal)
  • +1 -- 133%
  • +2 -- 167%
  • +3 -- 200%
  • +4 -- 233%
  • +5 -- 267%
  • +6 -- 300%
IMPORTANT: Remember that stat changes are only temporary! Though they can be easily obtained using many types of moves, they can also be easily reset to 0 by being switched out (including with moves like Dragon Tail, Whirlwind, or Roar) or the moves Haze or Clear Smoke. Foresight and Miracle Eye cause the EVA stat to be reset to 0.

A list of effects that can raise or lower stats can be found here.


Field Effects

Three moves in particular can change the field to alter the stats of active Pokemon. They are not canceled when any Pokemon is switched out. These moves are Light Screen, Reflect, and Gravity. Light Screen and Reflect increase the SpD or DEF (respectively) of the side they appear on by 50% for 5 turns. These moves can be removed through the effects of Defog or Brick Break. Gravity decreases the EVA of all Pokemon to 60% of their normal levels for 5 turns.
  • Light Screen -- 150% SpD for 5 turns
  • Reflect -- 150% DEF for 5 turns
  • Gravity -- 60% EVA for 5 turns (both sides)


Status Effects

Burn decreases the ATK of the affected Pokemon by 50%.
Paralysis decreases the SPE of the affected Pokemon by 50%.

What other things do stats affect?
There are also a few other things that are indirectly affected by stat changes:

Current HP:
If the current HP of the Pokemon is between 50% and 100% of its maximum health, the health bar will appear green; if the current HP of the Pokemon is between 20% and 50%, it will appear yellow; and, if the Pokemon has less than 20%, it will appear red (and a warning sound will begin playing). In addition, the lower a Pokemon's current HP, the weaker its cry will sound when the Pokemon is sent into battle.

Current HP also affects the power of Crush Grip, Wring Out, Flail, Reversal, Endeavor, and Brine. The higher the current HP of the target, the stronger the moves Crush Grip and Wring Out Will be. The lower the current HP of the user, the stronger the moves Flail, Reversal, and Endeavor will be. If the current HP of the target is below 50%, Brine has its power doubled.
Speed:
SPE affects the power of Gyro Ball and Electro Ball. The lower the SPE of the user compared to the target the more damage Gyro Ball will do and the less damage Electro Ball will do.
Other stats:
Raising the stages of any other stat (except ACC and EVA) can also affect the power of Punishment or Stored Power. With each stage increase the target has, Punishment gains +20 power (to a maximum of 200). With each stage increase the user has, Stored Power gains +20 power (to a maximum of 860).

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Khaled Hosseini

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