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2nd Gen Base Stats

Pidgeot500

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    Hey, I'm working with battle simulators ATM, and I was wondering if anyone knew this:

    Maybe it's the same for R/S, and probably G/S, but, for R/B/Y: in mathematical terms, for calculating a Pokemon's statistics based on DVs, is there a factor, a coefficient that can be determined for certain Pokemon?

    Let me explain, I might be miscommunicating this. When a Pokemon is raised in the wild i.e. generated at a certain level, based on its DVs, there's a limited range for each of its stats. Each stat is dependent upon DVs (randomly determined), the Pokemon itself (e.g., Jolteon might have a great capacity for speed than Rhydon), and a random factor, for purposes of range. What I'm wondering is: is there a way of calculating the impact that the type of Pokemon has the greatness of a particular stat, mathematically? Also (on a lesser note), can anyone tell me how the range is calculated?

    Thanks!
     
    Well, going back to since the first games, Pokemon have always had base stats. These were fixed and didn't change, so you always had Jolteon who were faster than Rhydon, for instance. On top of that, you had DV values, which were ranges between 0 and 15, added on top of your base stats at L100. In Ruby/Sapphire onwards, DV values work exactly the same way as IVs, except the range is 0-31.

    On top of that, you had something called stat exp. How it worked is if you beat a Pokemon, you would gain their base stats in stat exp, and every 1000 points of stat exp you gained, your stats would increase by one level, until you reached the max level. For example, if we took Mew:

    Mew Base Stats
    HP:100
    Attack:100
    Defence:100
    Speed: 100
    Special Attack:100
    Special Defence:100

    Each time you beat a Mew, you would gain 100 points to each of your Pokemon's stat exp in each stat. Now, for every 10 Mew you beat, you would gain 1 point to your base stats. You could gain a maximum of 65,536 stat exp in each stat, so you could have a maximum increase of 65 to each Pokemon's stats, plus up to 15 from your DV values, giving a possible increase of 80 points to your base stats at L100.

    This is how stats are worked out in RBYGSC, so most of these things don't apply any more.
     
    Toothache said:
    Well, going back to since the first games, Pokemon have always had base stats. These were fixed and didn't change, so you always had Jolteon who were faster than Rhydon, for instance. On top of that, you had DV values, which were ranges between 0 and 15, added on top of your base stats at L100. In Ruby/Sapphire onwards, DV values work exactly the same way as IVs, except the range is 0-31.

    On top of that, you had something called stat exp. How it worked is if you beat a Pokemon, you would gain their base stats in stat exp, and every 1000 points of stat exp you gained, your stats would increase by one level, until you reached the max level. For example, if we took Mew:

    Mew Base Stats
    HP:100
    Attack:100
    Defence:100
    Speed: 100
    Special Attack:100
    Special Defence:100

    Each time you beat a Mew, you would gain 100 points to each of your Pokemon's stat exp in each stat. Now, for every 10 Mew you beat, you would gain 1 point to your base stats. You could gain a maximum of 65,536 stat exp in each stat, so you could have a maximum increase of 65 to each Pokemon's stats, plus up to 15 from your DV values, giving a possible increase of 80 points to your base stats at L100.

    All right. Looks like I got it mostly wrong. :\

    There're quite a few mathematical processes in Pokemon I don't fully understand, and likely I'll have to understand all this and more if I'm going to implement the kind of things I'd want to be able to implement....

    What I'm trying to figure out at the moment (although how training works is very multifaceted, and I dread having to figure it out sometime o.o ) is how to generate the stats of a Pokemon in the wild.

    For instance, say I want to spawn a Level 7 Moltres. I can randomized DVs, I know that'd be the first step. Would I then factor in 'base stats' with that DV to determine the HP/Attack/Defense/Speed/Special of the Level 7 Moltres? If so, how?

    ....So, Mew's base stats are 100 in all categories. Is there any special reason you chose 100/100/100/100/100 instead of, say, 50/50/50/50/50? I know Mew maxes out at 403/298/298/298/298, and so has an even ratio for all (non-HP, at least) stats, but does the hundred have any special signifance?

    Is there any chance you could provide an example? Maybe you're not acquainted with the exact mathematical processes involved.... probably not, I'd guess. I wish I was better with these kinds of things.

    Toothache said:
    This is how stats are worked out in RBYGSC, so most of these things don't apply any more.

    By 'any more', you mean in R/S and Colloseum? In modern games? Does it work in FireRed/LeafGreen?

    Thanks
     
    Last edited:
    I didn't choose 100 as the base stats for Mew, Nintendo did. Let me see if I can find the formulae used for working out stats:

    Stat = (2(B + D)+S)(L/100)+5

    where:
    B = base stat
    D = DV value
    S = stat exp bonus (stat exp/1000)
    L = Pokemon's level

    For HP it's slightly different, which is why Hit Points are usually higher than stats:

    HP = (2(B+D)+S)(L/100)+L+10

    So, let's take Mew. Since it has 100 in all base stats, it makes the calculation easier. First to work out the HP at L100 (assuming max stats, we have D = 15 and S = 63):

    Mew's HP = (2(100+15)+63)(100/100)+100+10
    =(2(115)+63) x 1 +100+10
    =230+63+100+10
    =293+100+10
    =403

    As for the rest of Mew's base stats, they go like this:
    Stat = (2(100+15)+63)(100/100)+5
    =(2(115)+63) x 1 +5
    =230+63+5
    =298

    In each formula, replace the first 100 with the base stat of whatever Pokemon you want to calculate. Incidentally, the same formulae are used in the modern games.
     
    Wow! Suddenly, it's all falling into place. How what you said about base stats fits into it.... I'd always thought that there was an uneven/randomized gain in certain stats for each level gain, and that once the stats were calculated upon spawning, the Pokemon used an entirely different formula for learned experience. (I can't believe I'd been around intelligent influences like the PokeGym and Azure for so long without ridding myself of that misconception.) Somehow, you've managed to get the message through, despite my incredible thickness.

    Thank you, Toothache, you're the man. =D
     
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