Post by Ben & Flannery on Mar 28, 2004 17:38:43 GMT -5
Alright refs I'll do a quick explanation of how the reffing is done on this forum.
Now this is how the attack damage formula goes:
200 x B x A or SA / D or SD / M / 5 x S x E = ATK DMG
B = Base Damage of Attack
A or SA = Max Atk or Special Atk stat of Pokémon
D or SD = Max Def or Special Def stat of defending Pokémon
M= Max HP stat of defending Pokémon.
S = STAB (Same type attack bonus, 1 or 1.5)
E = Effectiveness (0.25, 0.5, 1, 2 or 4)
Here's an example if a Bulbasaur attacks a Carvanha with Tackle:
200 x 35 x 197 / 139 / 294 / 5 x 1 x 1 = 6.7488864 damage, round that up to the nearest one 7 dmg Carvanha's now at 93/100HP
Statistic Hindering Moves (ie: Leer, Growl etc.)
Moves like Growl, Leer and Tail Whip are very simple to figure out you simply add/subtract 10 to the Pokémon's max stat that is being lowered or increased for every level its ATK, SPD, DEF, SA, SD is lowered/increased. If its accuracy that the move is lowering/increasing you lower/increase the accuracy of any move the Pokémon uses by 10%/per level dropped/increased. Stats can only be increased/decreased up to 6 times lower or higher than average.
Critical Hit Ratio:
The chance that a Pokémon will make a critical hit is 1/10. If Pokémon uses a move such as Razor Leaf/ Leaf blade and other high critical hit ratio attacks have 2/10 chance. Focuse energy rises the chance 1/10 each time up to 3/10.
Critical Conditions:
Attract: Pokémon inflicted with Attraction are immobilized 50% of the time
Burn: Pokémon inflicted with Burn lose 1/16th of HP each turn (6 damage on this forum).
Confuse: Pokémon inflicted with Confusion do damage to themselves 50% of the time.
Flinch: If a Pokémon flinches it can't attack that turn.
Freeze: Pokémon cannot attack for 2 turns.
Paralyze: Pokémon can't attack 25% of the time.
Poison: Pokémon inflicted with Poison lose 1/16th of HP each turn (6 damage on this forum).
Sleep: Pokémon cannot attack for 2 turns.
Badly Poisoned: Pokémon inflicted with Poison by the move Toxic are injured by 6 damage then 12, then 18 and so on (+6 each turn if you missed the pattern)
Odd moves:
Fixed Damage Attacks:
Fixed Damage Attacks always do a certain amount of damage on this forum, the damage they do is listed below (no matter what other battle factors are in effect, ie: lowered accuracy, pokemon stats etc.).
Dragon Rage: 25 HP of damage
Sonicboom: 15 HP of damage
Night Shade: 35HP of damage
Psywave: Damage varies between 20 and 50. Roll a dice to decide.
Seismic Toss: 35HP of damage
Additional Damage Causing moves:
All moves that cause additional damage after they are used do 6HP of damage. The moves that work this way are the following:
Bind
Clamp
Fire Spin
Sand Tomb
Whirlpool
Wrap
Eruption and Waterspout:
These moves do lower base damage the lower the opponent's HP is here is a chart of how it works on the forum:
100HP = 150 Base Damage
>90 = 130 Base Damage
>80 = 110 Base Damage
>70 = 90 Base Damage
>60 = 70 Base Damage
>50 = 60 Base Damage
>40 = 50 Base Damage
>30 = 40 Base Damage
>20 = 30 Base Damage
>10 = 20 Base Damage
>0 = 10 Base Damage
Multiple Hit Attacks:
Some attacks hit 2-5 times in 1 turn to figure out how many time they will hit you can use this dice rolling formula.
If a ten sided dice roles:
1 or 2 attack hits 2 times
3, 4 or 5 attack hits 3 times
6, 7 or 8 attack hits 4 times
9 or 10 attack hits 5 times
The following attacks are multiple hit attacks:
Arm thrust
Barrage
Bone Rush
Bullet Seed
Comet Punch
Doubleslap
Fury Attack
Fury Swipes
Icicle Spear
Pin Missile
Rock Blast
Spike Cannon
Weather Effects:
Their are some moves that create weather conditions. These moves usually boost 1 type's power. All weather conditions last 5 turns until they fade. This is how they work.
Move|Boost
Hail| Ice-type moves do x1.5 dmg, hurts all non-ice Pokémon by 6HP each turn
Rain Dance| Water-type moves do x1.5 dmg, Thunder has 100% accuracy.
Sandstorm| Damages all Pokémon by 6HP except ground, rock and steel.
Sunny Day| Fire-type moves do x1.5 dmg, Solarbeam takes 1 turn to charge and fire.
Magnitude
Magnitude | Power | Ratio
4 10 5%
5 30 10%
6 50 20%
7 70 30%
8 90 20%
9 110 10%
10 150 5%
Refs I will have Pokémon statistics up soon for now please find a site or ask me...
Here's a great site for an Attack List: hexagonal.pkmn.co.uk/attack.html?311
Now this is how the attack damage formula goes:
200 x B x A or SA / D or SD / M / 5 x S x E = ATK DMG
B = Base Damage of Attack
A or SA = Max Atk or Special Atk stat of Pokémon
D or SD = Max Def or Special Def stat of defending Pokémon
M= Max HP stat of defending Pokémon.
S = STAB (Same type attack bonus, 1 or 1.5)
E = Effectiveness (0.25, 0.5, 1, 2 or 4)
Here's an example if a Bulbasaur attacks a Carvanha with Tackle:
200 x 35 x 197 / 139 / 294 / 5 x 1 x 1 = 6.7488864 damage, round that up to the nearest one 7 dmg Carvanha's now at 93/100HP
Statistic Hindering Moves (ie: Leer, Growl etc.)
Moves like Growl, Leer and Tail Whip are very simple to figure out you simply add/subtract 10 to the Pokémon's max stat that is being lowered or increased for every level its ATK, SPD, DEF, SA, SD is lowered/increased. If its accuracy that the move is lowering/increasing you lower/increase the accuracy of any move the Pokémon uses by 10%/per level dropped/increased. Stats can only be increased/decreased up to 6 times lower or higher than average.
Critical Hit Ratio:
The chance that a Pokémon will make a critical hit is 1/10. If Pokémon uses a move such as Razor Leaf/ Leaf blade and other high critical hit ratio attacks have 2/10 chance. Focuse energy rises the chance 1/10 each time up to 3/10.
Critical Conditions:
Attract: Pokémon inflicted with Attraction are immobilized 50% of the time
Burn: Pokémon inflicted with Burn lose 1/16th of HP each turn (6 damage on this forum).
Confuse: Pokémon inflicted with Confusion do damage to themselves 50% of the time.
Flinch: If a Pokémon flinches it can't attack that turn.
Freeze: Pokémon cannot attack for 2 turns.
Paralyze: Pokémon can't attack 25% of the time.
Poison: Pokémon inflicted with Poison lose 1/16th of HP each turn (6 damage on this forum).
Sleep: Pokémon cannot attack for 2 turns.
Badly Poisoned: Pokémon inflicted with Poison by the move Toxic are injured by 6 damage then 12, then 18 and so on (+6 each turn if you missed the pattern)
Odd moves:
Fixed Damage Attacks:
Fixed Damage Attacks always do a certain amount of damage on this forum, the damage they do is listed below (no matter what other battle factors are in effect, ie: lowered accuracy, pokemon stats etc.).
Dragon Rage: 25 HP of damage
Sonicboom: 15 HP of damage
Night Shade: 35HP of damage
Psywave: Damage varies between 20 and 50. Roll a dice to decide.
Seismic Toss: 35HP of damage
Additional Damage Causing moves:
All moves that cause additional damage after they are used do 6HP of damage. The moves that work this way are the following:
Bind
Clamp
Fire Spin
Sand Tomb
Whirlpool
Wrap
Eruption and Waterspout:
These moves do lower base damage the lower the opponent's HP is here is a chart of how it works on the forum:
100HP = 150 Base Damage
>90 = 130 Base Damage
>80 = 110 Base Damage
>70 = 90 Base Damage
>60 = 70 Base Damage
>50 = 60 Base Damage
>40 = 50 Base Damage
>30 = 40 Base Damage
>20 = 30 Base Damage
>10 = 20 Base Damage
>0 = 10 Base Damage
Multiple Hit Attacks:
Some attacks hit 2-5 times in 1 turn to figure out how many time they will hit you can use this dice rolling formula.
If a ten sided dice roles:
1 or 2 attack hits 2 times
3, 4 or 5 attack hits 3 times
6, 7 or 8 attack hits 4 times
9 or 10 attack hits 5 times
The following attacks are multiple hit attacks:
Arm thrust
Barrage
Bone Rush
Bullet Seed
Comet Punch
Doubleslap
Fury Attack
Fury Swipes
Icicle Spear
Pin Missile
Rock Blast
Spike Cannon
Weather Effects:
Their are some moves that create weather conditions. These moves usually boost 1 type's power. All weather conditions last 5 turns until they fade. This is how they work.
Move|Boost
Hail| Ice-type moves do x1.5 dmg, hurts all non-ice Pokémon by 6HP each turn
Rain Dance| Water-type moves do x1.5 dmg, Thunder has 100% accuracy.
Sandstorm| Damages all Pokémon by 6HP except ground, rock and steel.
Sunny Day| Fire-type moves do x1.5 dmg, Solarbeam takes 1 turn to charge and fire.
Magnitude
Magnitude | Power | Ratio
4 10 5%
5 30 10%
6 50 20%
7 70 30%
8 90 20%
9 110 10%
10 150 5%
Refs I will have Pokémon statistics up soon for now please find a site or ask me...
Here's a great site for an Attack List: hexagonal.pkmn.co.uk/attack.html?311