damage calculator (for refs)

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damage calculator (for refs)

Post by reaper syndrome on Sun May 17, 2015 9:36 am


While we do prefer referees use discretion when it comes to the damage done to Pokémon in battles, the damage done shouldn’t really ever vary too much from the calculation shown here. Why? Well, it’s simple. We could let it totally be up to discretion, but then people would get preferred refs based on the way they do damage. One ref could decide thunderbolt does 5 damage, others could decide that thunderbolt does 20 damage. It would be ridiculous and maddeningly inconsistent. So, we (read: me) decided to come up with a complete set-in-stone damage calculator.


The Calculator:
Damage
To begin:•Get the move’s base damage.
•Now that you have this number, divide it by 10.
•Take off 1 (ignore this step if the move is the same type as the user).
•Now we must consider modifiers:
•For each increase in your attack/special attack and each decrease in the opponent’s defence/special defence, add 0.5.
•For each decrease in your attack/special attack and each increase in the opponent’s defence/special defence, take off 0.5.
•Please consider all other modifiers here too (apart from critical hits).
•Now we must consider type effectiveness:◦If the opponent resists the move completely, the damage is 0.
◦If the opponent severely resists the move (i.e the move type is not-very-effective against both types), the damage is multiplied by ½ .
◦If the opponent mildly resists the move (i.e. the move type is not-very-effective against one type), the damage is multiplied by ⅔.
◦If the opponent is mildly weak to the move (i.e. the move type is super effective against one type), the damage is multiplied by 1.5.
◦If the opponent is severely weak to the move (i.e. the move type is super effective against two types), the damage is multipled by 2.
◦If, due to moves like Trick or Treat, the opponent has a triple weakness or a triple resistance, apply the multipliers as if it is mildly weak/resistant and severely weak/resistant.


•Now that you have the final number, if it is not whole, please round down to the nearest whole number.


Well, that is the final number unless we encounter a critical hit (which have the same rate as in the games), here please add one twentieth of the initial base damage (rounded down) to the final damage.

Please note: All moves must do at least 1% damage, unless they’re completely resisted by the opponent.


Energy
•For damaging attacks:◦Get the move’s base damage.
◦Now that you have this number, divide it by 10.
◦Take off 1 (take off two if it is the same type as the user).
◦If the move has an effect that has more than 20% chance of happening, add 0.5.◾If the effect has more than 50% chance of happening, add a further 0.5.


◦After this, please round the number up to the nearest whole.


•For most damaging moves, this is literally it, there will be some exceptions though.
•For multi-hit moves please calculate how many times the moves hit first, times that by its initial base damage, then consider it as a single hit move.


Moves with fixed damage, such as Sonic Boom and Dragon Rage, do 10% of their in-game values. STAB is not applied, nor are any modifiers.
•For non-damaging attacks: The following categories are not affected by STAB. ◦For stat-changing moves:◾These moves have a base energy consumption of 1% and an additional 1% for each change they inflict. So Growl would have an energy consumption of 2%.


◦For status-inflicting moves:◾These moves have a base energy of 2%. An additional cost of 1% for those with an accuracy higher than 60%. A further cost of 1% for those with an accuracy higher than 75%. And a final, further cost of 1% for those with an accuracy higher than 90%. So Spore would cost 5%. Leech Seed, Attract, Nightmare and Curse are considered status-inflicting too.


◦For short-duration moves:◾These are moves that only last a short time (in the games, these moves typically last around 5 turns). These moves cost a base of 5%.


◦For Protect, Detect, Mat Block, Spiky Shield, Kings Shield and Endure:◾These moves cost a base of 4% (2% for Endure). There is an additional cost proportional to the damage the move would have done. This proportion is ¾ of the would-be damage, rounded up.


◦Substitute:◾Substitute is different. You can choose how big a substitute you want (varying from tiny (5% health) with increasing increments of 5% up to humongous (25% health). The energy cost of the substitute has a base of 3% then plus ⅗ of the size of the sub you want.


◦Health Recovering moves:◾Moves such as Recover and Milk Drink cost 60% of the health they heal rounded up. So, if they were to heal 24% health, it would cost 15% energy.


◦The following moves are affected by STAB (i.e. take 1% from the final energy cost)
◦Attacks that require constant energy:◾Moves such as Reflect, Light Screen, Aqua Ring and Safeguard. These have a base energy cost of 3% (affected by STAB) and a further upkeep cost of 1% per action they are kept. Moves such as Whirlpool and Fire Spin also have a cost upkeep, but their base energy is different. These attacks will continue to last until the upkeep is not paid anymore.


◦Arena-Affecting attacks:◾Weather moves and Room moves have a base energy cost of 8% (affected by STAB), Room moves also have an upkeep cost of 1% per round they exist for. Most of these moves last for 3 rounds.
◾Entry Hazards such as Spikes, Toxic Spikes and Stealth Rock cost a base of 4% (affected by STAB).



•Moves with a fixed damage:◦These cost 60% of the damage they do, rounded up.


•Please Note: All moves must cost at least 1% energy

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