“It’s SUPER EFFECTIVE!” – The Pokémon Damage Formula, Attack Mechanics & More Explained [All Gens]

“It’s SUPER EFFECTIVE!” – The Pokémon Damage Formula, Attack Mechanics & More Explained [All Gens]

Introduction to Pokémon Battle Mechanics

Overview of the Speaker's Experience

  • The speaker identifies as a Pokémon fan, having completed several games including Emerald, SoulSilver, and FireRed. They are currently playing Shield and reflect on Pokémon battle mechanics.

Motivation for the Video

  • The speaker aims to explore the underlying mechanics of damage calculation in Pokémon battles, questioning what parameters influence attack outcomes beyond basic knowledge like type effectiveness and critical hits.

Structure of the Video

Sections Breakdown

  • The video will cover:
  • General concepts to ensure understanding.
  • Determinants of move accuracy (hit or miss).
  • Detailed discussion on damage mechanics and calculations.
  • Special cases such as status effects and generation-specific mechanics.

Basics of Damage Calculation

Fundamental Concepts

  • Damage is a core mechanic where each Pokémon can know up to four damaging moves that reduce opponent HP; if HP reaches zero, the Pokémon faints. Understanding this is crucial before delving into detailed calculations.

Battle Variables

  • Key variables affecting damage include:
  • Base stats (Attack, Defense, Speed, HP).
  • Level of the Pokémon.
  • In-battle stat modifiers which can range from +6 to -6 for any stat.

Accuracy and Evasion Mechanics

Modifiable Stats

  • Accuracy and Evasion are unique as they only apply during battles; modifications occur through special moves that affect hit chances without dealing damage directly. Both stats start at a default value of 100%.

Hit Chance Calculations

  • Move accuracy combines with attacking Pokémon's accuracy and defending Pokémon's evasion to determine hit probability; adjustments differ between Generations 1 & 2 versus later generations.

Misses in Attacks

Types of Misses

  • Attacks can auto-miss due to type ineffectiveness or weather conditions affecting certain types (e.g., Fire attacks failing in heavy rain). Additionally, some abilities cause enemy attacks to miss entirely under specific conditions.

Nonstandard Moves and Base Power Calculations

Unique Move Properties

  • Some moves have variable base power depending on circumstances such as speed ratios (Gyro Ball vs Electro Ball), weight ratios (Heavy Slam), or current HP ratios (Eruption). These calculations introduce complexity into standard damage formulas.

Applying Modifiers

Modifier Application Process

  • After determining base power, various environmental effects modify it using peculiar multiplication methods followed by rounding techniques known as pokeRounding; this ensures accurate representation within game limitations.

Final Damage Calculation Steps

Core Formula Components

  • The final formula incorporates level scaling for damage output alongside Attack/Defense ratios while applying final modifiers like STAB bonuses or critical hit multipliers which significantly impact overall damage dealt in battles.

Critical Hits Explained

Critical Hit Mechanics

  • Critical hits increase potential damage significantly but depend on specific thresholds influenced by factors like base speed values; modern mechanics simplify these calculations compared to earlier generations where critical hits could sometimes yield less favorable outcomes than normal hits due to ignored modifiers.

Understanding Pokémon Damage Calculations

Mechanics of Move Damage

  • The number of hits a move executes is determined by the number of Pokémon in the party that are neither fainted nor affected by status conditions.
  • Some moves, like Dragon Rage and Sonic Boom, deal fixed damage values (40 and 20 respectively), bypassing standard damage calculations while still applying type effectiveness.

One-Hit-K.O. Moves and HP-Based Damage

  • Certain moves can deal damage equal to the target's remaining HP, known as One-Hit-K.O. moves; examples include Super Fang and Nature’s Madness.
  • Counter-type moves reflect damage back to the attacker based on specific criteria, while Bide accumulates damage over two turns for a counterattack.

Randomness in Damage Calculation

  • Psywave introduces randomness into its damage calculation, generating a random number between 0 and 100 which influences the final output based on the attacker's level.
  • The key takeaway is understanding how various modifiers affect overall damage rather than memorizing every specific interaction.

Pseudo-Randomness Explained

  • Computers generate what we perceive as randomness through deterministic algorithms; this pseudo-randomness can be exploited in gameplay strategies.
  • Speedrunners utilize predictable random number generators to manipulate game events for optimal outcomes.

Acknowledgments and Resources

  • The information presented is built upon extensive research from reverse-engineered games, articles on Bulbapedia, and community contributions; sources will be provided for further exploration.
Video description

UPDATE about the affection-based mechanics, read the pinned comment! In this video, I am going to cover everything you need to know about the damage formula, the attack and damage mechanics in all the Pokémon games. I will be going into all the math and computation involved in determining why your Pokémon hit hard, or why they don’t. Including hit and miss mechanics, as well as critical hit mechanics. 00:00 Introduction 00:58 Basics 05:02 Note: Rounding 06:08 Note: Modifiers and Ratios 08:17 Hit / Miss mechanics 12:18 Damage mechanics overview 12:30 Damage: Base Power 18:30 Damage: Attack & Defense 19:13 Damage: The Damage Formula 22:01 Damage: Final Modifiers 22:53 Critical mechanics 26:22 Special cases 28:50 Conclusion I realize that many of the detailed charts disappear too quickly to catch them in casual viewing, which isn’t the intent. If you are interested in any particular part, I encourage you to pause at any moment or refer to the even more detailed sources. I also strongly recommend watching this video at a very high resolution because some of the charts are necessarily a bit small. The only way of getting damaged that I didn’t mention in this video is Status Effect Damage and other types of round-wise damage. There will be a follow-up video when I get around to it, with cards in the video and a link here in the description. Remarks: At 06:50, I implied that the modifier application with integer multiply and divide is due to hardware limitations, which isn’t exactly true. Starting with Game Boy Advance hardware, Pokémon games could (and do) utilize floating-point hardware, i.e. fast decimal arithmetic. Why exactly they kept the old method of multiplying and base 2 division is unknown. Float operations are equally as fast as integer operations in this hardware. Flooring rounding is an automatic side effect of integer division with remainder, as done in Red and Blue, for example. Only pokeRounding and normalRounding are a deliberate developer choice. I referred to all random events inside a computer being pseudo-random, however, this is not always the case. For purposes that rely on the unpredictability of some random numbers, computers will use physical events such as heat or voltage fluctuations which are truly random to initialize or “enhance” the PRNG processes. Also, some PRNG routines (like Mersenne Twister) are harder to predict than others (like linear congruential, which is what Pokémon uses). Sources: pokered: Full disassembly of Pokémon red and blue source code. https://www.github.com/pret/pokered Specifically: Damage calculation routine disassembly https://github.com/pret/pokered/blob/master/engine/battle/core.asm#L4400 DaWoblefet’s Damage Dissertation - A Complete Guide to the Damage Formula. https://www.trainertower.com/dawoblefets-damage-dissertation/ This is the main source used for research and contains all the details. It was written for Gen 7 and contains some 3DS-hardware-specific information, but nothing apart from that seems to have changed since then. A multitude of articles on the (ridiculously awesome) Bulbapedia Pokémon fan wiki. bulbapedia.bulbagarden.net/ The critical hit research done by 卡璞波波: https://twitter.com/wwwwwwzx/status/953477067495976960, also this pastebin decompilation: https://pastebin.com/K0ZZHF35 The lookup tables for Natural Gift and Fling can be found on their articles: https://bulbapedia.bulbagarden.net/wiki/Natural_Gift_(move) and https://bulbapedia.bulbagarden.net/wiki/Fling_(move) Pokémon USUM - How to Let Your Puppy Take Half a Million Damage and LIVE! https://www.youtube.com/watch?v=BUthCamWwrc by SadisticMystic. A shout out goes to the less-in-depth videos that have already covered the basic parts of the damage formula. #pokemon #damageformula #gameexplained