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- *Risk Taker: damage = random(damage/3, damage*3)
- -Average is (damage/3+damage*3)/2 = 5*damage/3 ~= damage*1.67
- -It should never be damage*3 due to rounding down
- *Vitality Drain: damage = max(1, hp/10)
- -But it does 0 damage when hp<10, and the formula is taken from the script =/
- *Hitting/Damage Streak: damage = damage * min(2, 1.2^counter)
- *Fearless: if the boss is ghost type, attacks are super effective.
- *Swat: if the attacking Pokémon is Psychic and the boss is bug, flying or fairy type, attacks are now super effective.
- *Brute Force: not very effective attacks have now neutral effectiveness.
- *Burn status: damage x1.5 for fire types
- *Fear status: damage x1.5 for ghost types
- *Frozen status: damage x1.2 for ice types
- *Asleep status: damage x1.2
- Chain multipliers:
- 1: x1
- 2-4: x1.1
- 5-9: x1.15
- 10-24: x1.2
- 25-49: x1.3
- 50-74: x1.4
- 75-99: x1.5
- 100-199: x2
- 200+: x2.5
- Line multipliers:
- 1? icon: x0.3
- 2? icons: x0.6
- 3 icons: x1
- 4 icons: x1.5
- 5 icons: x2
- 6+ icons: x3
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