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PMD2 damage formula (2)

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Mar 21st, 2019
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  1. The effectiveness of a move begins at 1. If no the target exists, this method is not used.
  2. The effectiveness is initially based on the target’s type. See Effectiveness Combinations and Effectiveness Multipliers. The following exceptions apply. (The exceptions are applied for each type separately if the target has more than one type.)
  3. If the attack’s type is Normal or Fighting and the target’s type is Ghost, the effectiveness is normal if the attacker has Scrappy; the target is exposed; or Emit Ring affects the attacker.
  4. If the attack’s type is Psychic and the target has the Miracle Eye status, the effectiveness is normal.
  5. If the attack’s type is Psychic, the target’s type is Dark, and Chic Shard or Purple Jewel affects the attacker, the effectiveness is normal.
  6. If the attack’s type is Ground, the effectiveness is normal if Gravity is in effect and the target’s type is Flying.
  7. If the attack’s type is Ground, the effectiveness is "little effect" if Gravity is not in effect and the target has the Magnet Rise status.
  8. If the target has Wonder Guard and the attack is not typeless and the attack is not "super effective", the effectiveness is set to 0.
  9. If the attacker has Tinted Lens and the attack is "not very effective", the Damage is multiplied by 78592/65536 (about 1.2).
  10. If the target has Filter or Solid Rock and the attack is "super effective", the Damage is multiplied by 3/4.
  11. If Time Shield affects the target, the Damage is halved.
  12. If the attacker has Technician and the attack used is not the regular attack or a throwing item and the attack’s power (not modified by stat stages and stat multipliers) is 4 or less, the Damage is multiplied by 1.5.
  13. If the target has Thick Fat and the attack’s type is either Fire or Ice, the Damage is halved.
  14. If the target has Flash Fire and the attack’s type is Fire and the attacker doesn’t have Normalize or Mold Breaker, the effectiveness is set to 0 (the attack then has "little effect").
  15. If the target has Heatproof and the attack’s type is Fire, the Damage is halved.
  16. If the attack’s type is Ground, the effectiveness is set to 0 (the attack then has "little effect") if the target has Levitate and the attacker doesn’t have Mold Breaker and Gravity is not in effect, or if the target has the Magnet Rise status and Gravity is not in effect.
  17. If the attack’s type is Water, the attacker has Torrent, and its HP is less than or equal to 1/4 of min(attacker’s maximum HP,999), Damage is doubled.
  18. If the attack’s type is Grass, the attacker has Overgrow, and its HP is less than or equal to 1/4 of min(attacker’s maximum HP,999), Damage is doubled.
  19. If the attack’s type is Bug, the attacker has Swarm, and its HP is less than or equal to 1/4 of min(attacker’s maximum HP,999), Damage is doubled.
  20. If the attack’s type is Fire, the attacker has Blaze, and its HP is less than or equal to 1/4 of min(attacker’s maximum HP,999), Damage is doubled.
  21. If the attack’s type is Fire and the target has Dry Skin, the Damage is multiplied by 1.5.
  22. If the attacker is burned, the Damage is multiplied by 204/256 (about 4/5).
  23. If the effectiveness is not 0 and the attack’s type is the same as one of the attacker’s types and the attack is not typeless, the Damage is doubled if the attacker has Adaptability, and multiplied by 1.5 otherwise.
  24. If the weather is sunny, Damage is multiplied by 1.5 if the attack’s type is Fire, and halved if the attack’s type is Water.
  25. If the weather is rain, Damage is multiplied by 1.5 if the attack’s type is Water, and halved if the attack’s type is Fire.
  26. If the weather is cloudy, Damage is multiplied by 3/4 unless the attack’s type is Normal.
  27. If the weather is fog or Mud Sport is in effect, Damage is halved if the attack’s type is Electric.
  28. If Water Sport is in effect, Damage is halved.
  29. Effectiveness Combinations
  30. If a Pokémon has two types, the effectiveness of each type is determined separately and combined using the table below. In the table below, 0 means "little effect", 1 means "not very effective", 2 means "normal", and 3 means "super effective".
  31. 0 1 2 3
  32. --------------
  33. 0 0 0 0 1
  34. 1 0 1 1 2
  35. 2 0 1 2 3
  36. 3 1 2 3 3
  37. Effectiveness Multipliers
  38. Effectiveness multipliers, applied for each type the target has.
  39. Effectiveness Reg. Attack/Item Move
  40. Little effect 128/256 64/256
  41. Not very effective 181/256 128/256
  42. Normal 256/256 256/256
  43. Super effective 358/256 435/256
  44. The IQ skill Erratic Player appears to have no effect here.
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