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PMD2 damage formula (1)

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Mar 21st, 2019
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  1. If the move was used with Me First, the attack’s damage is multiplied by 1.5.
  2. If the attacker has Reckless and the move is Brave Bird, Double-Edge, Flare Blitz, Head Smash, Hi Jump Kick, Jump Kick, Submission, Take Down, Volt Tackle, or Wood Hammer, the attack’s damage is multiplied by 3.
  3. If the attacker has Iron Fist and the move is Bullet Punch, Comet Punch, Dizzy Punch, Drain Punch, DynamicPunch, Fire Punch, Focus Punch, Hammer Arm, Ice Punch, Mach Punch, Mega Punch, Meteor Mash, Shadow Punch, Sky Uppercut, or ThunderPunch, the attack’s damage is multiplied by 1.5.
  4. If the attacker has Normalize, the attack’s type becomes Normal.
  5. If the attacker is using some move, the attack’s type is that of the attacker’s primary type.
  6. If the attacker is not the team leader and its Belly is empty, the damage is treated as 1 and processing stops.
  7. If the attacker is using its regular attack and the target has Wonder Guard, the damage is treated as 1 and processing stops.
  8. If the attacker has Download, its Attack and Special Attack stat stages are increased by 1 if the target’s Defense is greater than or equal to its Special Defense and the attack is special or if the target’s Defense is less than its Special Defense and the attack is physical.
  9. If the attack is a Fire type, add X to the Attack or Special Attack stat stage, where X is the attacker’s Flash Fire rate (initially 0). **
  10. If the attacker’s Aggressor is enabled, the attacker’s Attack and Special Attack stat stages are increased by 1.
  11. If the attacker’s Defender is enabled, the attacker’s Attack and Special Attack stat stages are decreased by 1.
  12. If the attacker’s Practice Swinger is enabled and it missed a move or attack during its previous turn, its Attack and Special Attack stat stages are increased by 1.
  13. If Cheerleader is enabled for an ally of the attacker (other than the attacker) who is within a one-tile range of the attacker, the attacker’s Attack stat stage rises by 1.
  14. If the attacker has Rivalry, its Attack stat stage rises by 1 if the attacker and the target are both male or both are female, and decreased by 1 if one is male and one is female.
  15. If the attacker or an ally of the attacker has Flower Gift and the weather is sunny, its Attack stat stage rises by 1.
  16. If the attacker has Solar Power and the weather is sunny, its Special Attack stat stage rises by 1.
  17. If the target or an ally of the target has Flower Gift and the weather is sunny, its Special Defense stat stage rises by 1, even if the attacker has Mold Breaker.
  18. If the weather is a sandstorm and the target is a Rock type, its Special Defense stat stage rises by 2.
  19. If the attacker is Deoxys, its Attack or Special Attack rises by 2 if it’s the Attack Form, and decreased by 2 if it’s the Defense or Speed Form.
  20. If the attacker has Anger Point and the attack last used against it was a critical hit, its Attack or Special Attack stat stage is set to 20.
  21. If the target has the Skull Bash status, its Defense stat stage rises by 1.
  22. If the target’s Counter Basher is enabled, its Defense stat stage falls by 1.
  23. If the target’s Aggressor is enabled, its Defense or Special Defense stat stage falls by 1.
  24. If the target’s Defender is enabled, its Defense or Special Defense stat stage rises by 1.
  25. If the target is Deoxys, its Defense or Special Defense rises by 2 if it’s the Defense Form, and decreased by 2 if it’s the Attack or Speed Form.
  26. If the move is Punishment, the attacker’s Attack or Special Attack stat stage rises by the total of all of the target’s original Attack, Defense, Special Attack, and Special Defense stat stages that are greater than 0.
  27. If the attacker has Unaware, its target’s Defense or Special Defense stat stage and stat multiplier is reset to 10 and 1.
  28. If the target has Unaware, the attacker’s Attack or Special Attack stat stage and stat multiplier is reset to 10 and 1.
  29. The stat stages are adjusted so they are neither less than 0 nor greater than 20.
  30. The Attack or Special Attack is multiplied by the stat stage multiplier, then by the stat multiplier, and rounded to the nearest integer.
  31. The Defense or Special Defense is multiplied by the stat stage multiplier, then by the stat multiplier, and rounded to the nearest integer.
  32. If a stat-boosting item affects the attacker, its Attack or Special Attack is accordingly increased.
  33. If a stat-boosting item affects the target, its Defense or Special Defense is accordingly increased.
  34. If the attacker is holding Power Band, Attack rises by 12.
  35. If the attacker is holding Munch Belt, Attack rises by 8.
  36. If the attacker is holding a colored Bow, Attack rises by 1.
  37. If the target is holding a Def. Scarf, add 12 to Defense. **
  38. If the target is holding a colored Bow, Defense rises by 1. **
  39. If the target is holding a Zinc Band, add 8 to Special Defense. **
  40. If the target is holding a colored Bow, Special Defense rises by 1. **
  41. If the attacker is holding a Special Band, add 12 to Special Attack.
  42. If the attacker is holding a Munch Belt, add 8 to Special Attack.
  43. If attacker is holding a colored Bow, Special Attack rises by 1.
  44. The power of the attacker’s move is multiplied by the Attack or Special Attack stat stage multiplier, then by the Attack or Special Attack stat multiplier, and rounded to the nearest integer.
  45. Four variables, X, Y, A, and B, are set to 1.
  46. If the attacker has Guts and has a status problem (see "Status Problems" in the Status page), set X to 2 if the attack is a physical attack.
  47. If the attacker has Huge Power or Pure Power and a random integer from 0 through 99 is less than or equal to 32, multiply X by 3 and Y by 2 if the attack is a physical attack.
  48. If the attacker has Hustle, multiply X by 3 and Y by 2 if the attack is a physical attack.
  49. If the attacker has Plus and one of the attacker’s allies has Minus, multiply X by 15 and Y by 10 if the attack is a special attack.
  50. If the attacker has Minus and one of the attacker’s allies has Plus, multiply X by 15 and Y by 10 if the attack is a special attack.
  51. If the target has Intimidate, multiply X by 4 and Y by 5 if the attack is a physical attack.
  52. If the target has Marvel Scale and has a status problem, multiply A by 3 and B by 2 if the attack is a physical attack.
  53. Then, Attack or Special Attack is multiplied by X and divided by Y (rounding down), and Defense or Special Defense is multiplied by A and divided by B (rounding down).
  54. The stats are clamped to the range 0-999.
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