This could be completely random, but perhaps there’s a mechanic similar to how in older gens damage is effected by badges, but instead with the stars or lords?
Nice find! For those who'd predictably having trouble watching a Japanese video, I think (I can't read Japanese) the formula they assert is:You can find it here.
I'm not the uploader of this video.
regular 72, 65, 71, 67, 70, 69, 74, 71
+1 112
+1 fixated 165
agile 45, 42, 47, 45
agile fixated 69, 66, 67
So splinters is basically the gen 1 binding move mechanics mixed with the later gen ones?Anyway, the main reason I was resetting alpha Infernape was to get it to know Stealth Rock so I could test splinter damage. Turns out the 25 in the move data for the splinter attacks is a power value. The game does another damage calculation with the user and target, except with a 25-power version of whichever type the attack was. There's no critical hits or damage variance done here; splinter damage is always the max roll of a 25-power attack every turn.
Some numbers for Stealth Rock from Level 65, Wild Might, 185 Attack alpha Infernape:
regular
72
68
66
66
68
76
68
72
98 crit
70
68
68
66
110 crit
68
74
68
74
74
74
70
70
78
agile
58
52
58
50
50
52
56
52
52
splinters
48You'll notice the splinters damage in this case includes the Wild Might modifier to Attack! I wonder if I can use Calm Mind or something after the fact to increase or decrease this damage...regular
88
76
84
80
80
78
86
80
82
76
86
88
86
78
86
agile
58
64
60
62
62
66
54
66
splinters
56
also somewhat related, is the form change of Cherrim purely visual or does it get the Flower Gift boost? (since from GenV onward the ability gave BOTH the boosts and the form change)How does built-in Slow Start for Gigas work? In terms of duration, damage decrease, physical moves only, etc.
also somewhat related, is the form change of Cherrim purely visual or does it get the Flower Gift boost? (since from GenV onward the ability gave BOTH the boosts and the form change)
that's a fun way to do ithttps://www.serebii.net/legendsarceus/updatedstats.shtml
According to serebii Sunshine Cherrim has new stats of 70/90/70/87/117/85 compared to 70/60/70/87/78/85 of normal Cherrim to make up for the fact that abilities don't exist in PLA
I can read Japanese, but with a very limited vocabulary. (I can look them up on a dictionary tho) And you're right, it's basically:Nice find! For those who'd predictably having trouble watching a Japanese video, I think (I can't read Japanese) the formula they assert is:
View attachment 406161
Attack * 0.2 + Level * 3 + 20
------------------------------- * BP * stat modifier
Defense + 50
This seems to line up with my results, and usually when it doesn't it's because I think my ranges are incomplete - max/min should correspond to 1/.85 which my data is sometimes a bit shy of. This formula does not seem to use integer division as it's written here, though I suspect in reality the multiplicative factors are probably done before the division.
The one notable exception I'm seeing is with the Level 27 Staravia I found - this says the max damage Aerial Ace should deal to my 206 defense Yanmega is 70. My observed range was 54-62. While 62 might not be the highest value, 70 is still too high of a max value to correspond to min value 54. Granted, I could be missing something important from the video since I can't read Japanese.
Does anyone know if Agile has its own built-in Speed Mod value? It's weird that a lot of moves have the same ActionSpeedMod and AgileActionSpeedMod despite having less Base Power for the latter.
It seems flinch puts a delay on the opponent as much as the move's TargetActionSpeedMod, but I don't know if it actually works in-game. There's also StrongTargetActionSpeedMod but, unlike TargetActionSpeedMod, most of them aren't 0 for moves that have 0 flinch rate, so Strong probably has its own built-in flinch rate. That'd explain why most moves have a much higher StrongActionSpeedMod and ActionSpeedMod difference compared to AgileActionSpeedMod and ActionSpeedMod difference.
Re: these posts, turns out that what is listed as "StrongTargetActionSpeedMod" in the move data is in reality an action speed modifier to the target from agile style moves.I’ve done a bunch of research, I haven’t found the exact way turn order is calculated, but from some playtesting I did discover a interesting detail. It seems that agile style moves actually lower the target’s turn order instead of raising yours. In a 3v1 against the same Pokémon all at the same level, using an agile move only changed the targeted pokemon’s turn. IE
Targeting Paras 1 Moved it’s turn after user’s next turn
Paras 2 and 3’s turns remained the same, still occurring before my next turn
Changing the target to Paras 2 moves it’s turn after my second turn
Paras 1 and 3 still move before my second turn
I can read Japanese, but with a very limited vocabulary. (I can look them up on a dictionary tho) And you're right, it's basically:
Damage = ((Attack * 0.2 + Attacker Level * 3 + 20) / (Defense + 50)) * Base Power * other modifiers
Other modifiers details:
Type effectiveness = Resistance 0.5x, Weakness 2x or 2.5x (does this mean 0.25x are now 0.5x?)
STAB = 1.25x
Attack Up = 1.5x
Defense Up = ⅔x
Double Hit = 1.5x
Critical Hit = 1.5x
*Boss enemies have 1.5x Attack thanks to Wild Power (I think I might've missed a mechanics term?)
*There's a 0.85-1 RNG adjustment
I'll try to watch the video later to try to see if anything is worth picking up.
Factoring out the 0.2 makes it a bit easier to read. (might change rounding behavior)Unless I am just mathematically illiterate, this means the defensive stat is a significantly larger factor in the damage calculation than the offensive stat, correct?
Damage = ((Attack * 0.2 + Attacker Level * 3 + 20) / (Defense + 50)) * Base Power * other modifiers
= 0.2 * (Attack + Attacker Level * 15 + 100) / (Defense + 50) * Base Power * other modifiers
At level 0:
0.2 * (Attack + 100) / (Defense + 50) * Base Power * other modifiers
At level 50:
0.2 * (Attack + 850) / (Defense + 50) * Base Power * other modifiers
At level 100:
0.2 * (Attack + 1600) / (Defense + 50) * Base Power * other modifiers
OrdA has the right idea; the "real" damage formula is what it looks like with the division by 5 placed at the end:
View attachment 406699
But because no flooring happens until after both divisions, you can just work one of them into the other fraction, which gives the same equation the Japanese community engineered:
View attachment 406700
So your actual offensive stat matters way less because it has a larger scalar tacked on than the defensive stat.
But yeah, obviously Speed is king in this game. That level 100 Weavile in the turn order video above swept Ingo's team in 30 turns with Ice Shard without Ingo's Pokemon having the chance to do anything. The player even spent three of those turns using Hopo Berries to restore Ice Shard PP. Absolutely busted.
Lv 70 Regigigas 284 Attack Iron Head VS 205 Defense RhydonView attachment 406743
Oh my god please tell me this is true
Wow is it really that bad? This does not seem like a halving in the slightestLv 70 Regigigas 284 Attack Iron Head VS 205 Defense Rhydon
No Slow Start -> (150, 152, 154, 156, 158, 160, 160, 162, 164, 166, 168, 170, 172, 174, 176, 178)
Slow Start -> (136, 138, 140, 142, 144, 144, 146, 148, 150, 152, 152, 154, 156, 158, 160, 162)
I got rolls of 142 and 158, so Slow Start is still halving Attack. But this is just another prime example of how pointless the attacking stat is in this game.
Wow is it really that bad? This does not seem like a halving in the slightest
So, I assume TargetActionSpeedMod is an action speed modifier to the target from standard moves, right? What about Priority and Flinch? Do you know what exactly they're used for?Re: these posts, turns out that what is listed as "StrongTargetActionSpeedMod" in the move data is in reality an action speed modifier to the target from agile style moves.
Sorry, this is entirely my bad; that's what I get for labeling these fields before playing the game.
It still doesn't make much sense conceptually that most agile style moves lower the target's action speed instead of raising the user's, but I guess this is a game balance choice for multiple opponents.
Priority moves increase the user's Action Speed. In PLA we only have +1 Priority moves from the main series and they all have the base ActionSpeedMod of -4 (except Baby-Doll Eyes with -3 to match other Status moves that change only one stat). Wave Crash and Esper Wing are not coded with Priority so their mechanics might change in future main series.So, I assume TargetActionSpeedMod is an action speed modifier to the target from standard moves, right? What about Priority and Flinch? Do you know what exactly they're used for?