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JadeRabbitEmperor
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PostPosted: Thu Jul 07, 2016 5:23 pm


EXP Gain
Certain levels of pokemon give out a set number of experience. Please refer to this chart for that information.
Lv-1-3: 2 Exp
Lv-4-7: 5 Exp
Lv-8-12: 7 Exp
Lv-13-18: 10 Exp
Lv-19-25: 15 Exp
Lv-26-34: 20 Exp
Lv-35- 42: 25 Exp
Lv-43-50: 30 Exp
Lv-51-70: 35 Exp
Lv-71+: 40 Exp

HP:
The HP system has been simplified-- just multiply your Pokemon's level by 10, and you'll have its HP. From there, simply add 10HP for each level it gains until it hits level 100 with a max of 1000HP.
We recognize this is quite different from the system some of you may be used to, but it helps compensate for the other alterations we've been making, primarily in regards to attacks in Bulbapedia. It also means you'll have to check this page much less regularly since the system for deciding HP is the same and a simple multiplication.

Level boost / Pokemon Stat's
The guild has a fairly simple system to compensate for the strength normally earned by stronger Pokemon. At every tenth level starting at level 20, they gain a stagnant boost to Physical and Special attack and defense. This boost is a +10 to the base damage of any damaging move they use as well as a negation of 10 damage from any incoming attacks.

This means that at level 20 their attacks will do +10 base damage, at level 30 their attacks will do +20 base damage, and so on, until they reach level 100, giving a +90. Similarly, so that higher level Pokemon can't be easily wiped out by lower leveled ones (ie a level 100 Charizard getting creamed by a level 15 Squirtle with the right move sets), Pokemon will get a corresponding defense buff as well. This will equal out so that Pokemon at the same level doesn't have an upper hand on one another, and will require on tactics and the usual to win.

If a Pokemon's defense buff would reduce the damage done to it, to 10 or less, it does a minimum of 10 damage instead. No attack can do 0 damage with the exceptions being due to an item, move, or abilities effect such as Sturdy or Endure. Move such as Protect and Detect being a notable exception as well as the nullify the attack altogether.

Stat. Increases/Decreases
Physical Attack, Physical Defense, Special Attack, Special Defense, Accuracy, Evasion, Speed and the Critical Hit Ratio can be increased and or decreased by corresponding Moves, Abilities, and Items respectively. The Critical hit Ratio, however, can only be increased.
Each stat has a six-stage cap, positive and negative. Each 'stage' removes or adds 10% the move's base damage (base power + level buff) for a potential 60% increase or decrease MAX before the Pokemon's 'stat can't go any higher'.
When a Pokemon boosts its Physical defense, it will take less damage from Physical attacks. When it boosts its Physical attack power its Physical attacks will do more damage.
When a Pokemon boosts its Special defense, it will take less damage from Special attacks. When it boosts its Special attack power its Special attacks will do more damage.
Stat changes such as these are reset to normal when a Pokemon is swapped out.
If the total damage isn't a whole number, round the decimals down to make it a whole number.

Speed:
The Speed stat indicates turn of attack. Normally the Pokemon with the highest level attacks first. However, all Pokemon are counted as having a speed of 0 and to increase your own speed or decrease your opponents will change turn of attack. Whoever is fastest attacks first even if both Pokemon use a move with the same priority.
If the Pokemon are the same level, or their speed has been adjusted to be the same, then the players must roll a dice to see who goes first.

Accuracy, and Evasiveness:
Accuracy and Evasiveness are not commonly used in the guild, but they can be. As a baseline, almost all moves that are used will hit the opposing Pokemon unless the target Pokemon is in a semi-invulnerable state (up in the air, under the ground, using protective moves, etc.) or the move has a chance to miss such as OHKO moves. There are certain moves that allow Pokemon to be hit in these states, but all other moves will hit automatically unless a Pokemon's accuracy or evasiveness has been altered. Some moves with a stronger base power, such as Fire Blast, do however have an accuracy roll to help balance their power.

If accuracy has been lowered via a move such as Sand Attack, the target Pokemon will now have a 1/10 chance to miss when attacking. A raised accuracy doesn't normally give any benefits, however, it does make it harder for an opponent to lower that Pokemon's accuracy to the point where its attacks would start missing, A Pokemon's accuracy can be raised or lowered up to six stages, each stage increasing or decreasing the accuracy by 1/10.
Evasion works similarly, with a six-stage cap in both directions. Raising evasiveness means that all attacks at this Pokemon have a 1/10 chance to miss, adding another 1/10 chance for each stage of evasiveness raised. Lowering evasiveness will also add 1/10 to any attack with an accuracy roll but otherwise has no effect.

Critical Hit:
Some moves have an increased chance to critically hit, this is implemented in the guild by giving them a 2/10 chance to critically hit. If a move is successful in the critical hit, their attack will double in damage.

Multi-hit moves:
Each occurrence of damage dealt has its own a chance to hit critically and or flinch.
Critical hits double the damage of the corresponding occurrence of damage dealt but NOT the overall damage dealt.
An example of this is this
Fury Swipes: 18: hits 2-5 times [ hits three times ]
Attack-1: 18
Attack-2: 18 = Critical hit: x2 =36
Attack-3: 18
Damage dealt: 72

Any increase or decrease of damage by Type effectiveness, Stat boosts, items and or abilities are applied to the overall damage of all occurrences of damage dealt.
Multi-hit moves trigger Effect Spore, Sap Sipper, Weak Armor, Justified, Stench, Poison Point, Poison Touch, Static, Flame Body, Iron Bards, Rough Skin, Cute Charm, Cursed body, Sticky Barb, and the Rocky Helmet, upon each separate occurrences of damage dealt.
Sturdy, Spiky Shield, King's Shield, Gems, Reduction Berry's, Shell Bell, The Metronome item, Counter, Bide, and Endure, only account for first occurrences of damage dealt. For example, if a Pokemon uses Endure and takes a Multi-hit move its only protected from being KO'ed from the first of the hits allowing the second hit to KO it.
 
PostPosted: Thu Jul 07, 2016 5:24 pm


Status Ailments

Status Ailments can be inflicted by attacks, abilities, and even some items. There are two different kinds of Status Ailments; Major and Minor. A pokemon can only be affected by one major status ailment at a time, meaning if a pokemon is already afflicted by a burn, it cannot also be frozen. Minor status ailments can all be in effect at once on top of a major status ailment however. That means that a pokemon can be burned, confused, infatuated, and flinch all at the same time.

Major Status Ailments:


Paralysis:
The Paralysis condition only allows the affected pokemon a 1/3 chance to perform its attack each turn and lowers speed 2 stages. Regain Speed if cured.
Electric and Ground type pokemon cannot be paralyzed by electric moves however ground types are not immune to the Static ability.
Most Paralysis conditions are set to a 4/10 chance.

Poison:
The poison condition deals 1/16th or 6.25% of a Pokemon's total HP as damage each turn.
Badly poisoned increases the damage deal each turn always adding 6.25% more damage each turn of duration.
Turn-1: 6.25%
Turn-2: 12.5%
Turn-3: 18.75%
Turn-4: 25%
Turn-5: 31.25% Ext, ext
Toxic spikes are removed from the field if the opponent switch's in with a poison type pokemon.
Most poison effects are set to a 4/10 chance.

Burn:
The Burn condition deals 1/8th or 12.5% of a Pokemons's total HP as damage each turn and lowers physical attack by two stages. Regain physical attack if cured.
Fire-Type pokmeon cannot be burned.
Most burn effects are set to a 3/10 chance.

Sleep:
The Sleep condition renders a pokemon immobilized and can only use the moves Snore and Sleep Talk.
Most sleep effects are set to a 5/10 chance.
Sleep only lasts 4 turns maximun.
Pokemon have a 4/10 chance each turn while asleep to awaken and atack as normal.

Freeze:
The Freeze condition renders a pokemon immobilized. The affected pokemon has a 1/4 chance each turn to thaw on its own and perform its action as normal.
The moves Fusion Flare, Flame Wheel, Sacred Fire, Flare Blitz and Scald will thaw the affected pokemon and perform as normal.
Ice-type Pokémon cannot be frozen by Ice-type moves; however, they can be frozen by Tri Attack and Secret Power.
Most freeze effects are set to a 2/10 chance

Minor Status Ailments:


Confusion:
The Confusion condition only allows the affected pokemon a 1/2 chance to perform its action. Failed attempts result in the pokemon dealing 40 typeless damage to itself.
The 40 typeless damage is effected by any increase in attack and or defense ignoring if its physical and or special in nature.
When inflected with confusion roll a 8-sides dice to find its duration of effect. The number rolled indicates how many turns the pokemon is confused for.
A sleeping Pokémon may hurt itself in confusion if using a move such as Snore or Sleep Talk.
Multi-turn attacks such as Fly and Dive require confusion to be checked both turns, further reducing the chance of a successful attack.
Most confusion effects are set to a 4/10 chance

Infatuation:
The Infatuation condition only allows the affected pokemon a 1/2 chance to perform its action against a pokemon of the opposite gender.
Genderless and pokemon of the same gender cannot be infatuated.
Infatuation ends if either pokemon is removed from the battle field including through the effect of Baton pass.

Flinch:
Flinch results in the pokemon being unable to move that turn.
A Pokémon can only flinch if its opponent attacks first.






Weather Conditions

Extremely Harsh Sunlight: Causes damage-dealing Water-type moves to fail (unless a Pokémon on the field has the Air Lock or Cloud Nine Ability). Additionally, extremely harsh sunlight causes the weather modifying moves Sunny Day, Rain Dance, Sandstorm, and Hail to fail if used, and causes the Abilities Drought, Drizzle, Sand Stream, and Snow Warning to fail to activate. The extremely harsh sunlight will fade if the Pokémon is removed from the field (and no other Pokémon with Desolate Land remain on the field), if the Pokémon is rotated out in a Rotation Battle, if the Pokémon has its Ability suppressed or replaced, or if the Primordial Sea or Delta Stream Ability activates.

Strong Winds: Causes moves that would be super effective against pure Flying-type Pokémon to instead deal neutral damage to all Flying-type Pokémon (unless a Pokémon on the field has the Air Lock or Cloud Nine Ability). This causes Electric-, Ice-, and Rock-type moves to deal neutral damage to Flying-type Pokémon. Strong winds have no effect on Stealth Rock or Anticipation.
Additionally, strong winds cause the weather modifying moves Sunny Day, Rain Dance, Sandstorm, and Hail to fail if used, and cause the Abilities Drought, Drizzle, Sand Stream, and Snow Warning to fail to activate.
The strong winds will dissipate if the Pokémon is removed from the field (and no other Pokémon with Delta Stream remain on the field), if the Pokémon is rotated out in a Rotation Battle, if the Pokémon has its Ability suppressed or replaced, or if the Desolate Land or Primordial Sea Ability activates.

Heavy Rain: Along with the usual effects of rain (See Rain weather effects above), heavy rain causes damage-dealing Fire-type moves to fail (unless a Pokémon on the field has the Air Lock or Cloud Nine Ability). Additionally, heavy rain causes the weather modifying moves Sunny Day, Rain Dance, Sandstorm, and Hail to fail if used, and causes the Abilities Drought, Drizzle, Sand Stream, and Snow Warning to fail to activate.
The heavy rain will lift if the Pokémon is removed from the field (and no other Pokémon with Primordial Sea remain on the field), if the Pokémon is rotated out in a Rotation Battle, if the Pokémon has its Ability suppressed or replaced, or if the Desolate Land or Delta Stream Ability activates.  

JadeRabbitEmperor
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JadeRabbitEmperor
Vice Captain

High-functioning Garbage

19,525 Points
  • Bookworm 100
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PostPosted: Thu Jul 07, 2016 5:26 pm


1/4th = 25%
1/8th = 12.5%
1/16th = 6.25%
1/32th = 3.125%

[ Base Dmg / Effect ] = [ Weather Bonus ]
[ Lv-Bonus ]
[ Positive / Negative Atk Changes ] = [ Item ] = [ Ability ] = [ Terrian ] = [ Helping Hand ]
[ Opponents Negative Def Changes ]
[ Damage Effectiveness ]
[ Critical Damage ]
[ Opponents Positive Def Changes ]
[ Opponents Ability / Item ]
[ Opponents Lv- Bonus ]
[ Damage End Result ]
[ Recoil Damage ]

[ New Negative / Possessive Stats Changes ]
[ Opponents New Negative / Possessive Stats Changes ]

[ End Round Afflictions ] = [ Countdowns ]
( End Round Dmg before Healing )

▲▼
Ph,Atk: -/-/-/-/-/-/
Ph,Def: -/-/-/-/-/-/
Sp,Atk: -/-/-/-/-/-/
Sp,Def: -/-/-/-/-/-/
Speed: -/-/-/-/-/-/
Accuracy: -/-/-/-/-/-/
Evasion : -/-/-/-/-/-/

NRL = normal
FRI = fire
WTR = water
GRS = grass
ETC = electric
FLY = flying
FGH = fighting
PSY = psyhic
GST = ghost
DRK = dark
PSN = posion
BUG = bug
ICE = ice
ROK = rock
GRD = ground
STL = steel
DRG = dragon
FAY = fairy

Traping moves: Traps opponent, hits 4-5 turns. Deals damage equal to 12.5% of the targets max HP for each turn after the first. Until the turn of duration ends trapped Pokemon can not switch or flee other than by effect of a move, item or ability.

Burn [ 6.25% ] Lowers physical attack 2 stages
Freeze [ 1/5 chance. Fusion Flare, Flame Wheel, Sacred Fire, Flare Blitz, and Scald thaw ]
Confusion [ 1/2 chance / 40 Dmg confusion ]
Sleep [ 2-5 duration. Turn2-3 D6: 5-6 Wake up ]
Attract [ 1/2 chance to attack ]
Paralyzed [ 1/4 chance to attack ] Lowers speed 1 stage
Poison [ 6.25% ]  
PostPosted: Thu Jul 07, 2016 5:27 pm


GENERIC BATTLE O1



______________________________________________
lv. 50________________________________________________________lv. 60
500/500HP____________________________________________________600/600HP


[Battle Information]

Quilava

Level 50
Ability:
Blaze - When HP is below 1/3rd, fire type attacks do x1.5 damage
Holding: Charcoal- Increases fire type attack damage x1.2
Moveset:
-Flare Blitz: 120, 4/10 Chance of Burn, Recoil is 1/4 Damage Dealt
-Defense Curl: Raises user's defense by one stage, doubles the power of rollout and ice ball as long as the user remains in battle
-Quick Attack: 40 damage (Priority +1)
-Leer: Lowers target's defense by one stage

Wartortle

Level 60
Ability:
Rain Dish - When the weather is Rain, this pokemon gains 1/16 of its HP every round.
Holding: Damp Rock- Adds 3 more turns to the effects of Rain Dance and Drizzle
Moveset:
-Rain Dance: Makes the weather change to Rain For 5 Turns
-Hydro Pump: 110 Damage
-Iron Defense: Raises User's Defense Two Stages
-Protect: The user is protected this round, if used in succession however, it has a 1/5 chance of working the second time, and every subsequent round after, a 1/10 chance until another move is used. (Priority +4)

[Battle Synopsis]

Round O1

Wartortle used Rain Dance!
The Weather Became Rain!

Quilava used Leer!
Warortle's Defense was Lowered by One Stage!

Rain Effect: Increases the damage of water moves by +40 base damage and decreases fire by -30 base damage. Halves the damage/effect of sun-based moves (ie Solarbeam, synthesis, etc).

[Intermission]

Wartortle's Damp Rock activated!
Rain Dance's effects will last 8 Rounds

Round O2

Warortle's used Iron Defense!
Warortle's Defense Rose Two Stages!

Quilava used Flare Blitz!
It's not very effective...

Explanation of Battle Calculations Wrote:


Welcome to the Battle Simulations!

For the sake of explaining with visuals on how calculations in a battle work, I'm going to pick out a type match up, fire versus water, or in our case, Quilava vs Wartortle.

Battles are broken up into Rounds and Turns. A Turn is when a pokemon attacks, and a Round encompasses each pokemon's Turn. For the first Round, Wartortle will move first because it is at level 60, which is higher level than Quilava. The first round was more of a setup for the second round, there were no calculations to be made. However, in the second round, after Wartortle used Iron Defense, Quilava used Flare Blitz, so now let's break down the calculations one part at a time.

Order of operations is:

Item usage and swapping out pokemon take priority.

If the trainer plans to attack, they:

Roll to see if their pokemon can Wake Up, Move with Paralysis, Thaw from Freezing. If they fail to move, their turn is skipped, and their countdowns (for Sleep or Freeze) are decreased by one round.

User rolls to see if their pokemon hurts itself in confusion or can attack, if it hurts itself in confusion, the turn is skipped and their countdown are decreased by one round.

If User Can Attack:

Base Attack
Level Attack Bonus
Positive/Negative Attack Stat Changes
Weather Attack Boosts/Debuffs
Ability Attack Boost
Held Item Attack Boost
Effectiveness
Critical Hit
Opponent Level Defense Bonus
Opponent Positive/Negative Defense Stat Changes
Opponent Ability Defense Boost
Opponent Held Item Defense Boost

After Opponent takes total calculated damage:

Opponent's Stats are lowered (If Applicable)
Opponent gets a status affliction (If Applicable)
User Takes Recoil Damage (If Any)
User Takes damage from Poison, Burn, or Curse (If Applicable)

In Between Rounds:

Weather Damage is taken to all applicable pokemon
End of Round Abilities take place if applicable
Other Countdowns such as Perish Song or Weather effects decrease by 1 Round


So now for the calculations!

First off, Flare Blitz has a base power of 120. You can find that information straight off of the Attacks Page located Here. Easy!

Secondly, we add the level attack bonus. Quilava is at level 50, which means they get a level attack bonus of +40, so the total damage would be 120 + 40 = 160.

Pretty simple right? Next on our list is the weather effects. Rain Dance is active, which means a fire attack like Flare Blitz gets it's base damage reduced by 30.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130

Now we look at Quilava's Ability. Blaze would increase this attack if Quilava were at 1/3 its total HP or less, but seeing that Quilava is nice and healthily at maximum HP, Blaze will not activate this time, so we can disregard that step for now. However, for the next step of held item buffs, we see that Quilava is holding a Charcoal, so it's fire type attack gets a x1.2 boost, so we'll add that to our equation.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130 x 1.2 (Charcoal) = 156 total damage

Now it's time to add in the effectiveness! Fire is not very effective against water, so our calculated damage is going to do half as much as it would have normally done.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130 x 1.2 (Charcoal) = 156 / 2 = 78 total damage

Almost done! Now that effectiveness has been applied, we can add in Wartortle's level defense bonus because defense reductions must be applied after effectiveness, so we're doing it later in the equation. Wartortle is level 60, so it gets a defense reduction of -50.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130 x 1.2 (Charcoal) = 156 / 2 = 78 - 50 (Level Defense boost) = 28 total damage

Lastly, we add in the changes in Wartortle's defense stat due to Quilava's Leer attack and it's own Iron Defense boost. Since Leer lowered Wartortle's defense 1 stage and Iron Defense raised it two stages, the net gain is Wartortle's Defense is boosted one stage. For the defense boost, the total damage will be reduced by 1/10, so 1/10 of 28, so 2.8.

120 + 40 (Level attack boost) = 160 - 30 (Rain Dance) = 130 x 1.2 (Charcoal) = 156 / 2 = 78 - 50 (Level Defense boost) = 28 - 2.8 (Wartortle's lowered Defense) = 25 (25.2) total damage

Now because the total is 25.2, we rounded down, just to keep things simple. This would be the damage if there were no more calculations. If there were other things that still needed to be calculated, we would continue using 25.2, and round for the final damage : )

Now Flare Blitz has a 4/10 chance of inflicting a burn. That means that if I rolled a d10 in the RNG thread, a 1, 2, 3, or 4 would mean Wortortle would be successfully burned, but anything higher than a 4 meant no burn was inflicted. For the sake of this example, let's say that Wartortle was successfully burned.

Burn: Burned pokemon will lose 1/8 their total health at the end of it's turn each round until cured.

The burn would start affecting Wartortle the round it was inflicted, so after being hit with Flare Blitz, Wartortle would take 1/8 of it's total health, or 1/8 of 600, which is 75 damage. So in total, 25 + 75 = 100 total damage for Wartortle this round, and Wartortle would be at 500/600HP.

Flare Blitz also causes recoil damage equal to 1/3 of the damage it deals, so Quilava dealt a total of 25 damage to Wartortle. 25 / 3 = 8 (rounded down from 8.3). So Quilava will take 8 damage of recoil and be at 492/500HP.

Then, now that the round has ended, Wartortle's Rain Dish will activate, restoring 1/16 of it's Max Health. Wartortle is at level 60, so it's max health is 600. 600 / 16 = 37 (37.5 rounded down), so Wartortle will heal back 37 of the 100 damage it took, leaving it at 537/600HP.

Rain Dance's counter will go to 1/8 rounds after Wartortle's next attack due to it's Damp Rock increasing the amount of turns Rain Dance will last.

JadeRabbitEmperor
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