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I prefer it as I wrote it, so that the formula looks simpler if anything.

For example, let's assume a Pokemon with 100 Attack is using a neutral Explosion on a Pokemon with 300 Defense. It's 2v2 and Reflect is in effect.

(taking out all the x1)

Damage = 100 × 2 ÷ 5 + 2 × 250 × 100 ÷ 50 ÷ 300 × Mod1 + 2

Or, simplified even more...

Damage = 70 * Mod1 + 2

Doing it by breaking it up as I suggested gives a value of 36 for the damage, which I suspect is the correct result. Doing it as written in the guide gives 2 (2/3 * .75 = .5, which rounds down to 0, and 70 * 0 = 0, then you add 2).

Or, let's say I'm using Heat Wave in 2v2 and Sunny Day is in effect. 201 Attack and 109 Defense, neutral and no STAB. The simplified formula for that would be

Damage = 153 * Mod1 + 2

Doing as I suggested gives 173. Doing as written gives 2 or 154, depending on how you read it. A loose reading could give 174, which is close, but not accurate (and if you were to further compound this with making it 4x effective, and possibly adding more multipliers, this could get magnified).

Damage = 70 * Mod1 + 2

Doing it by breaking it up as I suggested gives a value of 36 for the damage, which I suspect is the correct result. Doing it as written in the guide gives 2 (2/3 * .75 = .5, which rounds down to 0, and 70 * 0 = 0, then you add 2).

Doing it by breaking it up as I suggested gives a value of 36 for the damage, which I suspect is the correct result. Doing it as written in the guide gives 2 (2/3 * .75 = .5, which rounds down to 0, and 70 * 0 = 0, then you add 2).

70 x 2/3 x 0.75 + 2 = 36

You don't round down Mod1 itself. I never said that. I said to round down after every multiplication and division performed.

If you round down Mod1, Mod2 and Mod3, most of the time you end up with 0, 1 or 2. Of course I didn't mean that. Come on.

I wrote that example in the guide in as clear a way as possible, in a step-by-step fashion. I think I tried to explain the process exactly, but tried also to make it simple even for people that are not that good at maths. I appreciate the fact that the majority of people that read this article don't have a high mathematical background. If people can do better, by all means go ahead.

The Fling and Natural Gift links are broken:

Fling

http://www.smogon.com/forums/showpos...postcount=1016

Natural Gift

http://www.smogon.com/forums/showpos...&postcount=406

1. Each time you say to

Let's go with SP.Def:

Current Battle Damage = 50 (example)

SPDef Modifier = 25

Damage now = 50 / 25, then round down = 2.

But you could go about it a different way. If you do current damage / the first modifier in the sp.def part, then the second modifer etc.

Which way that I suggested is correct, or have I completely lost it? I've read through this thread about 5 times so far, and read through the full analysis on the website and here so many times but nothing suggests this.

Thanks,

Viral.

I have a couple of questions regarding the order of operations.

The first one is the same as River's.

If we actually ignore the bodmas rule (as stated), we'll obtain

Code:

`value / Stat * SM * Mod * SX`

Secondly, in the Section 2: Base Power and its modifiers:

if we actually use 3/2 instead of 1.5, it should be BasePower = BP * HH * ..., right?

By the way, when was the on site version updated? Maybe it should contain the "last updated" date? Is it up to date with the current knowledge?

Thanks in advance for the replies.

If we actually ignore the bodmas rule (as stated), we'll obtain

Should we replace the * in the spDef formula by /, or should we calculate the (Stat * SM * Mod * SX) first?

Code:

`value / Stat * SM * Mod * SX`

Secondly, in the Section 2: Base Power and its modifiers:

if we actually use 3/2 instead of 1.5, it should be BasePower = BP * HH * ..., right?

if we actually use 3/2 instead of 1.5, it should be BasePower = BP * HH * ..., right?

By the way, when was the on site version updated? Maybe it should contain the "last updated" date? Is it up to date with the current knowledge?

Dammit, this sux... Now I have to have seperate item descriptions for 3rd gen vs 4th gen in my database... ugh... :(

Reckless - Whenever this Pokémon uses a move with recoil, including Hi Jump Kick and Jump Kick, the base power is increased by 20%. Struggle is not boosted. Does not apply to Life Orb.

What does "Does not apply to Life Orb." mean? If Life Orb is in play, it boosts the damage by 30% and does not apply this 20%?

For Iron Fist Ability, moves Dizzy Punch, Dynamicpunch, and Shadow Punch are not mentioned. Do they get boosted 20%, too?

For Iron Fist Ability, moves Dizzy Punch, Dynamicpunch, and Shadow Punch are not mentioned. Do they get boosted 20%, too?

If you used Head Butt with Life Orb, then the damage would get increased by 50% (20% life orb + 30% from Reckless), right? The recoil would be the normal recoil damage + 10% of Max HP, too, right?

In section 3B: If there are two simultaneous boosts in the Attack stat, first apply the attacking pokemon's ability boost, then the allies ability boost. What is this referring to? No abilities boost ally stats for the Attack stat... Or was it meant to be special attack?

"If there are two simultaneous boosts in Mod, first apply the ability boost, then the item boost, and finally the Sandstorm boost."

This is just an example of the defense stat. Does this mean that you need to keep multiplying (or adding) all the numbers together, or just that which ever one is last takes precedence.

For example: Lets say Latias (lets say it is Rock type) has Marvel Scale, is poisoned, has Soul Dew, and Sandstorm is in play. Would this be either 3.375, 4.5, or 1.5 in the end? Thanks!

Unanswered Questions:

For Iron Fist Ability, moves Dizzy Punch, Dynamicpunch, and Shadow Punch are not mentioned. Do they get boosted 20%, too?

For Iron Fist Ability, moves Dizzy Punch, Dynamicpunch, and Shadow Punch are not mentioned. Do they get boosted 20%, too?

If you used Head Butt with Life Orb, then the damage would get increased by 50% (20% life orb + 30% from Reckless), right? The recoil would be the normal recoil damage + 10% of Max HP, too, right?

In section 3B: If there are two simultaneous boosts in the Attack stat, first apply the attacking pokemon's ability boost, then the allies ability boost. What is this referring to? No abilities boost ally stats for the Attack stat... Or was it meant to be special attack?

"If there are two simultaneous boosts in Mod, first apply the ability boost, then the item boost, and finally the Sandstorm boost."

This is just an example of the defense stat. Does this mean that you need to keep multiplying (or adding) all the numbers together, or just that which ever one is last takes precedence.

For example: Lets say Latias (lets say it is Rock type) has Marvel Scale, is poisoned, has Soul Dew, and Sandstorm is in play. Would this be either 3.375, 4.5, or 1.5 in the end? Thanks!

This is just an example of the defense stat. Does this mean that you need to keep multiplying (or adding) all the numbers together, or just that which ever one is last takes precedence.

For example: Lets say Latias (lets say it is Rock type) has Marvel Scale, is poisoned, has Soul Dew, and Sandstorm is in play. Would this be either 3.375, 4.5, or 1.5 in the end? Thanks!

Flower Gift boosts the Attack of the ally.

(I swear this damage calculator programming is going to be the death of me...)

No, you don't multiply the 2.0 by 1.5; you first multiply the attack stat by 2, and then multiply the resulting attack stat by 1.5.

I know that it results in the same attack stat in this case, but sometimes it doesn't.

I know that it results in the same attack stat in this case, but sometimes it doesn't.