Rejected - Inactive Critical Hit Chance Visuals for Gen 1 in the Teambuilder & In-Battle Move Data

Plague von Karma

Banned deucer.
In Generation 1, there is a specific equation for Critical Hit Chances. While the general gist of it is "the faster you are, the more chance of a critical hit", I think visualizing it somewhere in the Teambuilder and Move Data during battle would be a nice QoL change to aid decision-making and understanding the Pokemon you're using.

Teambuilder
I think the Pokemon listings or EV screen could be good places for a Teambuilder visual.

There are some caveats though, such as the fact Stadium has a different formula designed to nerf crits. Focus Energy also lowers the crit rate in Game Boy, though it works correctly in Stadium. Razor Leaf, Slash, Karate Chop and Crabhammer also effectively multiply the probability by 8, I believe. Due to this, I think that the EV Screen may be a better place due to more space.

As an example of how this could look, let's look at an L100 Scyther using Pokemon Stadium's rates. It's one of the only Pokemon with access to Focus Energy and a Critical Hit Chance boosting move.
:rb/scyther:
Critical Hit Damage Multiplier1.952380952×
Base Critical Hit Chance17.68%
Focus Energy66.6%
Slash141.41%
Focus Energy + Slash532.81%
For the Critical Hit Damage Multiplier, it's calculated through the level, so placing it on the level modification section may be the best way to go about that.

On a side note, it should be noted that in Game Boy games, Critical Hit Chance caps out at 99.6% due to a 1/256 uncertainty thing though. This isn't related to the one when you're attacking, they straight up made the same mistake twice. As far as I know, this uncertainty was in Stadium Zero, but that directly imported the Game Boy battle logic, so I can't be sure about Stadium itself. Personally, never seen a crit fail.

Overall, if we were to apply Game Boy rates, you wind up with this:
:rb/Scyther:
Critical Hit Damage Multiplier1.952380952×
Base Critical Hit Chance20.51%
Focus Energy5.13%
Slash164.06% (99.6%)
Focus Energy + Slash41.02%

For a Pokemon like Electrode in RB, who has a very high crit rate but no boosting moves, it could look like this, as the flags for Focus Energy or Slash would not be triggered:
:rb/Electrode:
Critical Hit Damage Multiplier1.952380952×
Base Critical Hit Chance27.34%

Move Data
I also feel that having the Pokemon's effective crit chance visualized in the move data in battle would be a nice QoL change as well.

You could write something like "Effective Crit Chance: 141.41%" in the Scyther example when hovering over Slash. Given how moves like Knock Off have their base power changed based on the battle situation, I don't think it's difficult to add? It would depend on how base speed is handled during battles on PS.

Focus Energy is a bit more elaborate, but one way I think could work would be to put the base critical hit chance in the stat screen when hovering over the Pokemon. Then, when Focus Energy is used, it changes it like you would with stat modifiers like Agility. It may be a bit difficult to implement though, given it isn't simple multiplication...

Conclusion
I think this would help make Gen 1 Crits easier for people to understand. This makes the generation a lot more accessible, and since a lot of mechanical knowledge is needed to succeed, I think it's a simple, non-invasive change. There are also times I've gone back and checked crit chances during decision-making, and a move data visual would reduce the time needed to do that.
 
I noticed just now that my suggestion here did not consider ways to get Crit moves such as Transform, Mimic or Mirror Move.

I feel that if these are included on a moveset, Focus Energy and 8× Crit Rate probability should be noted in the Teambuilder.

It probably goes without saying but let's keep it airtight.
 
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