How Much Hax Should You Expect?
(Art by Xander3000 approved by nobody)
With Swagger finally banned I'm updating this post to include some more probabilities so that people know exactly what is "fair". Obviously knowing what to expect will have little actual influence on minimizing hax from your games but data and probabilities in general are fun stuff for some people and this data can be used as support in the future. The funny thing about hax however, is that if no outcome is ever determined then it never has to happen. This may sound extremely obvious, but in practice most people don't seem to realize that the move Sacred Fire never has to hit anything ever. Likewise, no matter how many games you play it's not impossible for that Scald you are using over Surf to never catch anything on fire. The point being made is that theoretical probability is only a rough outline of how a move should preform, but many would be surprised to learn that it is much more likely for a move to not follow its theoretical probability than it is to follow it. For example in twenty uses of Spacial Rend it should miss once, however it is more likely to not miss only once. As a result the following theoretical probabilities must be taken lightly and not as absolutes as they often prove more or less brutal, usually more since those are the ones we remember.
(Art by Xander3000 approved by nobody)
On the subject of understanding how much hax to expect it becomes imperative to know what "hax" actually is and this little catch-all phrase for whenever a battle doesn't go your way can be given a narrower definition. Genuine hax can be defined as when a dependent chain of highly improbable events occurs. The question now becomes just how improbable does the chain have to be to become considered "hax". Since it is quite subjective as to how improbable an event needs to be to qualify as hax, perhaps the best definition is one who's chain is so unlikely as to where you should never see it occur in all your time while playing Pokemon. I experienced such an event recently which was a quadruple miss (0/4 total uses hit in a row, a dependent set of events) with the move Sacred Fire, no accuracy modifiers were in play so the chain had a grand total of having a 0.000625% chance of occurring; so low that it would take more than 125,000 uses of Sacred Fire to ever expect such a chain to occur. This number of uses is much larger than I have, and most likely will ever use in all my time playing Pokemon and therefore should never have happened. This is what I believe to be the line where a set of events must be considered hax, however many players' definitions probably fall closer to a chain of events that should only happen to them on rare occasions, say a week or perhaps a month in which case it is possible to calculate what is hax to you based on you personal battle preferences and activity.
Evasion
Accurate Moves (Ex: Psystrike)
100% vs. +1 evasion = 75.19%
100% vs. +2 evasion = 59.88%
100% vs. +3 evasion = 50.00%
100% vs. +4 evasion = 42.91%
100% vs. +5 evasion = 37.45%
100% vs. +6 evasion = 33.33%
100% vs. +6 evasion with Brightpowder = 30.00%
100% vs. +6 evasion + Sand Veil / Snow Cloak + Brightpowder = 24.00%
100% vs. +2 evasion = 59.88%
100% vs. +3 evasion = 50.00%
100% vs. +4 evasion = 42.91%
100% vs. +5 evasion = 37.45%
100% vs. +6 evasion = 33.33%
100% vs. +6 evasion with Brightpowder = 30.00%
100% vs. +6 evasion + Sand Veil / Snow Cloak + Brightpowder = 24.00%
95% vs. +1 evasion = 71.42%
95% vs. +2 evasion = 56.88%
95% vs. +3 evasion = 47.50%
95% vs. +4 evasion = 40.77%
95% vs. +5 evasion = 35.58%
95% vs. +6 evasion = 31.66%
95% vs. +6 evasion with Brightpowder = 28.5%
95% vs. +2 evasion = 56.88%
95% vs. +3 evasion = 47.50%
95% vs. +4 evasion = 40.77%
95% vs. +5 evasion = 35.58%
95% vs. +6 evasion = 31.66%
95% vs. +6 evasion with Brightpowder = 28.5%
90% vs. +1 evasion = 67.66%
90% vs. +2 evasion = 53.89%
90% vs. +3 evasion = 45.00%
90% vs. +4 evasion = 38.62%
90% vs. +5 evasion = 33.70%
90% vs. +6 evasion = 30.00%
90% vs. +6 evasion with Brightpowder = 27.00%
90% vs. +2 evasion = 53.89%
90% vs. +3 evasion = 45.00%
90% vs. +4 evasion = 38.62%
90% vs. +5 evasion = 33.70%
90% vs. +6 evasion = 30.00%
90% vs. +6 evasion with Brightpowder = 27.00%
85% vs. +1 evasion = 63.90%
85% vs. +2 evasion = 50.89%
85% vs. +3 evasion = 42.5%
85% vs. +4 evasion = 36.48%
85% vs. +5 evasion = 31.83%
85% vs. +6 evasion = 28.33%
85% vs. +6 evasion with Brightpowder = 25.50%
85% vs. +2 evasion = 50.89%
85% vs. +3 evasion = 42.5%
85% vs. +4 evasion = 36.48%
85% vs. +5 evasion = 31.83%
85% vs. +6 evasion = 28.33%
85% vs. +6 evasion with Brightpowder = 25.50%
80% vs. +1 evasion = 60.15%
80% vs. +2 evasion = 47.90%
80% vs. +3 evasion = 40.00%
80% vs. +4 evasion = 34.33%
80% vs. +5 evasion = 29.96%
80% vs. +6 evasion = 26.66%
80% vs. +6 evasion with Brightpowder = 24.00%
80% vs. +2 evasion = 47.90%
80% vs. +3 evasion = 40.00%
80% vs. +4 evasion = 34.33%
80% vs. +5 evasion = 29.96%
80% vs. +6 evasion = 26.66%
80% vs. +6 evasion with Brightpowder = 24.00%
70% vs. +1 evasion = 52.63%
70% vs. +2 evasion = 41.91%
70% vs. +3 evasion = 35.00%
70% vs. +4 evasion = 30.04%
70% vs. +5 evasion = 26.21%
70% vs. +6 evasion = 23.33%
70% vs. +6 evasion with Brightpowder = 21.00%
70% vs. +2 evasion = 41.91%
70% vs. +3 evasion = 35.00%
70% vs. +4 evasion = 30.04%
70% vs. +5 evasion = 26.21%
70% vs. +6 evasion = 23.33%
70% vs. +6 evasion with Brightpowder = 21.00%
40.12% x 57.09% - 100% = 77.09%
Stopping Sash Minimize before +4 pass with 100% accuracy move that can OHKO assuming you are slower:
59.88% x 42.91% = 25.69%
Double Team Leftovers Blaziken / Scolipede starting at +2 evasion vs. 100% accuracy move that can OHKO:
Approx 2.76% to prevent any evasion gains before next pass
Example: Moving 0/1
The first number represents the number of successes, while the second is the number of attempts. In this case the probability represents the likelihood of NOT moving with a single attempt under these parameters.
30% Flinch + Paralysis
Moving 0/1
[(0.3) + (0.7)(0.25)](100) = 47.5%
Moving 1/1
(0.7)(0.75)(100) = 52.5%
Moving 0/2
(.475^2)(100) = 22.5625%
Moving 1/2
[(.475)(.525) + (.475)(.525)](100) = 49.875%
Moving 2/2
(.525^2)(100) = 27.5625%
[(0.3) + (0.7)(0.25)](100) = 47.5%
Moving 1/1
(0.7)(0.75)(100) = 52.5%
Moving 0/2
(.475^2)(100) = 22.5625%
Moving 1/2
[(.475)(.525) + (.475)(.525)](100) = 49.875%
Moving 2/2
(.525^2)(100) = 27.5625%
60% Flinch + Paralysis
Moving 0/1
[(0.6) + (0.4)(0.25)](100) = 70%
Moving 1/1
(0.4)(0.75)(100) = 30%
Moving 0/2
[(0.6) + (0.4)(0.25)][(0.6) + (0.4)(0.25)](100) = 49%
Moving 1/2
[(0.7)(0.3) + (0.3)(0.7)](100) = 42%
Moving 2/2
(0.4)(0.75)(0.4)(0.75)(100) = 9%
Moving 0/3
(0.7^3)(100) = 34.3%
Moving 1/3
(0.3)(0.7)(0.7)(3)(100) = 44.1%
Moving 2/3
(0.3)(0.3)(0.7)(3)(100) = 18.9%
Moving 3/3
(0.3^3)(100) = 2.7%
Moving 0/4
(0.7^4)(100) = 24.01%
Moving 1/4
(0.3)(0.7)(0.7)(0.7)(4)(100) = 41.16%
Moving 2/4
(0.3)(0.3)(0.7)(0.7)(6)(100) = 26.46%
Moving 3/4
(0.3)(0.3)(0.3)(0.7)(4)(100) = 7.56%
Moving 4/4
(0.3^4)(100) = 0.81%
[(0.6) + (0.4)(0.25)](100) = 70%
Moving 1/1
(0.4)(0.75)(100) = 30%
Moving 0/2
[(0.6) + (0.4)(0.25)][(0.6) + (0.4)(0.25)](100) = 49%
Moving 1/2
[(0.7)(0.3) + (0.3)(0.7)](100) = 42%
Moving 2/2
(0.4)(0.75)(0.4)(0.75)(100) = 9%
Moving 0/3
(0.7^3)(100) = 34.3%
Moving 1/3
(0.3)(0.7)(0.7)(3)(100) = 44.1%
Moving 2/3
(0.3)(0.3)(0.7)(3)(100) = 18.9%
Moving 3/3
(0.3^3)(100) = 2.7%
Moving 0/4
(0.7^4)(100) = 24.01%
Moving 1/4
(0.3)(0.7)(0.7)(0.7)(4)(100) = 41.16%
Moving 2/4
(0.3)(0.3)(0.7)(0.7)(6)(100) = 26.46%
Moving 3/4
(0.3)(0.3)(0.3)(0.7)(4)(100) = 7.56%
Moving 4/4
(0.3^4)(100) = 0.81%
70% Accuracy Moves
Hit 0/2
(0.3^2)(100) = 9%
Hit 1/2
(0.3)(0.7)(2)(100) = 42%
Hit 2/2
(0.7^2)(100) = 49%
Hit 0/3
(0.3^3)(100) = 2.7%
Hit 1/3
(0.3)(0.3)(0.7)(3)(100) = 18.9%
Hit 2/3
(0.3)(0.7)(0.7)(3)(100) = 44.1%
Hit 3/3
(0.7^3)(100) = 34.3%
Hit 0/4
(0.3^4)(100) = 0.81%
Hit 1/4
(0.3^3)(0.7)(4)(100) = 7.56%
Hit 2/4
(0.7)(0.7)(0.3)(0.3)(6)(100) = 26.46%
Hit 3/4
(0.3)(0.7^3)(4)(100) = 41.16%
Hit 4/4
(0.7^4)(100) = 24.01%
(0.3^2)(100) = 9%
Hit 1/2
(0.3)(0.7)(2)(100) = 42%
Hit 2/2
(0.7^2)(100) = 49%
Hit 0/3
(0.3^3)(100) = 2.7%
Hit 1/3
(0.3)(0.3)(0.7)(3)(100) = 18.9%
Hit 2/3
(0.3)(0.7)(0.7)(3)(100) = 44.1%
Hit 3/3
(0.7^3)(100) = 34.3%
Hit 0/4
(0.3^4)(100) = 0.81%
Hit 1/4
(0.3^3)(0.7)(4)(100) = 7.56%
Hit 2/4
(0.7)(0.7)(0.3)(0.3)(6)(100) = 26.46%
Hit 3/4
(0.3)(0.7^3)(4)(100) = 41.16%
Hit 4/4
(0.7^4)(100) = 24.01%
Critical Hits
Double Crit
(.0625^2)(100) = 0.390625%
Triple Crit
(.0625^3)(100) = 0.0244140625%
At Least One Crit in Five Turns
(.9375^5)(100) – 100 = 27.5803566%
At Least One Crit in Ten Turns
(.9375^10)(100) – 100 = 47.5539525%
At Least One Crit in Twenty Turns
(.9375^20)(100) – 100 = 72.49412101%
At Least One Crit in Thirty Turns
(.9375^30)(100) – 100 = 85.57425364%
(.0625^2)(100) = 0.390625%
Triple Crit
(.0625^3)(100) = 0.0244140625%
At Least One Crit in Five Turns
(.9375^5)(100) – 100 = 27.5803566%
At Least One Crit in Ten Turns
(.9375^10)(100) – 100 = 47.5539525%
At Least One Crit in Twenty Turns
(.9375^20)(100) – 100 = 72.49412101%
At Least One Crit in Thirty Turns
(.9375^30)(100) – 100 = 85.57425364%
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