I've been working on the whole damage formula for a few weeks now. I wrote it up on Twitter here.
The highlights:
The highlights:
- Stat up is 1.5x, and stat down is 0.67x. This is rounded half up at 0.5.
- "DamagePerMegaAura" is a 30% damage modifier for attacking a Rogue Mega Pokémon with a non-Plus Move.
- "DamagePerMegaTypeAff" and "DamagePerMegaTypeAffPlus" modify 4x and 8x effective damage to 63% versus Rogue Megas and Zygarde.
- The 30% and 63% modifiers above can stack to 18.9% if you use a 4x or 8x effective non-Plus Move vs a Rogue Mega.
- Only weather I found that does anything is Rain. This gives water moves 1.2x damage and fire moves 0.8x damage.
- Sneak Attacks in the Z-A Royale deal extra damage by forcing the attack to be a critical hit.
- "DamagePerTypeAff" is the non-Plus Move effectiveness table. Plus Moves increase damage by using the "DamagePerTypeAffPlus" table instead.
- As I stated before, Rogue Megas use ExtentionType 2 moves multiple times so they can hit multiple opponents.
- Rogue Megas hit through immunities with a 0.3 effectiveness modifier.
- Rogue Mega data is posted here. This shows how their stats are amplified (usually HP). Their moves are scripted in some way because the moves in the encounters file don't match.
- Plus Moves go through Protect and Plus Protect. The damage is reduced to 0.25x.
- The reason wild alpha Pokémon are super strong is because this "StrengthenValue" config applies to ALL their stats. They have 2x HP, attacks, and defenses. (I did not check their speed but presume it's also 2x). When you save over them and reboot, they lose the 2x bonus to everything except for HP.
- The Ange Floette flowers are weird props that let you hit them. They have 5 Def and Special Def, are typeless, and have 25k HP each. They apparently have no weight and take 120 BP Heat Crashes. Their attacks are scripted and do not go through the damage formula.






















