Please remember to follow the manual of style and code of conduct at all times.
Check BNN and Bulbanews for up-to-date Pokémon news and discuss it on the forums or in the Bulbagarden Discord server.
Check BNN and Bulbanews for up-to-date Pokémon news and discuss it on the forums or in the Bulbagarden Discord server.
From Bulbapedia, the community-driven Pokémon encyclopedia.
Nov 22, 2009 If the target has 70 armor, and thusly takes reduced damage from physical attacks, he's going to take that% off of the crit damage as well as the normal damage. It's a flat% off final damage value. If his Armor has him taking 50% less damage, your normal 100 dmg hit would hit for 50, your 240 dmg crit would hit for 120. Jan 12, 2018 but u need to learn how to use tree WQcancel(3% accu 5pvp ap add on) this give u 12% accu -12% evasion but the trick is that -12%avsion is super op ex: u use 340 accuracy vs 500-600 evasion player -12% of 500-600 is 60-72 so u will still hit roughly 50%-80% on them if u add 5-10% accu on base skill +12% + another 12% on cold blade if u really need it but i fight vs all type of evasionn gear and i. Best ways to stack crit damage. So the background: I'm running a triple totem setup with CI that allows me to forgo a lot of flasks and ignore reflect, so I can run double diamond flasks with increased charge recovery. This allows me to play with the assumption that in the large majority of cases my totems will crit.
Overall damage. It depends on what kinda of gear and perks you have, if you have a high crit dmg and crit chance. Like if you have 100% crit damage and 50% crit chance, you'll be doing double damage every other hit, so 50% more damage per hit on average. Now you can compare the over all damage to your other sword.
Jump to: navigation, search
- This article is about the random event. For the video podcast, see It's Super Effective (podcast) → Related podcasts.
A critical hit (Japanese: 急所pressure point) is a (generally) random event that multiplies the damage of a damage-dealing move. When one occurs, the game will display the message 'A critical hit!' (Japanese: 急所に 当たった!Hit a pressure point!) after the damage is dealt.
- 1In Generation I
- 1.2Probability
- 2Generation II onwards
- 2.1Damage
In Generation I
Damage
When a move lands a critical hit, the attacker's level will be doubled during damage calculation, which approximately (but not quite) doubles the damage dealt. A rough formula for the damage multiplier is
(2L+5)/(L+5)
where L is the attacker's level; as a result, lower-leveled Pokémon have a smaller critical hit boost than higher-leveled Pokémon. For example, a level 5 Pokémon will inflict about 1.5× damage on a critical hit, while a level 20 Pokémon will inflict 1.8× and a level 95 Pokémon will inflict 1.95×.Critical hits ignore all stat stage modifiers and the halved Attack from burn. This includes beneficial stat modifiers as well, making it possible for a critical hit to deal less damage than a non-critical hit if the attacker has at least doubled their Attack/Special or the target's Defense/Special is at least halved.
Probability
Download handbrake mac. Whether a move scores a critical hit is determined by comparing a 1-byte random number (0 to 255) against a 1-byte threshold value (also 0 to 255); if the random number is less than the threshold, the Pokémon scores a critical hit. If the threshold value is T, then this means the probability (P) of scoring a critical hit is
P = T / 256
. (It is impossible for a critical hit to be guaranteed; there will always be at least a 1/256 chance that a critical hit will not be scored.)The value of T is based on a Pokémon's baseSpeed. For a normal move, T is half the base Speed:
T = BaseSpeed / 2
orP = BaseSpeed / 512
Due to a bug, Focus Energy and Dire Hit lower a Pokémon's chance of scoring a critical hit instead of raising it, dividing T by 4:
TFE = BaseSpeed / 8
orPFE = BaseSpeed / 2048
If the move being used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), T is multiplied by 8:
THighCHR = BaseSpeed * 4
orPHighCHR = BaseSpeed / 64
Both effects may also be active at the same time. This would result in:
TFE+HighCHR = BaseSpeed
orPFE+HighCHR = BaseSpeed / 256
At all times, the maximum value for T is 255 (which equally means the maximum value for P is 255/256). All operations that factor into T are also integer operations (meaning divisions are rounded down to the nearest whole number). (Note that the division in
P = T / 256
is not rounded.) Due to the process the game uses to compute T, BaseSpeed is also effectively rounded down to the nearest even number.In Pokémon Stadium
In Pokémon Stadium, the threshold value T is determined by a different formula.
Crit Hit Gaming
For a normal move, T is:
T = ( BaseSpeed + 76 ) / 4
orP = ( BaseSpeed + 76 ) / 1024
Focus Energy is slightly more complicated than in the core games, but it does correctly raise the chance of a critical hit instead of lowering it:
TFE = ( BaseSpeed + 236 ) / 2
orPFE = ( BaseSpeed + 236 ) / 512
If the move being used has a high critical-hit ratio (Crabhammer, Karate Chop, Razor Leaf, or Slash), T is multiplied by 8:
THighCHR = ( BaseSpeed + 76 ) * 2
orPHighCHR = ( BaseSpeed + 76 ) / 128
If both effects are active at the same time, then:
TFE+HighCHR = ( BaseSpeed + 236 ) * 4
orPFE+HighCHR = ( BaseSpeed + 236 ) / 64
Since 236 * 4 is well beyond 255, any Pokémon will have a maximum chance to score a critical hit if both effects are active.
As with the core games, the maximum value for T is always 255 (or 255/256 for P) and any divisions that factor into T are rounded down to the nearest whole number. Due to the process the game uses to compute T, BaseSpeed is also effectively rounded down to the nearest multiple of 4.
Generation II onwards
Damage
In Generations II-V, a critical hit deals 2 times the damage a move would otherwise do. From Generation VI onwards, a critical hit deals 1.5 times a move's normal damage.
In Generation II, when a move scores a critical hit, all stat stage modifiers, the halved Attack from burn, and the defensive boosts from Light Screen and Reflect are ignored if the target's defending stat stage (Defense or Special Defense) is greater than or equal to the attacker's attacking stat stage (Attack or Special Attack). From Generation III onwards, when a move scores a critical hit, the attacker's negative stat stages, the defender's positive stat stages, and the defensive boosts from Light Screen, Reflect, and Aurora Veil are always ignored. However, the halved Attack from burn is no longer ignored. Iexplorer mac download. Maxace dmg for sale.
- Examples
- If the attacker is using a physical move and is at +2 Attack stages while the target is at +1 Defense stage..
- Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have an 8/3× modifier.)
- Gen III-V: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 4× modifier.)
- Gen VI+: a critical hit will ignore the Defense boost. (Damage with a critical hit will have a 3× modifier.)
- If the attacker is using a physical move and is at -1 Attack stages while the target is at -2 Defense stage..
- Gen II: a critical hit will not ignore either stat. (Damage with a critical hit will have a 2.64× modifier.)
- Gen III-V: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 4× modifier.)
- Gen VI+: a critical hit will ignore the Attack drop. (Damage with a critical hit will have a 3× modifier.)
Other factors
The Abilities Battle Armor and Shell Armor and the effect of Lucky Chant will prevent any critical hit being scored on a Pokémon.
The moves Storm Throw and Frost Breath will always result in a critical hit (unless prevented by one of the above effects). The move Laser Focus guarantees the next move to score a critical hit.
If a Pokémon with the Sniper Ability gets a critical hit, the damage dealt will be multiplied by an additional factor of 1.5.
Pokémon with the Ability Merciless will always score critical hits on poisoned Pokémon (unless prevented by one of the above effects).
Probability
The probability of landing a critical hit is no longer based on the attacker's base Speed, but rather is based on a fixed formula for all Pokémon. Similar to stats, there are temporary in-battle stages used to determine the probability that a particular move will be a critical hit.
Stage | Chance of critical hit | ||
---|---|---|---|
Gen II-V | Gen VI | Gen VII onwards | |
+0 | 1/16 (6.25%) | 1/16 (6.25%) | 1/24 (~4.167%) |
+1 | 1/8 (12.5%) | 1/8 (12.5%) | 1/8 (12.5%) |
+2 | 1/4 (25%) | 1/2 (50%) | 1/2 (50%) |
+3 | 1/3 (~33.3%) | Always (100%) | Always (100%) |
+4 and above | 1/2 (50%) |
If a Pokémon has maximum affection, the probability from above is multiplied by 2.[1]
An attacking move will start out at stage 0, but there are several ways to increase a move's stage as detailed in the table below. An effect cannot stack with another effect in the same column, including itself.
Change | Attack property | Held item | Ability | Triggered |
---|---|---|---|---|
+1 stage | Moves with a high critical-hit ratio (Gen II: +2 stages) | Razor Claw Scope Lens | Super Luck | -- |
+2 stages | 10,000,000 Volt Thunderbolt | Stick (for Farfetch'd only) Lucky Punch (for Chansey only) | -- | Focus Energy / Dire Hit (Gen II: +1 stage) Lansat Berry Z-Foresight, Z-Sleep Talk, Z-Tailwind, Z-Acupressure, Z-Heart Swap Dire Hit 2 (Wonder Launcher only) |
+3 or more stages | -- | -- | -- | Dire Hit 3 (Wonder Launcher only) |
Note that it is possible for a Pokémon to acquire the effect of a Lansat Berry even if it is already holding another item, through the use of Baton Pass, Pluck, Bug Bite, or Fling; or by obtaining another item after consuming the Berry, such as via Thief or Symbiosis.
In other languages
|
Crit Hit Con
See also
References
- ↑卡璞波波 on Twitter
This game mechanic article is part of Project Games, a Bulbapedia project that aims to write comprehensive articles on the Pokémon games. |
Retrieved from 'https://bulbapedia.bulbagarden.net/w/index.php?title=Critical_hit&oldid=2932079'
Vorpal:
Vorpal boosts your damage by boosting your critical severity. However, unlike other weapon enchantments, vorpal is not a damage multiplier by itself, rather it adds itself to form part of a damage multiplier and so the larger the other part, the smaller the damage bonus provided by vorpal. The damage dealt by the vorpal is illustrated by the formula below:
A*B*C+(1-B)*C = D
Where A = Crit Severity and is comprised of E and F, where E is the crit severity from other sources and F is the crit severity of the vorpal enchantment. B is the crit chance, C is the base damage and d is the damage output. From the formula if you focus on just A and break it down into its parts you can see the following:
A = (1.75+Boosts+Vorp) and as vorp has a peak damage output of 0.5, the larger the boosts to crit sev are from external sources, the less effective the vorp will be in comparison. Therefore if you already have a large amount of crit severity, I recommend staying away from the vorpal and using another enchantment, you can check these values using the tool I provided in the stat theory section to work out which enchant is better for personal dps. When comparing this to feytouched, you need to find your real crit using ACT.
To calculate how much of a boost to your damage vorpal is, use the following formula:
[(A+0.50)*B+(1-B)]/[(A*B+(1-B)]
Where for A you exclude vorpal.
Feytouched:
Feytouched is a multiplier. It boosts your damage by multiplying it, at transcendent by 1.18. However, at lower ranks it has a downtime period on the buff and so unless you have this enchant at transcendent, I do not recommend using it for dps. In addition to boosting your damage, it also reduces your opponent’s damage by 18%, making it an enchantment with defensive capabilities as well. For the purposes of calculating how much it boosts your damage use the formula below:
New damage = 1.18*Old damage*Uptime+Old damage*(1-uptime)
Where uptime is what percentage of the time you can keep it up for. For example, if the feytouched buff was for 10 seconds and the cooldown was for 20 seconds, then 10/20 = 50% uptime or 0.5.
One downside of feytouched is if 2 people are using it, only 1 person gets the buff. However, most players in pve use vorpal so it is very definitely a good choice and worth considering in certain circumstances.
Plaguefire:
Plaguefire provides a party wide damage boost of 3% per stack of the buff. Long ago, CW’s could only reliably keep up 1 or 2 stacks of the buff however with the introduction of the elol set and other mechanics we can now reliably keep up 3 stacks. The way to calculate how much the Plaguefire enchant is boosting your damage is as follows:
(1,03*(ch1+2*ch2+3*ch3)/100) * admg + (1 - (ch1+ch2+ch3)/100) * admg = pf damage; where:
ch1 - chance to have 1 stack of plague fire debuff on target;
ch2 - chance to have 2 stacks of plague fire debuff on target;
ch3 - chance to have 3 stacks of plague fire debuff on target;
admg = (1+crit severity)*(crit chance*dmg + (1-crit chance)*dmg;
Which is a big mess and basically just boils down to the faster you hit, the more damage the enchantment does. The enchantment is good because it boosts the entire parties damage, not just your own, by up to 9% which in some cases can be more damage than the other personal damage boost weapon enchantments boost your damage. It is important to note that the debuff from different tanks of plaguefire stack with each other.
Terror:
Boosts the parties damage by 4%.
That should cover all of the more useful enchantments, I can explain how the others work if you like but these are the more powerful ones.
So I should jsut sell both my Vorpal and Feytouched and get a Plaguefire enchantment?Vorpal boosts your damage by boosting your critical severity. However, unlike other weapon enchantments, vorpal is not a damage multiplier by itself, rather it adds itself to form part of a damage multiplier and so the larger the other part, the smaller the damage bonus provided by vorpal. The damage dealt by the vorpal is illustrated by the formula below:
A*B*C+(1-B)*C = D
Where A = Crit Severity and is comprised of E and F, where E is the crit severity from other sources and F is the crit severity of the vorpal enchantment. B is the crit chance, C is the base damage and d is the damage output. From the formula if you focus on just A and break it down into its parts you can see the following:
A = (1.75+Boosts+Vorp) and as vorp has a peak damage output of 0.5, the larger the boosts to crit sev are from external sources, the less effective the vorp will be in comparison. Therefore if you already have a large amount of crit severity, I recommend staying away from the vorpal and using another enchantment, you can check these values using the tool I provided in the stat theory section to work out which enchant is better for personal dps. When comparing this to feytouched, you need to find your real crit using ACT.
To calculate how much of a boost to your damage vorpal is, use the following formula:
[(A+0.50)*B+(1-B)]/[(A*B+(1-B)]
Where for A you exclude vorpal.
Feytouched:
Feytouched is a multiplier. It boosts your damage by multiplying it, at transcendent by 1.18. However, at lower ranks it has a downtime period on the buff and so unless you have this enchant at transcendent, I do not recommend using it for dps. In addition to boosting your damage, it also reduces your opponent’s damage by 18%, making it an enchantment with defensive capabilities as well. For the purposes of calculating how much it boosts your damage use the formula below:
New damage = 1.18*Old damage*Uptime+Old damage*(1-uptime)
Where uptime is what percentage of the time you can keep it up for. For example, if the feytouched buff was for 10 seconds and the cooldown was for 20 seconds, then 10/20 = 50% uptime or 0.5.
One downside of feytouched is if 2 people are using it, only 1 person gets the buff. However, most players in pve use vorpal so it is very definitely a good choice and worth considering in certain circumstances.
Plaguefire:
Plaguefire provides a party wide damage boost of 3% per stack of the buff. Long ago, CW’s could only reliably keep up 1 or 2 stacks of the buff however with the introduction of the elol set and other mechanics we can now reliably keep up 3 stacks. The way to calculate how much the Plaguefire enchant is boosting your damage is as follows:
(1,03*(ch1+2*ch2+3*ch3)/100) * admg + (1 - (ch1+ch2+ch3)/100) * admg = pf damage; where:
ch1 - chance to have 1 stack of plague fire debuff on target;
ch2 - chance to have 2 stacks of plague fire debuff on target;
ch3 - chance to have 3 stacks of plague fire debuff on target;
admg = (1+crit severity)*(crit chance*dmg + (1-crit chance)*dmg;
Which is a big mess and basically just boils down to the faster you hit, the more damage the enchantment does. The enchantment is good because it boosts the entire parties damage, not just your own, by up to 9% which in some cases can be more damage than the other personal damage boost weapon enchantments boost your damage. It is important to note that the debuff from different tanks of plaguefire stack with each other.
Terror:
Boosts the parties damage by 4%.
That should cover all of the more useful enchantments, I can explain how the others work if you like but these are the more powerful ones.