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Battle System
Topic Started: May 27 2012, 10:15 PM (440 Views)
lovesnuffles
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Stats

This role-play uses stats in its battle system, but not like the game does. All Pokémon must have at least one stat point in each area.

Strength: This is the Pokémon's physical power. For physical attacks, this is the stat that decides how much damage a move does.

Defense: This is the Pokémon's defense. It helps defend you against a Pokémon's physical attacks.

Speed: How fast the Pokémon moves. This stat only determines which Pokémon, the one with the highest Speed stat, will go first in the battle. If there is a tie for Speed, the one with the lower level will move first; if there is still a tie, the one with the higher Strength + Power total will go first. If there is STILL a tie, check base Speed on Bulbapedia; if even then there's a tie, the one with a higher evolution stage will move first. If all other options are exhausted, flip a coin.

Power: This is basically the Sp. Attack stat in the games. It decides how strong your special attacks are.

Resistance: This is basically the Sp. Defense stat in the games. It helps defend you against special attacks.

HP: Hit Points. How much health a Pokémon has.

Hit Points

Baby Pokémon - 3 x level
Base Pokémon - 4 x level
2nd Stage Pokémon - 5 x level
3rd Stage Pokémon - 6 x level
Legendary Pokémon - 7 x level

Battle Calculator

In order to keep people from cheating, a simple formula will be used to calculate damage given and received in a battle. We encourage both sides to work out the formula each time to make sure all math is correct.
Posted Image
Base Power of Move: The number listed as the move's power in the games. This may be altered depending on certain conditions specific to that move. Check Bulbapedia for further information.
Strength or Power of Attacker: The given stat for the attacking Pokémon. Use Strength for physical moves and Power for special moves.
Type Effectiveness Multiplier: The multiplier used if the attack is super effective or not very effective.
STAB: Same-Type Attack Bonus. This has a value of 1.5 if the move is used by a Pokémon of the same type, and a value of 1 if the types do not match. Dual-typed Pokémon get a 1.5 multiplier for both of their types. A Pokémon with the ability Adaptability instead has a multiplier of 2 if the move would receive this bonus.
Held Item Multiplier: Items like Charcoal, Blackglasses, Spell Tag, Flame Plate, Splash Plate, Odd Incense, Sea Incense, Adamant Orb, Lustrous Orb, and Griseous Orb give this multiplier a value of 1.2 if the move is the correct type. Likewise, items like Ice Gem and Electric Gem give this multiplier a value of 1.5. If the move's type does not match up with the type boosted by the item, this multiplier is equal to 1.
Weather Multiplier: Weather affects damage in the following ways:
- If the weather is intense sunlight, this multiplier has a value of 1.5 if the move is Fire-type, and a value of 0.5 if the move is Water-type.
- If the weather is rain, this multiplier has a value of 1.5 if the move is Water-type, and a value of 0.5 if the move is Fire-type.
- If the weather is a sandstorm, this multiplier has a value of 1 at all times, but if the defending Pokémon is a Rock-type, its Resistance is multiplied by 1.5.
- If the weather is hail or fog, or if there is no special weather present, or if the move is not one of the affected types, this multiplier has a value of 1.
Ability Multiplier: This number changes based on whether either or both Pokémon have abilities that affect the battle. If neither side's ability matters, this multiplier has a value of 1.
Defense or Resistance of Defender: The given stat for the defending Pokémon. Use Defense for physical moves and Resistance for special moves.

After all of that, if the attack is a critical hit, the damage is doubled. If the attacker has the ability Sniper, the damage is instead tripled.

If, after everything has been worked out, the resultant damage is 0 or less, and if the defending Pokémon is not immune to the attack, the attack will do 1 damage.

Leveling Up

Battles with wild Pokémon will result in experience equal to half the Pokémon's level. Odd-leveled wild Pokémon will round up to the next experience point. Experience will not be gained if the wild Pokémon is caught, even if it faints. Battles with trainers will result in experience equal to the level of the trainer's Pokémon, only upon victory.

Trainer A wins vs. Wild, Lv. 5 = 3 Exp. gain (5/2 = 2.5; round up to 3)
Trainer A wins vs. Trainer B, Lv. 5 = 5 Exp. gain

To reach each level, a Pokémon needs:
Levels 2-5: 5 Exp per Level
Levels 6-10: 10 Exp per Level
Levels 11-20: 15 Exp per Level
Levels 21-30: 20 Exp per Level
Levels 31-40: 25 Exp per Level
Levels 41-50: 30 Exp per Level
Levels 51-60: 35 Exp per Level
Levels 61+: 40 Exp per Level

This means it should take 2870 experience points to level a starter Pokémon (Lv. 5) to level 100, and for a Pokémon that hatched from an egg (Lv. 1), it takes 2910 experience points.

Raising Stats

For each level, a Pokémon will gain 4 new stat points, which you may use at your leisure. Each time you level up, you MUST update your stats in your Journals, or else your damage calculator for the next battles you enter will not be correct. The only exception is for Pokémon under level 5, who have the following stat totals:
Level 1 - 8 stat points
Level 2 - 10 stat points
Level 3 - 13 stat points
Level 4 - 17 stat points
Level 5 - 20 stat points
Levels beyond 5 have a total of 4*Lv stat points.

Likewise, Legendary Pokémon will gain 6 new stat points per level. Legendaries do not occur below level 5, and those at level 5 will have a total of 30 stat points.

*Leveling system borrowed from Catilena1890 @ Victory Seekers
*Battle stats and formula altered from one borrowed from AnonymousMe123 @ SilverJade
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