|
|
Steps |
-6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | |
Multiplier |
2/8 | 2/7 | 2/6 | 2/5 | 2/4 | 2/3 | 1 | 3/2 | 4/2 | 5/2 | 6/2 | 7/2 | 8/2 | |
Percentage multiplier |
25% | 28% | 33% | 40% | 50% | 66% | 100% | 150% | 200% | 250% | 300% | 350% | 400% |
Starting off, the Multiplier values are the actual values that are used by the game to derive the adjusted Stat values when stat modifiers are being applied to a stat. For anyone who doesn't notice it right away, the values on either side of the base level are simply inverses of each other. This makes neither stat increases nor stats decreases any more powerful than the other as a stat adjustment. Something that also might be quickly noted is that each of the fractional multipliers is based off of using 2 and incrementally adjusting the value that is used with it.
The 6 steps of adjustment that may be made to a given stat are the limit of the scale. No move will ever be able to exceed that number of steps of adjustment in G/S/C/Stadium 2. Any combination of step adjustments by various moves can be used for or against a pokemon, as long as it does not exceed those 6 steps.
(Evade) Steps |
-6 | -5 | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | |
Multiplier |
9/3 | 8/3 | 7/3 | 6/3 | 5/3 | 4/3 | 1 | 3/4 | 3/5 | 3/6 | 3/7 | 3/8 | 3/9 | |
Percentage multiplier |
300% | 266% | 233% | 200% | 166% | 133% | 100% | 75% | 60% | 50% | 43% | 36% | 33% |
The steps are best considered in terms of Evade in order to match up the proper multipliers to a move's base accuracy. Positive step adjustments to the Accuracy stat of a pokemon would be the inverse of how the steps are numbered on the scale, making them go in the negative direction on the scale. Currently, there are no moves that increase the steps of Accuracy, so this doesn't mean much. However, the same inversion has to be considered when taking into account moves that apply negative step adjustments to Accuracy.
For instance, each use of Double Team, which increases the steps of Evade in the positive direction, would go in the positive direction on the scale. Each use of Flash, which decreases the steps of Accuracy, would also go in the positive direction on the scale.
Just like the standard Stat Growth scale, nothing may increase the level of step adjustment beyond 6. Any combination of moves may be used to change the steps, but 6 changes in one direction is the limit.
Unlike the standard Stat Growth scale, the multipliers for both the Accuracy stat of the using pokemon and the Evade stat of the targetted pokemon are applied to the base accuracy of the move being used to determine the final accuracy value to be tested to determine whether the move hits or misses. This is important to note for two reasons:
1. The 6-step limit is not violated, even though the use of 6 Double Teams and 6 Flashes are both 6 positive step levels on the scale.
2. Because the Accuracy and Evade stats are seperate this results in a much greater potential benefit (or detriment) when both stats are affected, much greater than if the scale were stretched out to 12 places. This can be seen by noting that the multiplier on the scale grows by a uniform increment, just as was noted for the standard Stat Growth scale. The growth on the Accuracy/Evade scale may be slower than the standard scale, but the fact that the values for Accuracy and Evade multiply together can lead to a much bigger impact. For instance, let's take the previously-noted case of 6 Double Teams and 6 Flashes. That multiplies as follows:
(3/9)*(3/9) = 9/81. Put in terms of the multiplier on the scale, this equals 3/27, or 27 uses of Double Team. A more realistic scenario would be 2 of each, which would provide a benefit roughly equivalent to 8 of either being applied by itself. Or, in a more strategic approach, 1 Flash and 2 Double Teams would provide roughly the same benefit as 6 DTs, since anything above 6 quickly becomes a case of diminishing returns as far as effectiveness goes.
Below is a table that has a breakdown of moves that alter stats. The set of parenthesis following each move notes one or two pieces of information about each move to provide a quick reference. The first is a percentage indicating the chance of the stat alteration actually happening when the move is used. If the move itself doesn't have standard accuracy (99.6%), then that percentage is factored into the percentage noted to determine the chance of getting the stat alteration. The second thing is a notation that may be found in the parenthesis after the percentage (Dam). This is used to indicate any moves that cause damage to the opponent in addition to the listed stat alteration(s).
Stat Alteration Summary |
||||||||
Attack | Defense | Speed | Special Attack | Special Defense | Accuracy | Evade | ||
A
l
t
e
r
s
U
s
e
r
|
Decrease by 2 | |||||||
Decrease by 1 | ||||||||
Increase by 1 | Meditate (99.6%)
Metal Claw (9.3%,Dam) Sharpen (99.6%) |
Defense Curl (99.6%)
Harden (99.6%) Skull Bash (99.6%,Dam) Withdraw (99.6%) |
Growth (99.6%) | Double Team (99.6%)
Minimize (99.6%) |
||||
Increase by 2 | Swords Dance (99.6%) | Acid Armor (99.6%)
Barrier (99.6%) |
Agility (99.6%) | Amnesia (99.6%) | ||||
Maximum Increase | Belly Drum (99.6%) | |||||||
Misc | Ancientpower (9.8%) | |||||||
Curse (9.8%) | ||||||||
A
l
t
e
r
s
O
p
p
o
n
e
n
t
|
Decrease by 2 | Charm (99.6%) | Screech (84.4%) | Cotton Spore (84.4%)
Scary Face (89.5%) |
||||
Decrease by 1 | Growl (99.6%) | Acid (9.8%,Dam)
Iron Tail (22.2%,Dam) Leer (99.6%) Rock Smash (49.6%,Dam) Steel Wing (8.7%,Dam) Tail Whip (99.6%) |
Bubble (9.8%,Dam)
Bubblebeam (9.2%,Dam) Constrict (9.8%,Dam) Icy Wind (94.5%,Dam) String Shot (94.5%) |
Crunch (29.7%,Dam)
Psychic (9.8%,Dam) Shadow Ball (94.5%,Dam) |
Flash (69.5%)
Kinesis (79.7%) Mud Slap (99.6%,Dam) Octazooka (41.9%,Dam) Sand Attack (99.6%) Smokescreen (99.6%) |
Sweet Scent (99.6%) | ||
Increase by 1 | ||||||||
Increase by 2 | Swagger (89.5%) |
As can be seen from the table above, not many moves cause stat decreases to the user or increases to the opponent. There's nothing to say that this may not be true in future editions of the pokemon games as those may be effective ways to balance out highly-damaging moves, as opposed to how that is currently done (However, that is unlikely).