Post by For Lack of a Better Name on Jul 7, 2013 4:10:38 GMT -5
This is a guide to explain how things in mystery dungeon threads are determined. For the most part, everything, in one way or another, is determined by a number out of 100. Stats also have an influence in generators, of course.
If you ever want to see the stats in a dungeon thread, such as what the enemy's stats are, what your character(s) health is, ect., feel free to request to see it!
Please note that this is updated often.
Also, don't worry about having to calculate all this stuff yourself; that's up to the GM of the dungeon thread.
Basic Info.
Enemies
Puzzles
Items
Determining damage
Strength
Special
Cleverness
Endurance and Evasiveness
Luck
'Speed'
Status Conditions:
Certain Moves
Mega Evolutions
All updates to this guide will be listed below.
If you ever want to see the stats in a dungeon thread, such as what the enemy's stats are, what your character(s) health is, ect., feel free to request to see it!
Please note that this is updated often.
Also, don't worry about having to calculate all this stuff yourself; that's up to the GM of the dungeon thread.
Basic Info.
- All attacks will have their power divided by 10 and rounded; if an attack has a power of 35, then the damage is 4 to the pokemon. If a pokemon is the same type as that attack, then the attack is multiplied by 1.5; by 2 if the pokemon has the ability adaptability. If an attack is supereffective, then it is multiplied by 2, but if it isn't effective, then it will be divided by 2.
- Pokemon going into a dungeon start out with 100 health each. This is recovered by 1 for each post after a battle.
- Enemy pokemon health depend on how far a dungeon is, but the stats and health will never exceed what characters have at most (stats will never add up to more than 20, and health will never be more than 100.)
- A character can have one move per post. One Pokemon move, not an actual action.
- A character can have a move add up to +6 to a stat, or +20% of something occurring.
- After a battle, characters have a chance of learning new moves, which is a 40/100 chance. If they were to defeat an enemy on the first floor, the movepool they can learn from is limited to level 20, and increases by 2 each floor.
- Critical hits have a 30/100 chance. This can be increased by the luck stat.
- Characters will move up a floor once the event (ie, enemy, puzzle, or random event) is dealt with.
- In regards to stat raises and reducers:
Attack = Strength
Sp. Attack = Special
Defense and Sp. Defense = Endurance and Evasion
Enemies
- On the first floor, enemies have 20 HP at first, and one HP is added to this as you go up.
- Stats will add up to 20.
- Their move pool starts out from level 20 and below, but two levels are added every floor.
- For the BF floors, enemies start out with 50 HP with two added each floor, and their movepool starts out at level 40 and increases five each floor.
- If one is trying to avoid a fight with an enemy through any means, then the chance is 40/100. This can be helped by the cleverness stat. However, every 2 times this is used successfully, the chance goes down by 1.
- Enemies may be befriended, although the characters will have to initiate it, whether it's through asking them to join you or being kind to them somehow. Attempting to befriend them counts as a enemy avoidance action- although you may also try to befriend them after having defeated them or after you avoided fighting them. The stats will depend on what floor you're on (mainly on the health and moves), and you can only have 4 befriended pokemon with you at most.
- Depending on the situation, enemy pokemon may be tougher than usual. This is for if, for example, there's a pokemon to be defeated in a job, or if there's a boss pokemon, ect.
- If there is more than one member participating on the BF floors, there is a chance of more than one enemy appearing; the number depends on how many members. The chance of more than one pokemon appearing if there's more than one member is 50/100 for each pokemon.
Puzzles
- Mainly, this is solved with the cleverness stat. The base stat is 50/100, and can be added onto with said stat. Depending on how many pokemon are working on a puzzle, this stat may be pooled together.
- If there are items or poke involved, then the reward will be better than if it was just found. There will also be other possible rewards, such as avoiding enemy encounters or increased chances for items/poke.
- However, there can be consequences to failing these as well...
Items
- Gravelrocks always do 20 damage, but have a 70/100 chance of hitting. Geo Pebbles do 15 damage, but have a 80/100 chance of hitting. Blast Seeds will do 1/4 damage of an enemy's health, and have a 90/100 chance of hitting.
- Other items such as Iron Thorns, Gold Fangs, ect. will do 5X damage depending on a certain stat, which depends on what the item is. However, the chance of these hitting is 60/100
- What items you get in a dungeon depend on what floor you're on. Here's the list of items according to where they can be obtained:
1F and up: Berries
3F and up: Seeds
6F and up: Orbs
10F and up: 'Throw for damage' items
15F and up: Held Items
21F and up: TMs and HMS
28F and up: Permanent stat changing items.
Those in the BF floors will get a chance at all of these items. If a certain part of a dungeon promises certain items, they will be rewarded accordingly, albeit randomly.
Determining damage
- When determining damage, I usually find the damage of the attack itself (multiply it by 1.5 if it's the same type as the pokemon), add on according to what the stats determine, and then take away from the total according to the enemy's endurance and evasiveness stat (and divide by 2 if it's not super effective, or multiply by 2 if it is super effective). Then I generate whether it's a critical hit or not, as well as determine whether other effects might occur if there are any. Vise versa when it's an enemy attacking.
Strength
- This is added onto the attack of physical moves.
Special
- This is added onto the damage done by special moves.
Cleverness
- This is used in puzzles, but also used in terms of other things, such as talking dungeon pokemon out of battles, ect., depending on the situation.
Endurance and Evasiveness
- Attacks will have a base of _/100, depending on their actual accuracy %. The evasiveness stat can take away from the hit ratio of an enemy's attack, excluding if the attack always hits.
- This stat can take away the damage done by physical and special moves.
Luck
- Finding Poke has a 30/100 chance. For the most part, the amount you get will be calculated from 1 - 100, and this number increases by 5 every floor.
- Finding an item is a 40/100 chance.
- Luck can influence finding an item or poke, and pokemon traveling together will have their luck combined, but no other stat is combined.
- Encountering an enemy has a 50/100 chance, and a puzzle also has a chance of 50/100. If neither occur, then there will be a random event. Luck has no influence on this.
- Items and poke can be included in calculations of other things. If the character is facing an enemy or trying to solve a puzzle, then the reward is likely to be greater. IE; if you just encounter a berry, then there will only be one, but solve a puzzle and there will be three instead.
- This also increases the chance of extra effects occurring should a move have them.
'Speed'
- Generally, a member's character will go first in battles. If a move that usually effects speed is used, then for five posts (five posts that you make, not the combined sum of posts by you and others), they can use two move instead of the usual one. At most, they may use the speed boosts to use three moves at one time. The time doesn't stack up- If one uses a speed boost, and then uses one again on the third post when it's still in effect, then the speed boost will still last for two more posts.
- After using a speed boost two times, a character can't use it again for ten posts (that you make), from when the last speed boost wears off.
- For the ability 'Speed Boost', the character's speed will increase every three posts, but the above applies.
- If a character's speed goes down, or an enemy's speed goes up once, then the enemy goes first. If a character's speed goes down again, then the enemy will get two moves, and so on.
- Speed slow-downs can also only last for five posts, and cannot be used for ten posts.
- If a move happens to boost or lower speed as well as doing something else, such as inflict damage, then the move can still be used despite the ten post temporary ban, but the effects on speed won't take place during that time.
Status Conditions:
- Some status conditions can last for 5 posts of the character suffering from them at most, but have a 40/100 chance of recovering from them early. Or, a pokemon can use an item to relieve them of their status. Status conditions also wear off on the next floor. Some status conditions, however, will last the whole floor, or may carry onto the next floor depending on the event.
- Confusion has a 40/100 chance of the character hitting themselves, and if it does, then the damage will be 4, plus strength.
- Paralysis has a 25/100 that the character is unable to attack. The character's speed also goes down, so the opposing pokemon can attack twice.
- Damage from poison is 5 each post, and last the whole floor. Health is also unable to recover during this period.
- Damage from burns are 5 each post, but health can still recover. Strength will also be -2, and the status condition lasts the whole floor.
- Flinching has a chance of 30/100.
- Badly poisoned pokemon will have the damage slowly add up; at first the damage will be 1 the first post, 2 the second, post, ect... Lasts the whole floor, but does have a 20/100 chance of recovering. HP will still be unable to recover the whole floor.
- Curses will take out 1/4 of the afflicted's HP each turn; whatever HP they have left. So if a pokemon is cursed and has 100 HP the first post, then they will have 75 left, and then the next post they'll have 56... This lasts for four posts. With the move Curse for Ghost types, the move will also take only 1/2 of whatever HP they have left. Once a curse is laid on a pokemon, they cannot be cursed again for 5 posts (of their own, not the combined sum of others).
Certain Moves
- If a move has a chance of being used a certain amount of times, then after the minimum amount, there will be a 50/100 chance of it being used again, and can go until the maximum amount of times it can be used.
- With Thief, Incinerate, and other item effecting moves, the chance will be 40/100 that the moves do effect the items, and the effect depends on what the move is. Items on the dungeon floor will be effected before what a character is carrying is.
- Wide Slash and Vacuum Cut will both be ??? types, which are neutral against everything. Vacuum Cut will do 4 damage no matter what, and Wide Slash can hit up to 3 enemies at a time. Wide Slash's damage is 70, and is physical. Both can only be learned through TM.
- If moves do not have a certain effect rate for attacks, it is automatically 20/100, with luck still applying.
- Nature Power is slightly different; it will be used according to the terrain of the dungeon, which is up to the DM to judge on how the move will be used. What the move can do in different environments should be listed on Serebii.
Mega Evolutions
- There are only certain Pokemon that can Mega Evolve. For a list of those, check here.
- Mega Stones count as held items, thus they can be found on the fifteenth floor of dungeons. They may end up in the General Store, but will be very expensive.
- Mega Evolutions can only be used ONCE per dungeon, but last for two floors. Use it wisely
All updates to this guide will be listed below.