Who is this page for?
This page contains all the mathematical formulas used by the system to make calculations, as well as explanations on what each of their values mean.
This page is NOT intended for every user to read and learn how things work, as all this complicated math is handled by the system, after all we want you to focus on enjoying the game, not doing Math homework.
However, some of you may wish to explore the Math more in-depth, to form a higher understanding of the rules, fact-check us, or even help figure out balancing!
That is why this page exists.
HP is uniquely calculated as follows:
HP=⌊⌊⌊100(2∗Base+IV+⌊4EV⌋)∗Level+Scalar+20⌋∗Nature⌋∗Stage⌋
Note 1: A creature’s HP calculation is modified by their Size Category, specifically their CatMod. Their BulkMod is expressed as:
BulkMod=(1+π3e−1)CatMod
Note 2: The HP calc includes an additional scaling value, utilizing level and a logarithm, to provide additional HP at lower levels and some additional HP at higher levels.
Scalar=Level∗(10π+πln(Level+9))
Note 3: The constant value, the +20
before modifiers, is increased from the VGs' +10
to address massive statistical imbalances at lower levels.
All other Stats are calculated as follows:
STAT=⌊⌊⌊1002∗Base+IV+⌊4EV⌋∗Level+10⌋∗Nature⌋∗Stage⌋
Note: The constant value, the +10
before modifiers, is increased from the VGs' +5
to address massive statistical imbalances at lower levels.
The Stage
variable in the calculation of ATK, DEF, SPATK, SPDEF, and SPD is based on the val
`stage` variable (the one listed on an Actor's page):
Stage={22+valstage2+valstage2valstage<0valstage≥0
¶ ACC and EVA Stage Changes
ACC and EVA Stages, similar to Stat Stages, are calculated as below:
Stage={33+valstage3+valstage3valstage<0valstage≥0
CRIT Stages increase the likelihood of a Physical- or Special-Category Attack being a Critical Hit. An attack's Critical Hit value is based on the user's amount of CRIT Stages, plus the Attack's innate [Crit X] value.
Effective CRIT Level |
Chance to Crit |
0 |
1/24 |
1 |
12.5% |
2 |
25% |
3 |
50% |
4 |
100% |
Base AV is calculated as follows:
AVBase=SPD750∗((1+99(AverageCombatLevel)∗23)∗(SpeedStages/8))
¶ Upper and Lower Bounds
The upper and lower bounds of a creature's Initiative is determined as follows:
LowerBound=70−Math.max(5∗Math.min(5,speedStages),0)
UpperBound=125−Math.min(5∗Math.max(−5,speedStages),0)
This means that a creature's intiative is, normally, bound between 70 and 125. At +5 and +6 SPD stages, the minimum becomes 45 while at -5 and -6, the maximum becomes 150.
Utilizing the above upper and lower bounds, as well as the absolute extreme bounds (45 and 150), the above BaseAV
is "compressed" to the above upper and lower bounds using what is referred to as a "sigmoid function".
The sigmoid function essentially "normalizes" a number, attempting to bring it within some set of arbitrary bounds (in this case, the absolute extreme bounds), to essentially soften the "extremes" that can occur with the speed calculation (such as with speedsters like Deoxys or Regieleki or absolute slowpokes like Shuckle or Geodude).
First, the calculated d baseAV is placed onto a scale of -3.5 and +3.5, via the formula:
normalized=7∗((baseAV−45)/105)−3.5
Then, the normalized number is "compressed", using the hyperbolic function that utilizes the special properties of Euler's number, e:
compressed=1+e−normalized1
From here, the compressed AV value is scaled back to the normal bounds:
effectiveAV=compressed∗105+45
And is then bound to the above-determined Upper and Lower bounds (based on the creature's SPD stages).
¶ Accuracy and Damage Calculation
Nearly identical to the VGs' formula, this system's accuracy formula is as follows:
DCAcc=⌊AccuracyAction+ModifierFlat⌋∗StageBonus+ModifierPercentile
Note 1: Modifier
`Flat` and Modifier
`Percentile` are the modifiers present on the Accuracy Roll dialog window.
StageBonus=max(−6,min(6,ACCuser−EVAtarget))
Note 2: The ACC and EVA values here are determined not only based on the Stages of the user and target, but also include modifiers from the Accuracy Roll dialog window and factors such as Range Increment Penalty.
Nearly identical to the VGs' formula, this system's damage formula is as follows:
Damage=⌊CalcPower∗Targets∗Critical∗100100−2d8∗STAB∗TypeEffectiveness∗Modifiers⌋
Note 1: The randomization factor was changed from a d16
roll in the VGs to a 2d8
roll, to make Moves more consistent in terms of their damage output.
CalcPower=(50(0.75∗52+Levelattacker+2)∗Power∗DEFATK+2)
Note 2: The constant value, the 0.75
is included in the damage calculations, in order to reduce the swingy nature of Damage from the VGs, and the reducing the ease at which a creature can deal enough damage to Faint a target.
Targets={10.75Numtarget=1Numtarget>1
Critical={11.5Normal HitCritical Hit
STAB(Same Type Attack Bonus)={11.5User does not share a Type with AttackUser shares a Type with Attack
TypeEffectiveness={02Typesweak−TypesresistDefender is immune to Attack Type.Defender has Types that resist or are weak to Attack Type.
Note 3: This calculation factors in the results of multiple-typed Attacks, however the calculation only considers the "best" result vs each foe's Type (ie, Fighting/Flying Attack vs a Rock/Ground/Grass Type results in a Type
`Effectiveness` of 4
, due to Rock being weak to Fighting, and Grass being weak to Flying).
Modifiers=modifiers from Attacks, Abilities, Perks, Gear, etc.