Pokemon Mystery Dungeon 2 - Damage Calculation
This is a complete description of the damage calculation process.
In the description below, a item "affects" a Pokemon if it doesn't have Klutz, the Pokemon is a team member, the Pokemon is the correct species or type, and the item is in the Treasure Box and isn't sticky. In the check for Klutz here, the Mold Breaker ability is ignored.
Throughout damage calculation, the ability of the opponent and its allies are ignored if the attacker has Mold Breaker, unless noted otherwise.
** Means that the effect doesn't apply when calculating damage because the attacker missed with Jump Kick or Hi Jump Kick.
Power of Moves
The move's power is specific for each move. If the move has a number next to it (for example, "Scratch+1"), that number is added to the move's power.
Calculating Attack and Defense
- If the move was used with Me First, the attack's effectiveness is multiplied by 1.5.
- If the attacker has Reckless and the move is Submission, Double-Edge, Take Down, Jump Kick, Hi Jump Kick, Volt Tackle, Wood Hammer, Flare Blitz, Brave Bird, or Head Smash, the attack's effectiveness is multiplied by 3.
- If the attacker has Iron Fist and the move is ThunderPunch, Focus Punch, Meteor Mash, Shadow Punch, Sky Uppercut, DynamicPunch, Dizzy Punch, Fire Punch, Mach Punch, Mega Punch, Ice Punch, Comet Punch, Hammer Arm, Drain Punch, or Bullet Punch, the attack's effectiveness is multiplied by 1.5.
- If the attacker has Normalize, the attack's type becomes Normal.
- If the attacker is using some move, the attack's type is that of the attacker's primary type.
- If the attacker is not the team leader and its Belly is empty, the damage is treated as 1 and processing stops.
- If the attacker is using its regular attack and the opponent has Wonder Guard, the damage is treated as 1 and processing stops.
- If the attacker has Download, its Attack and Special Attack stat stages are increased by 1 if the opponent's Defense is greater than or equal to its Special Defense and the attack is special or if the opponent's Defense is less than its Special Defense and the attack is physical.
- If the attack is a Fire type, add X to the Attack/Special Attack stat stage, where X is the attacker's Flash Fire rate (initially 0). **
- If the attacker's Aggressor is enabled, the attacker's Attack and Special Attack stat stages are increased by 1.
- If the attacker's Defender is enabled, the attacker's Attack and Special Attack stat stages are decreased by 1.
- If the attacker's Practice Swinger is enabled and it missed a move or attack during its previous turn, its Attack and Special Attack stat stages are increased by 1.
- If Cheerleader is enabled for an ally of the attacker (other than the attacker) who is within a one-tile range of the attacker, the attacker's Attack stat stage is increased by 1.
- If the attacker has Rivalry, its Attack stat stage is increased by 1 if the attacker and the opponent are both male or both are female, and decreased by 1 if one is male and one is female.
- If the attacker or an ally of the attacker has Flower Gift and the weather is sunny, its Attack stat stage is increased by 1.
- If the attacker has Solar Power and the weather is sunny, its Special Attack stat stage is increased by 1.
- If the opponent or an ally of the opponent has Flower Gift and the weather is sunny, its Special Defense stat stage is increased by 1, even if the attacker has Mold Breaker.
- If the weather is a sandstorm and the opponent's current type includes Rock, its Special Defense stat stage is increased by 2.
- If the attacker is Deoxys, its Attack/Special Attack is increased by 2 if it's the Attack Form, and decreased by 2 if it's the Defense or Speed Form.
- If the attacker has Anger Point and the attack last used against it was a critical hit, its Attack/Special Attack stat stage is set to 20.
- If the opponent has the Skull Bash status, its Defense stat stage is increased by 1.
- If the opponent's Counter Basher is enabled, its Defense stat stage is decreased by 1.
- If the opponent's Aggressor is enabled, its Defense/Special Defense stat stage is decreased by 1.
- If the opponent's Defender is enabled, its Defense/Special Defense stat stage is increased by 1.
- If the opponent is Deoxys, its Defense/Special Defense is increased by 2 if it's the Defense Form, and decreased by 2 if it's the Attack or Speed Form.
- If the move is Punishment, the attacker's Attack/Special Attack stat stage is increased by the total of all of the opponent's original Attack, Defense, Special Attack, and Special Defense stat stages that are greater than 0.
- If the attacker has Unaware, its opponent's Defense/Special Defense stat stage and stat multiplier is reset to 10 and 1.
- If the opponent has Unaware, the attacker's Attack/Special Attack stat stage and stat multiplier is reset to 10 and 1.
- The stat stages are adjusted so they are neither less than 0 nor greater than 20.
- The Attack/Special Attack is multiplied by the stat stage multiplier, then by the stat multiplier, and rounded to the nearest whole number.
- The Defense/Special Defense is multiplied by the stat stage multiplier, then by the stat multiplier, and rounded to the nearest whole number.
- If a stat-boosting item affects the attacker, its Attack/Special Attack is accordingly increased.
- If a stat-boosting item affects the opponent, its Defense/Special Defense is accordingly increased.
- If the attacker is holding Power Band, Attack is increased by 12.
- If the attacker is holding Munch Belt, Attack is increased by 8.
- If the attacker is holding a colored Bow, Attack is increased by 1.
- If the opponent is holding a Def. Scarf, add 12 to Defense. **
- If opponent is holding a colored Bow, Defense is increased by 1. **
- If the opponent is holding a Zinc Band, add 8 to Special Defense. **
- If the opponent is holding a colored Bow, Special Defense is increased by 1. **
- If the attacker is holding a Special Band, add 12 to Special Attack.
- If the attacker is holding a Munch Belt, add 8 to Special Attack.
- If attacker is holding a colored Bow, Special Attack is increased by 1.
- The power of the attacker's move is multiplied by the Attack/Special Attack stat stage multiplier, then by the Attack/Special Attack stat multiplier, and rounded to the nearest whole number.
- Four variables, X, Y, A, and B, are set to 1.
- If the attacker has Guts and has a status problem (see "Status Problems" in the Status page), set X to 2 if the attack is a physical attack.
- If the attacker has Huge Power or Pure Power and a random number from 0 through 99 is less than or equal to 32, multiply X by 3 and Y by 2 if the attack is a physical attack.
- If the attacker has Hustle, multiply X by 3 and Y by 2 if the attack is a physical attack.
- If the attacker has Plus and one of the attacker's allies has Minus, multiply X by 15 and Y by 10 if the attack is a special attack.
- If the attacker has Minus and one of the attacker's allies has Plus, multiply X by 15 and Y by 10 if the attack is a special attack.
- If the opponent has Intimidate, multiply X by 4 and Y by 5 if the attack is a physical attack.
- If the opponent has Marvel Scale and has a status problem, multiply A by 3 and B by 2 if the attack is a physical attack.
- The stats are clamped to the range 0-999.
Damage Formula
After calculating Attack and Defense, the game applies the formula below.
Damage = (((X + A)*39168/65536) - (D / 2 ) + (log( (((A-D)/8) + L + 50) * 10) * 50) - 311) / Y
where:
- A - Attacker's Attack/Special Attack
- D - Opponent's Defense/Special Defense
- L - Attacker's level
- X - Move's power (modified by stat stages and stat multipliers)
- Y - Equal to 340/256 if the attacker isn't a team member and this floor is not a battle with another exploration team, or 1 otherwise.
For physical attacks, use the Attack and Defense values. For special attacks, use the Special Attack and Special Defense values.
Note: The result of this formula is clamped to the range 1.0-999.0. Also, the log function rounds its input down and clamps it to the range 1-4095.
Effectiveness
The effectiveness of a move begins at 1. If no opponent exists, this method is not used.
- The effectiveness is initially based on the opponent's type. See Effectiveness Combinations and
Effectiveness Multipliers. The following exceptions apply. (The exceptions
are applied for each type separately if the opponent has more than one type.)
- If the attack's type is Normal or Fighting and the opponent's type is Ghost, the effectiveness is normal if the attacker has Scrappy; the opponent is exposed; or Emit Ring affects the attacker.
- If the attack's type is Psychic and the opponent has the Miracle Eye status, the effectiveness is normal.
- If the attack's type is Psychic, the opponent's type is Dark, and Chic Shard or Purple Jewel affects the attacker, the effectiveness is normal.
- If the attack's type is Ground, the effectiveness is normal if Gravity is in effect and the opponent's type is Flying.
- If the attack's type is Ground, the effectiveness is "little effect" if Gravity is not in effect and the opponent has the Magnet Rise status.
- If the opponent has Wonder Guard and the attack is not typeless and the attack is not "super effective", the effectiveness is set to 0.
- If the attacker has Tinted Lens and the attack is "not very effective", the effectiveness is multiplied by 78592/65536 (about 1.2).
- If the opponent has Filter or Solid Rock and the attack is "super effective", the effectiveness is multiplied by 3/4.
- If Time Shield affects the opponent, the effectiveness is halved.
- If the attacker has Technician and the attack used is not the regular attack or a throwing item and the attack's power (not modified by stat stages and stat multipliers) is 4 or less, the effectiveness is multiplied by 1.5.
- If the opponent has Thick Fat and the attack's type is either Fire or Ice, the effectiveness is halved.
- If the opponent has Flash Fire and the attack's type is Fire and the attacker doesn't have Normalize or Mold Breaker, the effectiveness is set to 0 (the attack then has "little effect").
- If the opponent has Heatproof and the attack's type is Fire, the effectiveness is halved.
- If the attack's type is Ground, the effectiveness is set to 0 (the attack then has "little effect") if the opponent has Levitate and the attacker doesn't have Mold Breaker and Gravity is not in effect, or if the opponent has the Magnet Rise status and Gravity is not in effect.
- If the attack's type is Water, the attacker has Torrent, and its HP is less than or equal to 1/4 of min(attacker's total HP,999), effectiveness is doubled.
- If the attack's type is Grass, the attacker has Overgrow, and its HP is less than or equal to 1/4 of min(attacker's total HP,999), effectiveness is doubled.
- If the attack's type is Bug, the attacker has Swarm, and its HP is less than or equal to 1/4 of min(attacker's total HP,999), effectiveness is doubled.
- If the attack's type is Fire, the attacker has Blaze, and its HP is less than or equal to 1/4 of min(attacker's total HP,999), effectiveness is doubled.
- If the attack's type is Fire and the opponent has Dry Skin, the effectiveness is multiplied by 1.5.
- If the attacker is burned, the effectiveness is multiplied by 204/256 (about 4/5).
- If the effectiveness is not 0 and the attack's type is the same as one of the attacker's types and the attack is not typeless, the effectiveness is doubled if the attacker has Adaptability, and multiplied by 1.5 otherwise.
- If the weather is sunny, effectiveness is multiplied by 1.5 if the attack's type is Fire, and halved if the attack's type is Water.
- If the weather is rain, effectiveness is multiplied by 1.5 if the attack's type is Water, and halved if the attack's type is Fire.
- If the weather is cloudy, effectiveness is multiplied by 3/4 unless the attack's type is Normal.
- If the weather is fog or Mud Sport is in effect, effectiveness is halved if the attack's type is Electric.
- If Water Sport is in effect, effectiveness is halved.
Effectiveness Combinations
If a Pokemon has two types, the effectiveness of each type is determined separately and combined using the table below. In the table below, 0 means "little effect", 1 means "not very effective", 2 means "normal", and 3 means "super effective".
0 1 2 3
--------------
0 0 0 0 1
1 0 1 1 2
2 0 1 2 3
3 1 2 3 3
Effectiveness Multipliers
Effectiveness multipliers, applied for each type the opponent has.
| Effectiveness | Reg. Attack/Item | Move |
|---|---|---|
| Little effect | 128/256 | 64/256 |
| Not very effective | 181/256 | 128/256 |
| Normal | 256/256 | 256/256 |
| Super effective | 358/256 | 435/256 |
The IQ skill Erratic Player appears to have no effect here.
Final Steps
- If the attack is a Fire type and the opponent has Flash Fire, and the attack was the first Fire-type attack this turn, the defender's Flash Fire rate increases by 1 up to a maximum of 2. The Flash Fire rate is reset to 0 when the opponent leaves the floor.
- ** If the items Power Bangle, Bolt Fang, Flare Fang, Volt Torc,
and Meteor Torc do not affect the attacker:
- If the opponent has the Reflect status and the move is not Brick Break, or if Rock Sash affects the opponent, the effectiveness is halved if the attack is physical.
- If the opponent has the Light Screen status or if Aqua Mantle affects the opponent, the effectiveness is halved if the attack is special.
- The game determines whether the attack is a critical hit (see below).
- The calculated damage is multiplied by the effectiveness.
- The damage is multiplied by an additional multiplier specific to the attack. This multiplier is usually equal to 1. For example, if the opponent is using Dig and the attack is Earthquake, this value equals 2. This multiplier also includes the calculations from Reckless, Iron Fist, and Me First.
- The damage is multiplied by ((57344+X)/65536) where X is a random number from 0 through 16383.
- The damage is rounded to the nearest whole number.
- If the attack is a thrown item, the damage is halved and rounded to the nearest whole number.
- If the attack is a thrown item and the attacker's Power Pitcher is enabled, the damage is multiplied by 1.5 and rounded to the nearest whole number.
- If the damage is greater than 0:
- If Pulse Bow, Spark Tie, or Lucky Scarf affects the opponent, the PP of one of its moves may be restored at a 30% chance.
- If Air Blade affects the attacker, the damage is multiplied by 1.5 and rounded to the nearest whole number.
Critical Hits
Attacks can't be a critical hit if the opponent has the Lucky Chant status, it has Battle Armor or Shell Armor, or the skill Critical Dodger is enabled for the opponent.
- A variable X is set to the move's initial critical hit rate. X is then halved if the attacker is male or genderless.
- If the attacker has the Focus Energy status, X is set to 999.
- If the attacker is holding Scope Lens, or the attacker's Sharpshooter is enabled, X is increased by 15.
- If the attacker has Super Luck, X is increased by 15.
- If the opponent is holding Patsy Band, X is increased by 15.
- If the attack is "super effective" and the attacker's Type-Advantage Master is enabled, X is set to 40.
- If a random number from 0 through 99 is less than X and Teary Cape does not affect the opponent, the attack is a critical hit and the effectiveness is doubled if the attacker has Sniper, or multiplied by 1.5 otherwise.