Fortune Telling Collection - Comprehensive fortune-telling - Pokemon hit rate calculation formula

Pokemon hit rate calculation formula

1, skill hit value

Each move has a health value setting, and the health value range is 0 ~ 100.

The skill hit rate value is multiplied by the hit rate correction value to generate the actual hit rate, and the hit rate is used to judge the hit rate.

A move with a hit value of 0 is displayed as "-"in the game, and it will definitely hit after being used without a hit judgment.

2. Move with the changing hit value

The hit value of lightning is necessary in rainy days and 50 in sunny days.

The hit value of the storm is necessary in rainy days and 50 in sunny days.

Hail weather needs the blow value of snowstorm.

The hit rate of one-hit kill skill adopts a special formula, which is not affected by the hit correction effect.

Step 3 hit the level

The hit level is determined by the attacker's hit level and the defender's avoidance level.

Hit level = attacker hit level-defense avoidance level

The highest hit level is 6 and the lowest is -6.

4. Determination of hit rate

Determination of hit rate of general skills

If the attacker is unprepared, it is judged as a hit.

If the defender has no defensive characteristics, it is judged as a hit.

If the defender is in a mental state or locked state, it is judged as a hit.

If the defender is in a state of mental stimulation, it is judged as a hit.

If the attacker is a natural person, the defender's avoidance level is calculated as 0.

If the defender is a natural feature, then the attacker's hit level is calculated as 0.

If the defender is in the state of seeing through, smelling or seeing through miracles, and the defender's avoidance level is greater than 0, the defender's avoidance level is calculated as 0.

Subtract the attacker's hit rating from the defender's dodge rating.

If the final hit level is greater than 6, the final hit level = 6; If the final hit level is less than -6, the final hit level =-6;

If the skill base hit is 10 1, it is judged as a hit.

Multiply the skill base hit rate by the hit rate correction value, and then round it down.

If the attacker has compound eyes, call × 1.3.

If the weather is a sandstorm and the defensive side is Tibetan sand, hit ×0.8.

If the weather is hail and the defensive side is snow, hit ×0.8.

If the weather is foggy, hit ×0.6.

If the attacker is nervous, use physical moves and hit ×0.8.

If the attacker is a star of victory, call × 1. 1.

If the defender is faltering and confused, hit ×0.8.

If the defender carries bright powder or comfortable incense, hit 0.9.

If the attacker carries a wide-angle lens, type × 1. 1.

If the attacker carries a magnifying glass and it is the last action of this turn, hit × 1.2.

If the attacker launches a mysterious fruit, it hits × 1. 1.

If there is gravity on the field, hit ×5/3.

Generate a random number of 1 ~ 100. If it is less than or equal to the hit, it is judged as a hit, otherwise it is judged as an error.

5. Determination of the hit rate of one-hit kill skill

If the defender is in a mental state or locked state, it is judged as a hit.

If the attacker is unprepared, it is judged as a hit.

If the defender has no defensive characteristics, it is judged as a hit.

Hit =30+ attacker level-defender level. (defense level > attacker level is invalid)

Generate a random number of 1 ~ 100. If it is less than or equal to the hit, it is judged as a hit, otherwise it is judged as an error.