Used links :
http://www.smogon.com/bw/articles/bw_complete_damage_formula
http://pokemonshowdown.com/damagecalc/
EDIT : ok i'll be clear this time, i call this a math post bc this is about calculations but if you are unable to multiply something by 1.5 and to take the entire part you are dumb af so don't run away from this thread please
As i know nothing about math language in english and this is a translation (edit : +upgrade now) of my french thread in english i'll define here the words i use:
ROUND DOWN = take the entire part : 2,4 -> 2 (edit : apparently it's "truncate")
ROUND = take the closest entire number : 2,4 -> 2 ; 2,7 -> 3
And i don't know smogon codes either so this will be an ugly black on white thread
So since this is supposed to be a simple thread so we'll use a simplified formula :
Calc the base damages
ROUND DOWN
Apply random factor (random factor is a number randomly chosen between 0.85 and 1, it can be 0,85 ; 0,86 ... ; 0,99 ; 1. 16 rolls, the 16 rolls you see when calcing damages : (22, 24, 24, 24, 24, 24, 24, 24, 26, 26, 26, 26, 26, 26, 26, 28) )
ROUND DOWN
Apply critical hit modifier
ROUND DOWN
Apply STAB modifier
ROUND DOWN
Apply Effectiveness
ROUND DOWN (only necessary if it was an uneffective attack)
If LO, Apply x1.3 modifier
ROUND
and not round down, yes devs were high this day
Consequences :
Rolls in LC has 1/16 of making more damages than usual. I will call this the "super roll"
Explanation :
Fun result : any attack can do 2 damages when not undereffective/burned/this kind of things.
Explanation :
A stabbed attack will never do "3k+2" damages.
Explanation :
A super effective / hyper effective attack will do 2k / 4k damages
Explanation/Consequences :
The initial damages formula is 2 + something depending of your attack and ennemy's defense
Consequences :
-> Answer to the question every single LC player asked itself : why does 2 shadow sneak from honedge kills misdreavus when one shadow sneak at +2 doesn't
-> Why is Aipom worth S+ tier (ok, A)
now are you able to use what you learnt to calc simple damages by head ?
If you followed everything correctly, you should be able to guess every single roll of a life orb 0 satk carvanha using hp poison against little sdef cottonee.
Why is Choice Band / Choice Specs inferior by far in most cases to the Life Orb ?
Last but... yes, least part : why do i keep mentionning "47%" or "27%"
and uh
well it's over, gimme presentation tips please because it probably looks really ugly without titles, bold, colors, etc
Fowl
http://www.smogon.com/bw/articles/bw_complete_damage_formula
http://pokemonshowdown.com/damagecalc/
EDIT : ok i'll be clear this time, i call this a math post bc this is about calculations but if you are unable to multiply something by 1.5 and to take the entire part you are dumb af so don't run away from this thread please
This is the same in XY except that critical hits do x1.5Damage Calc Thread said:BaseDamage = ((((2 × Level) ÷ 5 + 2) * BasePower * [Sp]Atk) ÷ [Sp]Def) ÷ 50 + 2
= 4*BP*Atk/Def/50 +2 = BP/12.5 * Atk/Def + 2
Apply the multi-target modifier
Apply the weather modifier
In case of a critical hit, double the value
Alter with a random factor
Apply STAB modifier
Alter with type effectiveness
Alter with user's burn
Make sure damage is at least 1
Apply the final modifier
As i know nothing about math language in english and this is a translation (edit : +upgrade now) of my french thread in english i'll define here the words i use:
ROUND DOWN = take the entire part : 2,4 -> 2 (edit : apparently it's "truncate")
ROUND = take the closest entire number : 2,4 -> 2 ; 2,7 -> 3
And i don't know smogon codes either so this will be an ugly black on white thread
So since this is supposed to be a simple thread so we'll use a simplified formula :
Calc the base damages
ROUND DOWN
Apply random factor (random factor is a number randomly chosen between 0.85 and 1, it can be 0,85 ; 0,86 ... ; 0,99 ; 1. 16 rolls, the 16 rolls you see when calcing damages : (22, 24, 24, 24, 24, 24, 24, 24, 26, 26, 26, 26, 26, 26, 26, 28) )
ROUND DOWN
Apply critical hit modifier
ROUND DOWN
Apply STAB modifier
ROUND DOWN
Apply Effectiveness
ROUND DOWN (only necessary if it was an uneffective attack)
If LO, Apply x1.3 modifier
ROUND
and not round down, yes devs were high this day
Consequences :
Rolls in LC has 1/16 of making more damages than usual. I will call this the "super roll"
Explanation :
When you calc the base damages, you obtain a number. Let's say 7,56. You round down, so you get 7.
Now you apply the random factor. The 15 first possibilites are between 0.85 and 0.99 included. So it will give something strictly under 7. And you round down again after the random factor ! So The 15 first possibilities will always do at least 1 damage less than the super roll which remains untouched, thus, remains at 7.
236+ Atk Mold Breaker Drilbur Earthquake vs. 236 HP / 0 Def Eviolite Wynaut: 13-16 (44.8 - 55.1%) -- 43.8% chance to 2HKO
(13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)
^ notice the 16
This is why there are SO MANY "6.3% chance to OHKO" when calcing damages. It means that only the super roll will OHKO.
Now you apply the random factor. The 15 first possibilites are between 0.85 and 0.99 included. So it will give something strictly under 7. And you round down again after the random factor ! So The 15 first possibilities will always do at least 1 damage less than the super roll which remains untouched, thus, remains at 7.
236+ Atk Mold Breaker Drilbur Earthquake vs. 236 HP / 0 Def Eviolite Wynaut: 13-16 (44.8 - 55.1%) -- 43.8% chance to 2HKO
(13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)
^ notice the 16
This is why there are SO MANY "6.3% chance to OHKO" when calcing damages. It means that only the super roll will OHKO.
Fun result : any attack can do 2 damages when not undereffective/burned/this kind of things.
Explanation :
Since the formula is 2 + something, if the something is absolutely ridiculous, you will round down at 2. but at 2, not at one. so after altering with the random factor, one of the 16 rolls will remaing at 2, even if it is a damn -6 level 1 combee attacking 252/252+ level 100 arceus :
-6 0- Atk Combee Rapid Spin vs. 252 HP / 252+ Def Arceus: 1-2 (0.2 - 0.4%) -- possibly the worst move ever
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2)
-6 0- Atk Combee Rapid Spin vs. 252 HP / 252+ Def Arceus: 1-2 (0.2 - 0.4%) -- possibly the worst move ever
(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2)
A stabbed attack will never do "3k+2" damages.
Explanation :
Here's a calc of a Flying type Drilbur EQing wynaut :
236+ Atk Mold Breaker Drilbur Earthquake vs. 236 HP / 0 Def Eviolite Wynaut: 9-11 (31 - 37.9%) -- 71% chance to 3HKO
(9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11)
Now, with the ground type :
236+ Atk Mold Breaker Drilbur Earthquake vs. 236 HP / 0 Def Eviolite Wynaut: 13-16 (44.8 - 55.1%) -- 43.8% chance to 2HKO
(13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)
Where's the 14 ?
^ coming back at the formula : when you apply x1.5, you round down again.
Thus in this case :
9->13.5->13
10->15
11->16.5->16
Thus, no 14.
Because of this there are some number of hp you cannot inflict when using a stabbed attack : these are those who have no root by x l->E(1.5*x)
And these are the " 3k+2 " numbers : 2, 5, 8, 11, 14, 17, 20, 23, 26...
No point, then, trying to raise your hp one point upper in hope of tanking a specific stabbed attack when it is one of these numbers : it won't help (except if rocks, etc, etc)
236+ Atk Mold Breaker Drilbur Earthquake vs. 236 HP / 0 Def Eviolite Wynaut: 9-11 (31 - 37.9%) -- 71% chance to 3HKO
(9, 9, 9, 9, 9, 9, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11)
Now, with the ground type :
236+ Atk Mold Breaker Drilbur Earthquake vs. 236 HP / 0 Def Eviolite Wynaut: 13-16 (44.8 - 55.1%) -- 43.8% chance to 2HKO
(13, 13, 13, 13, 13, 13, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16)
Where's the 14 ?
^ coming back at the formula : when you apply x1.5, you round down again.
Thus in this case :
9->13.5->13
10->15
11->16.5->16
Thus, no 14.
Because of this there are some number of hp you cannot inflict when using a stabbed attack : these are those who have no root by x l->E(1.5*x)
And these are the " 3k+2 " numbers : 2, 5, 8, 11, 14, 17, 20, 23, 26...
No point, then, trying to raise your hp one point upper in hope of tanking a specific stabbed attack when it is one of these numbers : it won't help (except if rocks, etc, etc)
A super effective / hyper effective attack will do 2k / 4k damages
Explanation/Consequences :
Effectiveness, unless you have a LO, is applied at the end of the damage calculation. Thus, it is multiplied by 2 or 4. Thus, it gives 2k / 4k numbers :
• Onix 20 HP : 0 SpA Fletchling Hidden Power Grass vs. 0 HP / 76 SpD Onix: 20-24 (100 - 120%) -- guaranteed OHKO
(20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24)
236+ Atk Mold Breaker Drilbur Earthquake vs. 0 HP / 0 Def Onix: 18-24 (90 - 120%) -- 81.3% chance to OHKO
(18, 18, 18, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24)
Because of this, when having mon having a x4 number of hp, it is really important to get one hp more. It completely changes the your odds of survival against x4 attacks.
Thus, cottonee changes its probability of surviving chinchou's hp poison from 0% to 94% by taking one hp more.
Onix changes it from 15% to 95% when getting hit by drilbur's eq.
And finally, pawniard's natural 21 hp protects him from low power fighting attacks such as foongus' hp fight. Which is why you need rocks to take down pawniard with this kind of tricks. Yes, rocks to take down a steel type. Welcome to LC maths.
• Onix 20 HP : 0 SpA Fletchling Hidden Power Grass vs. 0 HP / 76 SpD Onix: 20-24 (100 - 120%) -- guaranteed OHKO
(20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24)
236+ Atk Mold Breaker Drilbur Earthquake vs. 0 HP / 0 Def Onix: 18-24 (90 - 120%) -- 81.3% chance to OHKO
(18, 18, 18, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24)
Because of this, when having mon having a x4 number of hp, it is really important to get one hp more. It completely changes the your odds of survival against x4 attacks.
Thus, cottonee changes its probability of surviving chinchou's hp poison from 0% to 94% by taking one hp more.
Onix changes it from 15% to 95% when getting hit by drilbur's eq.
And finally, pawniard's natural 21 hp protects him from low power fighting attacks such as foongus' hp fight. Which is why you need rocks to take down pawniard with this kind of tricks. Yes, rocks to take down a steel type. Welcome to LC maths.
The initial damages formula is 2 + something depending of your attack and ennemy's defense
Consequences :
-> Answer to the question every single LC player asked itself : why does 2 shadow sneak from honedge kills misdreavus when one shadow sneak at +2 doesn't
196+ Atk Honedge Shadow Sneak vs. 36 HP / 0 Def Eviolite Misdreavus: 12-14 (52.1 - 60.8%) -- guaranteed 2HKO
(12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 14)
+2 196+ Atk Honedge Shadow Sneak vs. 36 HP / 0 Def Eviolite Misdreavus: 18-24 (78.2 - 104.3%) -- 6.3% chance to OHKO
(18, 18, 18, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24)
There are two causes : The rounding down post STAB, and the base damages. The damages before stab, effectiveness, etc, are low af (between 4 and 8 depending on +0 or +2). This is enough to consider that eh random factor removes 1 damage.
So we have the damages being 1 + something depending of attack. Actually the something depending of attack is 3.
1+3 = 4 -> 6 (STAB) -> 12 (effectiveness)
1+3*2 (bc +2) = 7 -> 10.5 (STAB) -> 10 (round down) -> 20 (effectiveness)
the 1 initial damage brings 3 damages undepending of attack at this end, and the round down on STAB makes the +2 attack lose 1 damage. So the +2 attack has 4 damages less than what we would expect : 12 * 2
(12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 14)
+2 196+ Atk Honedge Shadow Sneak vs. 36 HP / 0 Def Eviolite Misdreavus: 18-24 (78.2 - 104.3%) -- 6.3% chance to OHKO
(18, 18, 18, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 24)
There are two causes : The rounding down post STAB, and the base damages. The damages before stab, effectiveness, etc, are low af (between 4 and 8 depending on +0 or +2). This is enough to consider that eh random factor removes 1 damage.
So we have the damages being 1 + something depending of attack. Actually the something depending of attack is 3.
1+3 = 4 -> 6 (STAB) -> 12 (effectiveness)
1+3*2 (bc +2) = 7 -> 10.5 (STAB) -> 10 (round down) -> 20 (effectiveness)
the 1 initial damage brings 3 damages undepending of attack at this end, and the round down on STAB makes the +2 attack lose 1 damage. So the +2 attack has 4 damages less than what we would expect : 12 * 2
-> Why is Aipom worth S+ tier (ok, A)
Now i can share my discovery with the world <3
So, what if we abuse the fact initial damages in lc count bc of the low hps by using a skill linked attack ? And what if we make it stabbed ? It creates a monstruosity :D
• Return : 102 de BP
196 Atk Aipom Return vs. 0 HP / 36 Def Eviolite Mienfoo: 10-13 (47.6 - 61.9%) -- 93.8% chance to 2HKO
(10, 10, 10, 10, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13)
• Double Slap : 80 BP (with skill link)
196 Atk Aipom Double Slap (5 hits) vs. 0 HP / 36 Def Eviolite Mienfoo: 15-20 (71.4 - 95.2%) -- guaranteed 2HKO
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4)
(showing double slap over fury swipes to increase contrast)
yep, you're actually spectating an attack with 22 BP less doing far more damages than return. And nearly the same as last resort.
Why ? Back to formula !
Take the initial formula. Consider it's 1+something with +1 for the super roll (the damages are too low for random factor making it lose more than 1)
Three cases :
"something" is in [0,1[ -> f*ck, it's rounded down at 1, Stab brings it at 1.5 .... which means rounded down at 1 ... and you end up doing 5 damages. well that's shit. This will happen for targets having 24 def or more when using jolly (adamant will also hit 16 def + eviolite targets)
"something" is in [1,2[ (nearly always) -> it's rounded down at 2. Stab brings it at 3. And thus, Aipom ends up doing AT LEAST 15 damages to any target having less than 24 def. which means 2HKO every single pokemon that doesn't resist / doesn't have tons of dam...armor. a 19 speed with better defensive stats than mienfoo with insane coverage 2HKOing every pokemon in the tier, nobody has a problem ? no ? then, to next part
"something is in [2,3[ -> 20 damages. 47.5% chance to do at least 22 damages. this happens, on jolly aipom, for targets with 11 def or less, and on adamant, 12 def or less. which means any sweeper without eviolite.
... Has anybody a probem with the fact adamant aipom has 47% chance to win the 1v1 with offensive mienfoo, without fake out ? (considering he spams dpunch and doesn't fail anticipate ofc)
Now, you can go look Planet of the Apes again. Never underestimate a monkey in the hands of scientists.
So, what if we abuse the fact initial damages in lc count bc of the low hps by using a skill linked attack ? And what if we make it stabbed ? It creates a monstruosity :D
• Return : 102 de BP
196 Atk Aipom Return vs. 0 HP / 36 Def Eviolite Mienfoo: 10-13 (47.6 - 61.9%) -- 93.8% chance to 2HKO
(10, 10, 10, 10, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13)
• Double Slap : 80 BP (with skill link)
196 Atk Aipom Double Slap (5 hits) vs. 0 HP / 36 Def Eviolite Mienfoo: 15-20 (71.4 - 95.2%) -- guaranteed 2HKO
(3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 4)
(showing double slap over fury swipes to increase contrast)
yep, you're actually spectating an attack with 22 BP less doing far more damages than return. And nearly the same as last resort.
Why ? Back to formula !
Take the initial formula. Consider it's 1+something with +1 for the super roll (the damages are too low for random factor making it lose more than 1)
Three cases :
"something" is in [0,1[ -> f*ck, it's rounded down at 1, Stab brings it at 1.5 .... which means rounded down at 1 ... and you end up doing 5 damages. well that's shit. This will happen for targets having 24 def or more when using jolly (adamant will also hit 16 def + eviolite targets)
"something" is in [1,2[ (nearly always) -> it's rounded down at 2. Stab brings it at 3. And thus, Aipom ends up doing AT LEAST 15 damages to any target having less than 24 def. which means 2HKO every single pokemon that doesn't resist / doesn't have tons of dam...armor. a 19 speed with better defensive stats than mienfoo with insane coverage 2HKOing every pokemon in the tier, nobody has a problem ? no ? then, to next part
"something is in [2,3[ -> 20 damages. 47.5% chance to do at least 22 damages. this happens, on jolly aipom, for targets with 11 def or less, and on adamant, 12 def or less. which means any sweeper without eviolite.
... Has anybody a probem with the fact adamant aipom has 47% chance to win the 1v1 with offensive mienfoo, without fake out ? (considering he spams dpunch and doesn't fail anticipate ofc)
Now, you can go look Planet of the Apes again. Never underestimate a monkey in the hands of scientists.
now are you able to use what you learnt to calc simple damages by head ?
If you followed everything correctly, you should be able to guess every single roll of a life orb 0 satk carvanha using hp poison against little sdef cottonee.
0 SpA Life Orb Carvanha Hidden Power Poison vs. 36 HP / 36 SpD Eviolite Cottonee: 21-26 (100 - 123.8%) -- guaranteed OHKO
(21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 26)
Damages are 1+something with +1 for super roll. Cottonee SpD isn't high and Carv Satk isn't shit so we can guess the something is 3.
(4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5)
x4 effectiveness :
(16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20)
Life Orb :
16*1.3 = 20,8 ~ 21
20*1.3 = 26
-> (21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 26)
if you found, you won't need as often to check the calculator !
(21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 26)
Damages are 1+something with +1 for super roll. Cottonee SpD isn't high and Carv Satk isn't shit so we can guess the something is 3.
(4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 5)
x4 effectiveness :
(16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 20)
Life Orb :
16*1.3 = 20,8 ~ 21
20*1.3 = 26
-> (21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 21, 26)
if you found, you won't need as often to check the calculator !
Why is Choice Band / Choice Specs inferior by far in most cases to the Life Orb ?
1) LO and Choice Band are two completely different items in damages calcs.
BaseDamage = ((((2 × Level) ÷ 5 + 2) * BasePower * [Sp]Atk) ÷ [Sp]Def) ÷ 50 + 2
= 4*BP*Atk/50Def +2
= ( BP/12.5 * Atk/Def ) +2 (simpler said like that)
Choice Band affects the damage calculation in the "BP/12.5 * Atk/def" part.
LO affects the damage at the very end of the process.
Because of this, the damages actually created by the Choice Band can be reducted by truncations (i hope this is english ?) when : Simply calcing the damages ; Applying STAB ; Applying unefficacity ; and Applying other things like burns. But this is out of the subject.
To sum it up, Choice band struggles everything the base damage struggles, and it's always a loss as only round downs are made.
Which isn't the case for the Life Orb : Life Orb takes the final damages and rounds. Not truncates, rounds.
Also, if your attack stat is a 2k+1 number, choice band will only bring k attack which means a 0.5 attack loss. Not much, but still, many little losses make a big loss.
2) Choice Band directly affects attack, and damages "can be considered as" 1+something depending of attack.
This means Choice Band doesn't affect the initial 1. This can be very important for low power moves.
Note : i don't call "low power moves" move doing low damages. STAB and efficacity aren't to be considered. Honedge shadow sneak on missy isn't 120 BP, it's 40 BP, then you do calcs on that.
An exemple : Jolly Aipom (yeah Aipom's like THE exemple for doing calcs)'s Fury swipes on 21 def target.
BaseDamage = 2+1.1 -> 3
after random factor, stab, it does 3 damages.
If you have a Choice band, the attack depending part (1.1 here) will increase to 1.65. ... and be rounded down to 3. Choice band will be like, inexistent.
While LO, coming at the end of the battle, just takes the 3 damages, and raises them to 3.9 -> 4 damages.
This is however an extreme case, Choice Band will generally do one or 2 damages more ... but it's really not worth it.
Add this to the fact LO doesn't lock you on one attack, and that in LC mon only lose 2 hp when having 20-29 hp ; 1 when having 1-19 hp ; which means it costs 8-9% (or 5% !) instead of 10%, and the LO is by far superior to the choice band.
A randomly taken roll :
236+ Atk Choice Band Mold Breaker Drilbur Earthquake vs. 0 HP / 196 Def Eviolite Mienfoo: 15-18 (71.4 - 85.7%) -- guaranteed 2HKO
(15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 18)
(I LOVE HITTING MIENFOOS)
236+ Atk Life Orb Mold Breaker Drilbur Earthquake vs. 0 HP / 196 Def Eviolite Mienfoo: 13-17 (61.9 - 80.9%) -- guaranteed 2HKO
(13, 13, 13, 13, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17)
In red : LO > CB
In blue : BC > LO
BaseDamage = ((((2 × Level) ÷ 5 + 2) * BasePower * [Sp]Atk) ÷ [Sp]Def) ÷ 50 + 2
= 4*BP*Atk/50Def +2
= ( BP/12.5 * Atk/Def ) +2 (simpler said like that)
Choice Band affects the damage calculation in the "BP/12.5 * Atk/def" part.
LO affects the damage at the very end of the process.
Because of this, the damages actually created by the Choice Band can be reducted by truncations (i hope this is english ?) when : Simply calcing the damages ; Applying STAB ; Applying unefficacity ; and Applying other things like burns. But this is out of the subject.
To sum it up, Choice band struggles everything the base damage struggles, and it's always a loss as only round downs are made.
Which isn't the case for the Life Orb : Life Orb takes the final damages and rounds. Not truncates, rounds.
Also, if your attack stat is a 2k+1 number, choice band will only bring k attack which means a 0.5 attack loss. Not much, but still, many little losses make a big loss.
2) Choice Band directly affects attack, and damages "can be considered as" 1+something depending of attack.
This means Choice Band doesn't affect the initial 1. This can be very important for low power moves.
Note : i don't call "low power moves" move doing low damages. STAB and efficacity aren't to be considered. Honedge shadow sneak on missy isn't 120 BP, it's 40 BP, then you do calcs on that.
An exemple : Jolly Aipom (yeah Aipom's like THE exemple for doing calcs)'s Fury swipes on 21 def target.
BaseDamage = 2+1.1 -> 3
after random factor, stab, it does 3 damages.
If you have a Choice band, the attack depending part (1.1 here) will increase to 1.65. ... and be rounded down to 3. Choice band will be like, inexistent.
While LO, coming at the end of the battle, just takes the 3 damages, and raises them to 3.9 -> 4 damages.
This is however an extreme case, Choice Band will generally do one or 2 damages more ... but it's really not worth it.
Add this to the fact LO doesn't lock you on one attack, and that in LC mon only lose 2 hp when having 20-29 hp ; 1 when having 1-19 hp ; which means it costs 8-9% (or 5% !) instead of 10%, and the LO is by far superior to the choice band.
A randomly taken roll :
236+ Atk Choice Band Mold Breaker Drilbur Earthquake vs. 0 HP / 196 Def Eviolite Mienfoo: 15-18 (71.4 - 85.7%) -- guaranteed 2HKO
(15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 18)
(I LOVE HITTING MIENFOOS)
236+ Atk Life Orb Mold Breaker Drilbur Earthquake vs. 0 HP / 196 Def Eviolite Mienfoo: 13-17 (61.9 - 80.9%) -- guaranteed 2HKO
(13, 13, 13, 13, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17)
In red : LO > CB
In blue : BC > LO
Last but... yes, least part : why do i keep mentionning "47%" or "27%"
Chance to crit is 1/16.
Chance to super roll is 1/16.
When using a multi hit move, you get 5 attempts for each.
So you have 1-(15/16)^10 = 0.47 chance to get at least one super roll / one crit. (which is necessary for aipom to do 22 damages at least instead of 20)
Out of LC result :
Around 27% chance to do at least one crit in 5 attempts (usefull on cloyster and such)
Chance to super roll is 1/16.
When using a multi hit move, you get 5 attempts for each.
So you have 1-(15/16)^10 = 0.47 chance to get at least one super roll / one crit. (which is necessary for aipom to do 22 damages at least instead of 20)
Out of LC result :
Around 27% chance to do at least one crit in 5 attempts (usefull on cloyster and such)
and uh
well it's over, gimme presentation tips please because it probably looks really ugly without titles, bold, colors, etc
Fowl
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