GameVhC Bulbasaur
Posts : 177 Points : 231 Join date : 2011-07-12 Age : 32 Location : Greece, Kalamata FC: Pokemon Diamond: Dwunh-0432 7548 3056 Pokemon Platinum: AS- 3181 5985 0448 Pokemon HeartGold: George-2709 0843 4663 Pokemon Black: GEORGEY-1076 9966 6028
| Subject: Game Mechanics Guide Tue Jul 12, 2011 11:24 pm | |
| This guide is basically where everything that cant be put into the other guides will be put. So of course that means that this guide (even more so then the others) will be updated, reorganized, and all together repaired often.
List of Content -Natures -Crush Grip and Wring Out -Secret Power -Hidden Power
Natures Introduced in the third generation of the pokemon series, natures play a large part in the selection of pokemon jobs. Each nature increases one stat by 10% and decreases another stat by 10% (Note: the reason for the ones with no change, such as Hardy, is because it is being increased and decreased in the same stat so they negate each other)
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Neutral Natures: -Hardy -Quirky -Bashful -Serious -Docile
Other Natures: -Lonely: +Attack, -Defense -Brave: +Attack, -Speed -Adamant: +Attack, -Special Attack -Naughty: +Attack, -Special Defense
-Bold: +Defense, -Attack -Relaxed: +Defense, -Speed -Impish: +Defense, -Special Attack -Lax: +Defense, -Special Defense
-Timid: +Speed, -Attack -Hasty: +Speed, -Defense -Jolly: +Speed, -Special Attack -Naive: +Speed, -Special Defense
-Modest: +Special Attack, -Attack -Mild: +Special Attack, -Defense -Quiet: +Special Attack, -Speed -Rash: +Special Attack, -Special Defense
-Calm: +Special Defense, -Attack -Gentle: +Special Defense, -Defense -Sassy: +Special Defense, -Speed -Careful: +Special Defense, -Special Attack
Crush Grip and Wring Out These moves work a little differently than other moves you will find in the game and thus deserve a special mention in my game mechanics guide. Instead of having a set base damage, both Crush Grip and Wring Out's power depends on the opponents HP. The moves can do between 1 base damage to 110 base damage based upon the opponent's HP relative to its maximum HP (meaning that base stats are not taken into account for these attacks)
Here is a simple formula to find out the damage from the two normal type attacks: Base Power = 110 * (Opponent's Current HP / Opponent's Max HP)
It is obvious from the inner-workings of the game that these moves are best used against pokemon when they are at a relatively high amount of HP, otherwise the moves power will deplete with the opponent's HP.
Secret Power
Secret Power is another novelty move that houses some dormant potential. The attack is always base 70 damage, 100 accuracy, and is of the normal type, however, the secondary effect of the move changes based on where the battle is taking place. Here is a list of the different battle fields in Pokmon D/P and their secondary effects.
Grass- 30% chance of poison Tall Grass- 30% chance of sleep Sand- 30% chance of lowering the opponents accuracy Rocky Surfaces- 30% chance of flinching Mountainside- 30% chance of confusion Marshland- 30% chance of lowering the opponents speed Water- 30% chance of lowering the opponents attack Underwater-30% chance of lowering the opponents defense Snow- 30% chance of freezing Buildings (wifi default) 30% chance of paralysis
Hidden Power
Hidden Power is an unusual move introduced in the second generation of the Pokemon franchise. The move is important for two reasons. 1) It enables any pokemon to have an attack of any type in theory and 2) it made TONS of old RBY sets obsolete (mainly rock/ground types). Let me explain the attack in more details. The base damage and type of the move depend upon which pokemon uses it. The reasons they are different is consistent with the particular pokemon’s Individual Values (IVs are explained more in depth in the [url]IV Guide[/URL]). Depending on your IVs, the attack can be between 10 and 70 base power an be of any one of the seventeen types. Thanks to my research I have uncovered the best IV combinations to give you a base 70 Hidden Power in the given type. (Note: I’m only listing the best/most used IV combinations. Any IV of 31 can be replaced with an IV of 3/7/11/15/19/23/27, and any IV of 30 can be replaced with an IV of 2/6/10/14/18/22/26 and maintain the same IV Combination)
The IV combinations are listed in the following stat order: HP, ATK, DEF, SPD, SATK, SDEF.
HP Fighting 70 31,31,30,30,30,30 30,30,31,30,30,30
HP Flying 70 31,31,31,30,30,30 30,30,30,31,30,30
HP Poison 70 31,31,30,31,30,30 30,30,31,31,30,30
HP Ground 70 31,31,31,31,30,30 30,30,30,30,31,30
HP Rock 70 31,31,30,30,31,30 30,30,31,30,31,30
HP Bug 70 31,31,31,30,31,30 31,30,30,31,31,30
HP Ghost 70 31,31,30,31,31,30 31,30,31,31,31,30
HP Steel 70 31,31,31,31,31,30 31,30,30,30,30,31
HP Fire 70 31,30,31,30,30,31 31,31,30,30,30,31
HP Water 70 31,31,31,30,30,31 31,30,30,31,30,31
HP Grass 70 30,31,31,31,30,31 31,31,30,31,30,31 31,30,31,31,30,31
HP Electric 70 31,31,31,31,30,31 31,30,30,30,31,31 30,31,30,30,31,31
HP Psychic 70 31,30,31,30,31,31 31,31,30,30,31,31 30,31,31,30,31,31
HP Ice 70 31,31,31,30,31,31 31,30,30,31,31,31 30,31,30,31,31,31
HP Dragon 70 31,31,30,31,31,31 31,30,31,31,31,31 30,31,31,31,31,31
HP Dark 70 31,31,31,31,31,31
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