I found you can rework the equation to find the attacking stat needed to ko a Pokemon with a certain move. You need to make sure you have all your modifiers accounted for though. What’s nice about this is instead of guessing and checking on Pokémon showdown’s damage calculator you can look for Pokémon that reach the needed stat and learn the move you want to achieve your ko with.
I'm making a Pokémon D&D campaign set in the Mystery Dungeon world. This right here has cemented why I'm using the damage function rather than just using dice alone.
I've been trying to turn Pokemon into a Dungeons and Dragons style tabletop game lately. I tried a lot of similar stuff to make an equation with less steps including changing the way leveling worked. I think the conclusion you came to makes a ton of sense. Multiplication and division make for some good scaling (A game with exponential scaling is a seperate idea...) and you made an excellent point about making all of the stats flat across the board so that HP EVs would work just like all of the attack stats. I think my solution will be this: Make everyone keep a character sheet for each pokemon. I will keep a graphing calculator or a program on my phone to calculate damage. All I need is the player pokemon level, attack stat, move power, I already have the defender stats behind the DM screen, and the program will spit out a damage number. I can do STAB and weakness calculations myself with that number. The next hard part will be managing all of the other calculations needed for deciding stats. At some point I need to just have a laptop open with Pokemon Showdown and a bunch of other browser tabs. Anyways, excellent work on this video! Your work was published and replicated which means that you passed the final step of the scientific method! Well done! Thank you for putting in the work so that everyone else may benefit!
@@christiangiardina4541 I actually ran a small module like this and it worked. If you're fast with a calculator then you don't have to change the video game equations at all.
Thought the same thing. I get he's talking slow and deliberate to afford the viewer the time to absorb all the information being shared, but it's kind of overkill levels of slow
I found you can rework the equation to find the attacking stat needed to ko a Pokemon with a certain move. You need to make sure you have all your modifiers accounted for though.
What’s nice about this is instead of guessing and checking on Pokémon showdown’s damage calculator you can look for Pokémon that reach the needed stat and learn the move you want to achieve your ko with.
I'm making a Pokémon D&D campaign set in the Mystery Dungeon world. This right here has cemented why I'm using the damage function rather than just using dice alone.
Really helpful for game development, thanks! You did a great job explaining it, I'd be interested to see more videos like this.
I had NO idea that damage is modified by a factor of 3/4 when attacking more than one Pokémon
a very comprehensive summary behind the calculation of a pokemon battle, and an overall system in most rpg games, thanks!
Thanks for explaining this - good reference, and knowing what that +2 was for after the attack / defense division was great insight.
I've been trying to turn Pokemon into a Dungeons and Dragons style tabletop game lately. I tried a lot of similar stuff to make an equation with less steps including changing the way leveling worked.
I think the conclusion you came to makes a ton of sense. Multiplication and division make for some good scaling (A game with exponential scaling is a seperate idea...) and you made an excellent point about making all of the stats flat across the board so that HP EVs would work just like all of the attack stats.
I think my solution will be this:
Make everyone keep a character sheet for each pokemon. I will keep a graphing calculator or a program on my phone to calculate damage. All I need is the player pokemon level, attack stat, move power, I already have the defender stats behind the DM screen, and the program will spit out a damage number. I can do STAB and weakness calculations myself with that number. The next hard part will be managing all of the other calculations needed for deciding stats. At some point I need to just have a laptop open with Pokemon Showdown and a bunch of other browser tabs.
Anyways, excellent work on this video! Your work was published and replicated which means that you passed the final step of the scientific method! Well done! Thank you for putting in the work so that everyone else may benefit!
This sounds like a lot of work...
@@christiangiardina4541 I actually ran a small module like this and it worked. If you're fast with a calculator then you don't have to change the video game equations at all.
Great info but watching on 1.25 felt like you were talking at a normal speed
Thank you
Thought the same thing. I get he's talking slow and deliberate to afford the viewer the time to absorb all the information being shared, but it's kind of overkill levels of slow
Thanks this was very helpful understanding it, I would really love to see more informative vids like this in Pokemon/Game design
definitely way different than i thought! been playing this game alone in a vacuum (0 pvp ever) since red and blue released and oh boy was i wrong lmao
Dude thank you so much im coding a fan game (on scratch) and this helped so much.
But doesn't the attack stat increase along with the level? If that's right why would it count level?
POV: you're making a fan game
Amazing vid❤ I never actually knew the math breakdown 😅 thank you!
i like your funny words magic man
Thanks for this video!
I get it now. Your video was immensely helpful!!
Please keep it up!!!
lvl. 50 Houndoom vs lvl 22 ninjask flamethrower does almost 1000 damage (988 to be exact)
Amazing video pal thanks
deserves more subs
very nice content
Please do more of those damage formular analysis from other games.
FF 12 or FF11 etc
Thanks, it was interesting(didn't think that pokemon have such a hard formula). Oh, you have only 53 subscribers? Why
1:20 WOOO BESTEST GAMES
4:43 there is equation "level/20+.5",
next then you calculated with "level/200+.5" somehow.
Pokémon should add Damage numbers to there main games.
helpful