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Damage/Accuracy Calculator, EV Reference and more
Topic Started: Jul 17 2009, 02:24 PM (378 Views)
Fordy
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Do the scene with as much sexual innuendo as you can!
Here. (Not fully functional, download highly recommended.)

This entire thing was made by Fractal Monkey. It is amazing.

Download it for Excel here. (Includes drop-down menus, necessary for some things)

Using this calculator is not mandatory. The RP element CANNOT be removed, and I'm sure you know why. We don't want to be the games.
Edited by Fractal Monkey, Oct 16 2009, 05:11 PM.

Posted Image

APL: 53
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Fractal Monkey
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Rayquaza
Hi.

I recommend the download version, it's got full functionality, and you can edit stuff if you really feel like it.

Note - If prompted, choose to Enable Macros. There is a macro used for the new switching feature.

Here's the tutorial:

So you've downloaded the spreadsheet, and are confronted with a mash of boxes, lists and formulae. This tutorial should hopefully make everything clear.

If you open the file, you should see something like this:

Posted Image

This is the Damage Calculator worksheet, one of the two main worksheets you'll be using in battle. All turquoise boxes can be edited to change just about every detail of the battle in progress. They are explained below:

All information on the Attacking pokémon is on the left (C) column, all information on the defending pokémon is on the right (F) column.

Species: The type of pokémon in the battle. Selectable from a drop-down menu.

Level: The level of the pokémon. Type the number in the box.

EV's in Atk/Def/Spd/HP stat: If Effort values are used, type them in the relevant box. Use Atk and Def if the move used is physical-based, and Sp. Atk and Sp. Def if the move is special-based. (See "Attack Stat Used")

Atk/Def Modifier: The number of stages the Attack or Defense stat has increased or decreased. Again, this depends on whether the move used is physical or special-based. Drop-down menu.

Nature Modifier: If the pokémon has a beneficial Nature for the relevant stat, set to 1.1. If it has a hindering nature, set to 0.9. Otherwise, set to 1.

Hold Item Modifier: If the attacking pokémon is holding an item that increases the power of the used move, select the modifier from the drop-down menu. Same if the defending pokémon is holding a damage-reduction berry. Modifiers are as follows:

0.5 - Damage Reduction berry (Yache Berry etc.)
1.2 - Elemental-based hold items, elemental plates, some species-specific items (Miracle Seed, Meadow Plate, Expert Belt etc.)
1.3 - Life Orb
1.5 - Choice Band, Choice Specs
1.1 to 2.0 - Metronome

Ability: If either pokémon has an ability that affects the damage dealt, select it from the drop-down menus. The modifier is automatically calculated. Ensure that the condition in brackets is met. Default to "Not Relevant/Active".

Power Trick?: Power Trick works by swapping the Attack and Defense stats of the pokémon using it. If either pokémon has used the move Power Trick, set to Yes. Then in the adjacent box, enter the Defense EVs of the attacking pokémon, or the Attack EVs of the defending pokémon. Use only if the attack used is physical-based.

Weather Mod: Default to 1. For water attacks in rain and fire attacks in sunlight, set to 1.5. For water attacks in sunlight and fire attacks or Solarbeam in rain, set to 0.5.

Attack Used: Select from the drop-down menu. Move power and type are automatically calculated, as are the STAB modifier and type effectiveness. Only damaging moves are included.

Custom moves are also supported. At the end of the drop-down list are moves starting with "ZZ". There is one for each type and physical/special split.

Attack Stat Used: Automatically calculated. 1 = Physical, 2 = Special.

Move Power: Automatically calculated.

Move Power Input: If a custom move is used, or if the selected move's power comes up as "unknown", type its power here.

Both pokémon's types are displayed. If either one changes type, you can select the new type from the adjacent drop-down lists.

Below all this is the results section. The stats of both pokémon are displayed. The minimum and maximum damage are both calculated in terms of the Nintendo games, in absolute and percentage damage. They are then scaled to fit the Legacy HP rules. To the right of each of these, a set of boxes will display damage if the defending pokémon is immune to the chosen move. These boxes calculate as if the type effectiveness is 1, rather than zero. (If for some reason the immunity is removed, due to Foresight, Miracle Eye etc.)

Below that, EXP and EV rewards are displayed for quick reference. These both assume a 1 vs. 1 battle. For multibattles, use (total opponent level/total team level) for each team pokémon.

NEW FEATURE: The latest version has a button which, when pressed, switches around the attacker's and defender's info. You still have to manually change the Attack and Defence boosts, drops and EVs, as well as unselecting abilities, but everything else will transfer fine.

Clicking on the "Accuracy Calculator" tab on the bottom will take you to the Accuracy and Critical Hit worksheet:

Posted Image

Same principle here, enter the info in the turquoise boxes, and all the legwork is done for you.

Attack Used: Self-explanatory. No need for custom moves here. All moves in the game are included.

Ability: Select any accuracy or evasion modifying abilities here. Default to "Not Relevant/Active".

Accuracy/Evasion Modifier: Like Attack and Defense modifiers, these are measured in stages. Drop-down menu.

Hold Item: If either pokémon has an accuracy-affecting hold item, select it here.

For the Critical Hits column, the boxes are:

Attack Used: If the pokémon is using a move with a high critical chance, select it here. Otherwise, default to "Normal crit chance".

Hold Item: Any hold item that increases the critical hit chance is listed here. Default to "Nothing".

Focus Energy/Super Luck/Dire Hit: All Yes/No. Select if the attacker has the Super Luck ability, has used Focus Energy and/or has been given a Dire Hit. Note that Focus Energy and Dire Hit cannot both be used unless the pokémon has the Super Luck ability.

Below this is the results section. The move's accuracy is displayed, along with any added effect of the move and its chance of occurring. The critical hit percentage is displayed.

One-Hit KO moves use a different accuracy formula. Simply type in the attacker and defender's levels, and the accuracy is calculated.

As an added feature, a series of random number generators will determine whether the attack hits, and whether it gets an added effect or a critical hit. Pressing F9 will reroll the RNGs.

The other four tabs are references. Type matchups, EV lists, move lists, and Pokémon stats.

That should get you started. I added some in-sheet notes as an added reminder of the important stuff.
Edited by Fractal Monkey, Oct 16 2009, 04:52 PM.
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Alex Chadwick

Average Party Level (APL): 38.83

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Current location: Corporcana
Stan Knife

Average Party Level (APL): 5.00

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Current Location: Sanguine Fields
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