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I don't know if I'm crazy, but I feel like when I'm usually playing PLA sometimes ZA, low-level Pokemon can still net massive damage.

My Lv. 82 Palkia took at least like 40 HP damage from a Lv. 30 BIDOOF. (PLA)

This is just a speculation, I could be insane.

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I definitely heard that ZA uses a damage reduction on non-Plus Moves compared to the turn based mainline games because of how fast the battling is, but I know that doesn't answer your question

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Best answer

Yes, PLA uses a different damage calculation from the main series.
Quoting from Bulbapedia now:

All multiplications and divisions are rounded down to the nearest
integer unless specified.

Damage=(((100+A+(15×Level))×Power)/(D+50)5)×(AtkMod×DefMod)×random×Type×OtherMods
OtherMods=Weather×Critical×STAB×BurnFrostbite×Drowsy×FixatedOffense×FixatedDefense×Primed

where

Level is the level of the attacking Pokémon.
A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move.
If the attacker is under Slow Start, then the physical Attack stat will be halved at this step of the calculation.
If the attacker is filled with Wild Might or Terrible Might, both Attack stats will be multiplied by 1.5.
D is the effective Defense stat of the target if the used move is a physical move, or the effective Special Defense of the target if the used move is an other special move.
If the target is filled with Wild Might or Terrible Might, both Defense stats will be multiplied by 1.5.
Power is the power of the used move.
AtkMod is 1.5 if the attacker's offensive stats are boosted, 1 if they are neutral, or 0.66 if they are lowered. If the attacker and
target have the same "stage" of offensive and defensive stats, both
this and DefMod are 1. This is applied by first multiplying AtkMod by
DefMod, then multiplying the result by the calculated damage thus far
and rounding down to the nearest integer.
DefMod is 1.5 if the target's defensive stats are lowered, 1 if they are neutral, or 0.66 if they are boosted.
Random is realized as a multiplication by a random integer between 85 and 100 (inclusive), and divided by 100.
Splinter damage (from Ceaseless Edge, Pin Missile, Spikes, Stealth Rock and Stone Axe) is not subject to this factor.
Type is the type effectiveness. This can be 0.4, 0.5 (not very effective); 1 (normally effective); 2, or 2.5 (super effective), depending on both the move's and target's types.
>Weather is 0.75 if a Fire-type move is used during rain, and 1 otherwise. The result is rounded to the nearest integer (rounding down at 0.5).
Critical is 1.5 for a critical hit, and 1 otherwise.
STAB is the same-type attack bonus. This is equal to 1.25 if the move's type matches any of the user's types, and 1 otherwise. The result is rounded to the nearest integer (rounding down at 0.5).
BurnFrostbite is 0.5 if the attacker is burned and the used move is physical, or if the attacker is frostbitten and the used move is special, and 1 otherwise.
Drowsy is 1.33 if the target is drowsy, and 1 otherwise.
FixatedOffense is 1.5 if the attacker is fixated, and 1 otherwise.
FixatedDefense is 1.33 if the target is fixated, and 1 otherwise.
Primed is 1.5 if the attacker is primed, and 1 otherwise.

Quoting from Bulbapedia, for LZA:
In Pokémon Legends: Z-A, a damage calculation method similar to the one used from Generation V onwards is used, though it does feature its own share of differences from it:[3]

All multiplications and divisions are rounded down to the nearest integer unless specified.

Damage=(A×Power×(2×Level5+2)50×D+2)×Weather×Critical×random×STAB×Type×Burn×other×Protect×0.7

Level is the level of the attacking Pokémon.
A is the effective Attack stat of the attacking Pokémon if the used move is a physical move, or the effective Special Attack stat of the attacking Pokémon if the used move is a special move (ignoring stat drops for a critical hit).

It is multiplied by ×1.5 if the user's stat is boosted, or ×0.67 if the stat is dropped.
It is multiplied by ×2 if the user's Trainer has a red X Attack buff in the Z-A Battle Club.
It is multiplied by ×2 if the user is a wild alpha Pokémon
It can be multiplied by ×1.1, ×1.25, or ×1.5 if Levels 1, 2, or 3, respectively, of Attack Power or Sp. Atk Power is active.

D is the effective Defense stat of the target if the used move is a physical move or a special move that uses the target's Defense stat, or the effective Special Defense of the target if the used move is an other special move (ignoring a stat boost for a critical hit).

It is multiplied by ×1.5 if the target's stat is boosted, or ×0.67 if the stat is dropped.
It is multiplied by ×2 if the target's Trainer has a blue X Defense buff in the Z-A Battle Club.
It is multiplied by ×2 if the target is a wild alpha Pokémon
It can be multiplied by ×1.1, ×1.25, or ×1.5 if Levels 1, 2, or 3, respectively, of Defense Power or Sp. Def Power is active.
It can be multiplied by ×10.9, ×10.8, or ×10.65 if Levels 1, 2, or 3, respectively, of Resistance Power is active and the type of the used move matches the type Resistance Power guards against.

See Bulbapdia link below for further details.

Link: https://bulbapedia.bulbagarden.net/wiki/Damage#Pokémon_Legends:_Arceus

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