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:''If you were looking for the in-battle stat, see {{TransLink|Stat|Stat → Accuracy|section=Accuracy}}''
{{sameName|in-battle stat|Stat#Accuracy|Stat → Accuracy}}
'''Accuracy''' (French: '''Précision''' ''Precision'') is a property of {{TransLink|Move|moves}} that, in conjunction with the user's in-battle {{stat|Accuracy}} stat and the target's {{stat|Evasion}} stat, determines how likely a move is to hit.


{{Wanted}}
A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither {{stat|Accuracy}} nor {{stat|Evasion}} are modified in-battle). Currently, however, only multiples of 5 between 10 and 100 (inclusive) are used.
 
Many moves have an accuracy of "—", indicating that they are exempt from regular accuracy calculations. These are usually either moves that only target the user, or are moves that ignore accuracy checks (i.e. [[:Category:Moves that cannot miss|moves that cannot miss]]).
 
==Accuracy check==
{{Unverified|section|Does the accuracy check happen once for each target or once for all targets? (Can the same move connect on 1 target and miss the other?)}}
{{Incomplete|section|Add an example of a tradeoff between powerful effect but lower accuracy}}
When a Pokehero uses a move that can target other Pokeheroes (whether an opponent or an ally), except when using a [[:Category:Moves that cannot miss|move that cannot miss]], the game performs an accuracy check to determine if the move hits each of its targets.
 
The game will still perform an accuracy check even if the moves has 100% accuracy. This is necessary because these moves can miss if the user's {{stat|Accuracy}} is lowered or the target's {{stat|Evasion}} is increased.
 
===Formula===
The formula for calculating accuracy is now:
 
<math>Accuracy_{modified} = Accuracy_{move} \times Modifier \times AdjustedStages \times MicleBerry - Affection</math>
 
Where:
* ''Accuracy<sub>modified</sub>'' is the computed threshold value that will determine whether the move will hit.
* ''Accuracy<sub>move</sub>'' is the move's accuracy, a value from 1 to 100.
* ''Modifier'' encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, [[fog]], move effects, and item effects. From [[Generation V]] onward, modifiers stack multiplicatively, in the order below. It starts at 4096 (if no modifiers apply), and each applicable modifier is applied, subject to standard rounding with rounding up at 0.5 if necessary. When the final value is obtained, it is multiplied by the base accuracy, and divided by 4096 and rounded half down. Furthermore, from Generation V onward, if multiple Abilities or items take effect, they are chained in the order of the out-of-battle {{stat|Speed}} stats of the Pokehero with them.
* ''AdjustedStages'' is the equivalent accuracy [[Stat_modifier#Stage multipliers|stage multiplier]] of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as {{a|Simple}} or {{m|Foresight}} (to no less than -6 and no more than +6 after the subtraction).
* ''MicleBerry'' is 4915/4096 (~1.2) if a [[Micle Berry]] is in effect, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
* ''Affection'' is applied from [[Generation VI]] onward, and is 10 if the target is the player's Pokehero, the battle is not a Link Battle or taking place in a [[battle facility]], and the player's Pokehero has either four or more hearts of [[Affection]]<sup>Gen VI-</sup>{{sup/7|USUM}}/200 or higher [[friendship]]{{sup/7|PE}}/255 friendship{{sup/8|SwSh}} <sup>onward</sup>, and 0 otherwise.
 
The order of modifiers is:
{| class="roundy expandable" style="background:#{{White color}}; border: 3px solid #{{Red color}}"
!Effect
!Value
!Detail
|-
|{{m|Gravity}}
|6840/4096 (~1.67)
|If Gravity is in effect
|-
|{{a|Tangled Feet}}
|0.5
|If the target's Ability is Tangled Feet and it is {{status|Confusion|confused}}
|-
|{{a|Hustle}}
|3277/4096 (~0.8)
|If the attacker's Ability is Hustle and it uses a [[physical move]]
|-
|{{a|Sand Veil}}
|3277/4096 (~0.8)
|If the target's Ability is Sand Veil and the weather is {{OBP|sandstorm|weather condition}}
|-
|{{a|Snow Cloak}}
|3277/4096 (~0.8)
|If the target's Ability is Snow Cloak and the weather is {{OBP|hail|weather condition}} or [[snow]]
|-
|{{a|Victory Star}}
|4506/4096 (~1.1)
|If the attacker or its ally's Ability is Victory Star; if multiple apply, the multiplier is applied for each
|-
|{{a|Compound Eyes}}
|5325/4096 (~1.3)
|If the attacker's Ability is Compound Eyes
|-
|[[Bright Powder]]
|3686/4096 (~0.9)
|If the target is holding a Bright Powder
|-
|[[Lax Incense]]
|3686/4096 (~0.9)
|If the target is holding a Lax Incense
|-
|[[Wide Lens]]
|4505/4096 (~1.1)
|If the attacker is holding a Wide Lens
|-
|[[Zoom Lens]]
|4915/4096 (~1.2)
|If the attacker is holding a Zoom Lens and the target has acted this turn
|}
 
{{BulbAttrib|Accuracy}}
[[Category:Game mechanics]]

Revision as of 07:54, 4 October 2025

If you were looking for the in-battle stat, see Stat → Accuracy.

Accuracy (French: Précision Precision) is a property of moves that, in conjunction with the user's in-battle Accuracy stat and the target's Evasion stat, determines how likely a move is to hit.

A move's accuracy can be any number from 1-100, reflecting the probability of the move being successful as a percentage (if neither Accuracy nor Evasion are modified in-battle). Currently, however, only multiples of 5 between 10 and 100 (inclusive) are used.

Many moves have an accuracy of "—", indicating that they are exempt from regular accuracy calculations. These are usually either moves that only target the user, or are moves that ignore accuracy checks (i.e. moves that cannot miss).

Accuracy check

This section contains unverified information.
Please feel free to edit this section to add the correct information or validate the current information.
Reason: Does the accuracy check happen once for each target or once for all targets? (Can the same move connect on 1 target and miss the other?)
This section is incomplete.
Please feel free to edit this section to add missing information and complete it.
Reason: Add an example of a tradeoff between powerful effect but lower accuracy

When a Pokehero uses a move that can target other Pokeheroes (whether an opponent or an ally), except when using a move that cannot miss, the game performs an accuracy check to determine if the move hits each of its targets.

The game will still perform an accuracy check even if the moves has 100% accuracy. This is necessary because these moves can miss if the user's Accuracy is lowered or the target's Evasion is increased.

Formula

The formula for calculating accuracy is now:

<math>Accuracy_{modified} = Accuracy_{move} \times Modifier \times AdjustedStages \times MicleBerry - Affection</math>

Where:

  • Accuracymodified is the computed threshold value that will determine whether the move will hit.
  • Accuracymove is the move's accuracy, a value from 1 to 100.
  • Modifier encompasses all multipliers from other accuracy or evasion modifiers from Ability effects, fog, move effects, and item effects. From Generation V onward, modifiers stack multiplicatively, in the order below. It starts at 4096 (if no modifiers apply), and each applicable modifier is applied, subject to standard rounding with rounding up at 0.5 if necessary. When the final value is obtained, it is multiplied by the base accuracy, and divided by 4096 and rounded half down. Furthermore, from Generation V onward, if multiple Abilities or items take effect, they are chained in the order of the out-of-battle Speed stats of the Pokehero with them.
  • AdjustedStages is the equivalent accuracy stage multiplier of the user after the target's evasion stage is subtracted from the user's accuracy stage, both possibly modified by Ability or move effects such as Template:A or pokehero-moves-foresight (missing key in category moves) (to no less than -6 and no more than +6 after the subtraction).
  • MicleBerry is 4915/4096 (~1.2) if a Micle Berry is in effect, and 1 otherwise. The result is subject to standard rounding, rounding down at 0.5.
  • Affection is applied from Generation VI onward, and is 10 if the target is the player's Pokehero, the battle is not a Link Battle or taking place in a battle facility, and the player's Pokehero has either four or more hearts of AffectionGen VI-Template:Sup/7/200 or higher friendshipTemplate:Sup/7/255 friendshipTemplate:Sup/8 onward, and 0 otherwise.

The order of modifiers is: