Pokémon Gold Version, Silver Version, and Crystal Version - Damage Calculation
After that, the damage is calculated. This is the damage calculation
process for Pokémon Gold Version
,
Pokémon Silver Version
, Pokémon Crystal Version
, and Pokémon Stadium 2
(known
as Pokémon Stadium Gold and Silver
in Japan). The game performs each step in the
following order.
- In battles in which Exp. Points can be gained, the badges have the appropriate stat multiplied by 9 and divided by 8 for Pokémon controlled by the player (the Zephyr Badge raises Attack, the Plain Badge raises Speed, the Mineral Badge raises Defense, and the Glacier Badge raises Special Attack).* (This calculation is done in advance rather than during damage calculation.)
- Stat stage modifying attacks (see below) modify the appropriate stat (Attack or Defense).* (This calculation is done in advance rather than during damage calculation.)
- If the attacker is burned, halve the Attack value.* (This calculation is done in advance rather than during damage calculation.)
- If the attack is Selfdestruct or Explosion, divide the opposing Pokémon’s Defense by 2.
- If Reflect is in effect for the opposing Pokémon, double the Defense value.*
- If Light Screen is in effect for the opposing Pokémon, double the Special Defense value.*
- If the attacker’s original species is Pikachu and the attacker is holding Light Ball, Special Attack is doubled.
- If the attacker’s original species is Cubone or Marowak and the attacker is holding Thick Club, Attack is doubled.
- If the Attack or Special Attack stat, the Defense or Special Defense stat, or both exceeds 255, divide both stats by 4 (in Pokémon Gold Version, Pokémon Silver Version, and Pokémon Crystal Version, the result is then truncated to an 8-bit integer; for example, 0x0123 in hexadecimal becomes 0x0023).
- If the opposing Pokémon’s original species is Ditto and the opposing Pokémon is holding Metal Powder, both Defense and Special Defense are multiplied by 1.5.
- If the Attack or Special Attack stat, the Defense or Special Defense stat, or both is 0, it becomes 1.
-
The damage is equal to:
int(int(int(2*L/5+2)*A*P/D)/50)
where L is the attacker’s level, A is the attacker’s Attack or Special Attack value, P is the attack’s power, and D is the opposing Pokémon’s Defense or Special Defense value. For physical attack types (Normal, Fighting, Flying, Poison, Ground, Rock, Bug, Ghost, Steel), use the Attack and Defense values. For special attack types (Fire, Water, Electric, Grass, Ice, Psychic, Dragon, Dark), use the Special Attack and Special Defense values. - When the attack does a critical hit (see above), the calculated damage is doubled.
- If the attacker is holding certain items like Pink Bow and Charcoal, multiply the calculated damage by 1.1 (multiply by 110, divide by 100) if the attacker is using an attack of the appropriate type.
- If the damage calculated is greater than 997, it becomes 997.
- Add 2 to the calculated damage.
- Weather. Sunny Day raises the damage of Fire-type attacks by 50% and lowers the damage of Water-type attacks by 50%. Rain Dance raises the damage of Water-type attacks by 50%, lowers the damage of Fire-type attacks by 50%, and halves the damage done by Solarbeam.
- Badges. In Pokémon Gold Version, Pokémon Silver Version, and Pokémon Crystal Version, in battles in which Exp. Points can be gained, the Johto and Kanto badges multiply damage of the appropriate attack type by 9/8 for Pokémon controlled by the player, as shown here: Zephyr Badge: Flying; Hive Badge: Bug; Plain Badge: Normal; Mineral Badge: Steel; Glacier Badge: Ice; Fog Badge: Ghost; Storm Badge: Fighting; Rising Badge: Dragon; Soul Badge: Poison; Volcano Badge: Fire; Boulder Badge: Rock; Rainbow Badge: Grass; Marsh Badge: Psychic; Earth Badge: Ground; Thunder Badge: Electric; Cascade Badge: Water.
- Same Type Attack Bonus. If the attack type shares a type with one of the user’s types, the damage is multiplied by 1.5.
- Types of the attacker and the opposing Pokémon. The damage calculated is multiplied by a multiplier that depends on the attacker’s and the opposing Pokémon’s types (see the Type Matchup Chart, below). As an exception, after Foresight is used against the opposing Pokémon, normal and fighting attacks against the opposing Pokémon are normally effective against the Ghost type.
- Finally, in a process called "damage variance", a random integer from 217 through 255 is multiplied in the currently calculated damage, and divided by 255.