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Pokémon Go: Difference between revisions
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==Battle mechanics== | ==Battle mechanics== | ||
Each Pokémon species has base attack, defense, and HP stats. These are modified by three IVs, specific to an individual Pokémon. Scaling the former by the latter generates an ''effective attack'' A, ''effective defense'' D, and ''maximum HP'' MHP for that Pokémon. | Each Pokémon species has base attack, defense, and HP stats. These are modified by three IVs, specific to an individual Pokémon. Scaling the former by the latter generates an ''effective attack'' A, ''effective defense'' D, and ''maximum HP'' MHP for that Pokémon. Shadow Pokémon have their A divided by ⅚, and their D multiplied by ⅚. Each named Attack (both Fast and Charged) has a base ''power'' P. Executing an Attack uses the attacker's A, the defender's D, and the Attack's P. | ||
There is a ''multiplier'' M, the product over: | |||
* the Attack's type effectiveness relative to the defender (see [[#Type effectiveness|below]]) | |||
* the Attack's type effectiveness relative to the attacker | |||
** 1.2 if the attacker shares type with the Attack, 1 otherwise | |||
A subsequent multiplier is different depending on whether the battle is PvE or PvP. | |||
===PvE mode (raids, Team Rocket, gyms, Max battles)=== | |||
Damage = ⌊0.5 * P * A / D * M * M_E⌋ + 1 | |||
===PvP mode=== | |||
Damage = ⌊0.5 * P * A / D * M * M_P⌋ + 1 | |||
==Catch rate== | ==Catch rate== | ||
Revision as of 08:52, 4 May 2025
I don't know anything about the other Pokémon games. The APK can be downloaded from APKMirror and analyzed with e.g. Apktool.
Type effectiveness
Battle mechanics
Each Pokémon species has base attack, defense, and HP stats. These are modified by three IVs, specific to an individual Pokémon. Scaling the former by the latter generates an effective attack A, effective defense D, and maximum HP MHP for that Pokémon. Shadow Pokémon have their A divided by ⅚, and their D multiplied by ⅚. Each named Attack (both Fast and Charged) has a base power P. Executing an Attack uses the attacker's A, the defender's D, and the Attack's P.
There is a multiplier M, the product over:
- the Attack's type effectiveness relative to the defender (see below)
- the Attack's type effectiveness relative to the attacker
- 1.2 if the attacker shares type with the Attack, 1 otherwise
A subsequent multiplier is different depending on whether the battle is PvE or PvP.
PvE mode (raids, Team Rocket, gyms, Max battles)
Damage = ⌊0.5 * P * A / D * M * M_E⌋ + 1
PvP mode
Damage = ⌊0.5 * P * A / D * M * M_P⌋ + 1
Catch rate
Stardust rewards
XP rewards
Many events in Pokémon Go result in XP. Lucky Eggs double XP rewards while active (only one can be used at a time). Certain events double XP as well (this stacks with a Lucky Egg). Research can award various amounts of XP; a Research Breakthrough always awards 3000 XP.
Things which typically do not reward XP include:
- opening the game or leaving it running (whether moving or stationary)
- accepting or sending a Friend request
- interactions with Team Rocket
- PvP battles
- buddy hearts and buddy level progression
- trading Pokémon
- use of berries in an encounter
- creation of a Route or Pokéstop
- any non-capturing throws in an encounter
- opening gifts (from Friends or Mateo)
- receiving items (from gifts, Pokéstops, route completion, or battles)
- using items
- and transferring Pokémon to the Professor for soul harvesting.
Of course, XP can result when these are part of Research tasks.
Encounters
An "encounter" includes all interactions with a distinct Pokémon, including those following wins against Team Rocket and those following wins in Raids and Max Battles. Leaving the encounter screen and returning to the same Pokémon, even multiple times, is all one encounter. An encounter does not end until the Pokémon is captured or flees.
- If the Pokémon flees, the reward is 25 XP.
- If the Pokémon is captured, the reward is 100 XP, plus zero or more bonuses:
- A possible bonus for capture with a high-quality throw:
- 1000 XP for Excellent, or
- 100 XP for Great, or
- 20 XP for Nice.
- 20 XP for capture with a curveball.
- 50 XP for capture with the first throw of the encounter.
- 100 XP for 100th collection of each species (all subtypes count as one species) ("Collector")
- 300 XP for using AR Plus ("Expert Handler")
- A possible bonus for first capture of the day:
- 6000 XP for a 7 day streak of at least one capture (the streak resets), or
- 1500 XP otherwise.
- 1000 XP for capture with a Master Ball.
- A possible bonus for capture with a high-quality throw:
Hatching eggs
Hatching an Egg yields XP corresponding to the class of the Egg as expressed in kilometers.
| Km | XP |
|---|---|
| 2 | 500 |
| 5 | 1000 |
| 7 | 1000 |
| 10 | 2000 |
| 12 | 4000 |
Battles
No XP is awarded for battling Team Rocket, nor PvP games.
| Event | XP |
|---|---|
| Giving a berry to a Pokémon in a gym | 50 |
Friendship
200 XP is awarded whenever one sends a Gift (this is awarded when the Gift is sent, not when it is opened). You can open up to 30 and send up to 200 Gifts per day.
XP is awarded whenever a friendship reaches a new level.
| Level | XP |
|---|---|
| Good Friend | 3000 |
| Great Friend | 10000 |
| Ultra Friend | 50000 |
| Best Friend | 100000 |
Removing a friend does not reset the friendship level until 120 days (of Sodom?) have passed. Adding the friend back during this period will reset the counter.
Routes
Completing a Route always awards XP. The first Route completed on a given day yields 4000 XP. Subsequent Routes award 2000 XP each. Route awards are limited only by time.
A streak of seven days with completed Routes awards 12000 XP, and resets the streak counter.
Strategy
Leveling up
Leveling up (through Level 40) is strictly a matter of accumulating XP. Level 2 requires only one thousand XP; Level 40 requires five million beyond Level 39, for twenty million total. Levels 41 through 50 have additional, formidable Research requirements beyond their already brutal XP demands.