![]() In Gen 6 a Vital Spirit Electabuzz doesn't have any higher or lower chance of Effect Spore attempting to poison it just because it can't become statused by the other two. With all time mushroom spore classics, we have a strain for every spore collector. These rolls are done once, so if Effect Spore chooses to status you and then lands on sleep but you have Vital Spirit it just won't do anything and you don't get punished for it. In a small saucepan, combine the bulgur and 1/2 cup of the water. So instead of rolling a number from 0 to 29 and taking 0-9 sleep, 10-19 paralysis, and 20-29 poison (like in Gen 4), they ended up with 0-10 sleep, 11-20 paralysis, and 21-29 poison, resulting in those skewed probabilities you got from Bulbapedia. This is bad because random numbers start at 0. In Gen 5 it's still 30% combined but someone didn't know what they were doing and used greater than instead of less than to determine which status to set, but still used 10 and 20 as the values being compared. In Gen 4 it's 30% combined, again 1/3 chance for each. In Gen 3 it's only a combined 10% chance to activate, and it's done uniformly (1/3 chance for each). I've never seen a disassembly of Gen 6 but I assume it's done the same way as Gen 5, unless they caught their mistake. How is it actually implemented in showdown?Ĭlick to expand.Effect Spore changed from Gen 3 to 4 and 4 to 5. This seems like the kind of mechanic that would be improved in future generations. OR does the game count a failed sleep as a failed attempt, increasing the odds of paralysis to 11% and poison to 10%. Would this then reduce the odds of it getting paralysed or poisoned, because if the game tries to sleep the pokemon, it won't try to poison or paralyse them. Would the game try to sleep the vital spirit pokemon and then fail. If this is the case, how does this work on pokemon with vital spirit. Meanwhile the actual chance of poison is lower because it won't activate if the pokemon gets slept or paralysed first:Ġ.11 * 0.89 * 0.89 = 0.087131 (bassically 9%). Obviously because Sleep is first condition tested, it has the higher chance of activating. So 11% chance of sleep, if fails, 11% chance of paralysis, if fails, 11% chance of poison.Ġ.89 * 0.89 * 0.89 = 0.704969 (Basically a 70% chance not to get statused). This strongly suggests to me each status actually has an 11% chance of activating and it tests the conditions one at a time. Is it still a 30% chance to inflict a status? Will the game try to inflict poison on a poison type and just fail?īulbepdia claims "Effect Spore has a 9% chance of inducing poison, 10% chance of inducing paralysis, and 11% chance of inducing sleep." ![]() So how does this work on poison types, steel types, pokemon with vital spirit etc. This implies that there is a 30% chance of inflicting status, followed by a random selection of each status. "30% chance of poison/paralysis/sleep on others making contact with this Pokemon." Is it the same for every generation?įeel free to move this thread, I have no idea where it's meant to go. How does effect spore work? There seems to be contradictions all over the internet.
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