UPDATE: Several mechanics dependent on affection were just researched by SadisticMystic and added to the Bulbapedia page: bulbapedia.bulbagarden.net/w/index.php?title=Affection . The relevant new parts are as follows: At affection level 3 and higher, a Pokémon may endure attacks that could otherwise make it faint and survive with 1 HP (including confusion damage). This effect initially has a 10% chance to happen per hit, and can potentially happen for multiple hits. This chance increases to 15% at level 4, 20% with an affection stat of at least 200 (roughly halfway between level 4 and level 5), and finally 25% at level 5. At affection level 4 and higher, a Pokémon can sometimes: Avoid attacks, by subtracting 10% from their accuracy. Moves that normally have 100% accuracy are still subject to this reduction, but moves that cannot miss (such as Swift) are not. Shake off status conditions at the end of the turn, 20% of the time. I'd really love to have put that into the video, but oh well. Thanks to well-known mechanic researcher SadisticMystic for looking into this!
It's surprising how few videos actually explore this and you by far went into the most detail, very helpful for understanding some of their decisions for game development man. Great work! Now to listen to your music, didn't expect a channel with both those kinds of videos
Hey, you are my hero. Now, a friend and I are so in creating a Pokémon fan game using Unity, as a challenge for us as a team but mostly for him in the design part and for me in the programming part. I want to replicate the Pokémon formula and mechanics, and your video shown up before when I was doing a random search. It turns out that not also your video, but also the resources you used, are so helpful to me, i mean, A LOT. You have made my life easier now and I know a lot more about how the system works, and I will use your video over and over to check how can I code this battle system. Also, your video is so well explained and I hope lots of people see it. Thank you very much and keep going like this, king. (also sorry because i'm not a native speaker so my english is probably bullshit hahashaudjashj
Thanks so much for the friendly reply. But take care: This video is OVERSIMPLIFYING A LOT (seems crazy, I know). Please look up DaWoblefet's article which is 99.99% correct and does not make simplifications. Also, if you need help with any details, please talk to the decompilation and datamining communities, which are far more knowledgeable than me. I've even noticed myself that my video is skipping over details without telling anyone to not make it a boring string of rule exceptions and computer science nerdery.
This is such a good video. I'm making a little (I thought it was little, but now I guess it's a little piece of the jigsaw puzzle.) personal project where it outputs the best possible moves to use against two Pokemon. I've been researching dual type effectiveness for two days- and I had the hope to make this as accurate as I could lol. I guess I'm just surprised by how many damage variables there are! This gets me thinking, I wonder how long it took for Pokemon Showdown to get their battle system up and running. Just a thought.
Excellent video, you summed up (lol) a lot of math in a digestible format in a manner that conveys principles without getting bogged down in the details
Apologies if I missed it, but have you published / shared your work anywhere, as far as these gorgeously formatted lists like at 17:51. I'm working on a RBY tabletop module for old school dnd, and something quick to reference like that could super neat. Amazing video. I've been looking for a video like this for a while.
I am currently recreating gen1/gen2 in Python (pygame). This video has been extremely helpful in properly setting the formulas and checks. Than you for taking the time to make this!