Can you RNG moves so that you can predict how a turn will play out?
The Modifier takes a random number from 0.85 to 1 and multiplies the final damage by that, so you almost never know what set amount of damage an attack will do. What I’m asking for is that by selecting a move at a specific moment or frame, can you manipulate the damage so that you always do the set amount you want? For example, if you somehow time selecting a move at the correct moment repeatedly, would it do 153 damage every time in the Sunkern situation above?
I’m also wondering if the same can be done for speed ties and secondary effects like Scald burning. I don’t know much about RNG in Pokemon games either. This isn’t specific to one game. Thanks :)
Pleaselog inorregisterto add a comment.
The answer is yes. Data mining yields that RNG is based on player actions and events. To test this, I had to use an external save device, similar to what emulators use, so I could save my game mid battle. It seems all RNG in NPC battles are are determined by player in put. So I put it to a more comparable test.
Ten people battled each other on their 3DS 30 times over a few hours. They were given the same teams, all Blissey, same stats, no item, using Thunder. I chose Thunder because of its imperfect accuracy, chance to paralyze and of course, chance to critical.
Some players, however, were told to move their attack icon numerous times before attacking. Others were asked to go into their menus and move a bit, etc… Then, players were asked to attack at the same time, or as close to it as possible.
Then players were asked to do the same on battle SIM.
What I noticed in game was that the players who went into their Pokemon menu got critical hits and more hits then those that didn’t, but those that circled their move list before selecting Thunder got paralysis often. It was very interesting. I also noted that when thunder was in the Top right corner, the Blissey had paralysis more often then bottom left, bottom right or top left.
On battle SIM, the results were different with completely different correlations.
I couldn’t collect enough data to figure out every little thing that RNG checked, but enough at least to confirm that, in game at least, RNG is player affected. Maybe I’ll go back to this study if I get the time and the funding.
I’m pretty sure what you’re asking is if the random number in the damage calculation can somehow be manipulated by an outside factor, such as the timing of the move. I would have to say no, because that random number, as far as we know, is purely random and unaffected by any outside factors.
According to Bulbapedia,random is a random number between .85 to 1.00. That is all that is said about this value; nothing about it being affected by any outside factors. Serebii says the same thing:RandomNumber is simply a Random Number between 85 and 100.
I looked on the Bulbapedia page for secondary effects, and it also said nothing about being able to manipulate them with outside factors- there’s just a random chance for them to happen. I’m assuming at this point that the same thing goes for speed ties and other RNG things of that nature.
Of course, there might be some super brainy, mathy, and/or clever process that I would never be able to come up with, but for the average player, there is no way to manipulate the RNG (for now, at least).
I’m sorry if I misinterpreted your question or didn’t answer everything; if I did, please tell me and I will try again to answer it correctly.
Additional EffectsBulbapedia Damage PageSerebii Damage Page