View Full Version : Perfect Reffing Methods

03-04-2004, 10:23 PM
Perfect Reffing Method
*Credit goes to Figgy*


(((2L/5+2) x A x P/D/50)+ 2) x S x E x R/10/H

L= Level of Pokemon attacking.
A= Attack/Special Attack Stat of Pokemon attacking.
P= Strength of attack being used.
D= Defense/Special Defense of Pokemon recieving attack.
S= STAB (Same Type Attack Bonus) [x1.5]
E= Effectiveness (x0.25, x0.5, x1.0, x2.0, x4.0)
R= Random Number between 85-100.
H= Health Points of Pokemon being attacked.

Status Afflictions
Attract- Can't move 50% of the time.

Burn- Lose attack power and HP every turn.

Confuse- May attack yourself.

Cursed- Quarters your HP each turn.

Faint- Can't battle.

Flinch- Doesn't attack that turn.

Freeze- Can't use moves.

Paralyze- Can't move 25% of the time.

Poison- Lose HP every turn. Lose HP as you walk.

Sleep- Can't use moves.

Toxic- Lose HP every turn. Damage doubles each turn. Converts to normal Poison if switched.

Stat Change
Stat Growth Scale
Steps -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Multiplier 2/8 2/7 2/6 2/5 2/4 2/3 1 3/2 4/2 5/2 6/2 7/2 8/2
Percentage multiplier 25% 28% 33% 40% 50% 66% 100% 150% 200% 250% 300% 350% 400%

Accuracy/Evade Growth Scale
(Evade) Steps -6 -5 -4 -3 -2 -1 0 1 2 3 4 5 6
Multiplier 9/3 8/3 7/3 6/3 5/3 4/3 1 3/4 3/5 3/6 3/7 3/8 3/9
Percentage multiplier 300% 266% 233% 200% 166% 133% 100% 75% 60% 50% 43% 36% 33%

N = Current HP×48÷Maximum HP

N's Value HP Left Power
0~1 0%~4.1% 200
2~4 4.2%~10.4% 150
5~9 10.5%~20.8% 100
10~16 20.9%~35.4% 80
17~32 35.5%~68.7% 40
33~48 68.8%~100% 20
*Effectiveness still stands*


>>Type Advantages/Disadvantages (http://www.wraith10.megadoomer.com/pokemonrs/combattable.html)

>>Attacks (http://www.pokemonelite2000.com/rsmoves.html)

>>Pokedex (http://www.pokemonfanuniverse.com/pokedex/index.php?dexNo=&newar=1&display=3)

>>Pokemon Research Site (http://hexagonal.pkmn.co.uk/)

Any Questions? Please feel free to ask.

03-06-2004, 10:05 AM
The Correct Reffing/Damage Formula

((2L / 5 + 2) * B * A / 50 / D + 2) * T * M * R / 255; rounded down

L = Level of attacker
B = Base Damage
A = Corresponding Attack stat
D = Corresponding Defense stat
T = STAB (1 or 1.5 or 1.1* or 1.65**)
M = Type Modifier (4, 2, 1, 0.5, 0.25 or 0)
R = Random variable between 217 and 255 (for average damage, R = 236)

* benificial boosting item
** benificial boosting item + STAB

This damage formula was taken from Marble Palace, http://www.marblepalace.net.


After calculating the damage, refs have different options on how to deal with the damage.

1. Leave it alone
This method might be used by "lazy refs", but actually, it is the most accurate way to calculate damage.

2. Change it to Percentage
I'm not sure about this yet, but divide it by the HP of the Pokemon taking the damage and multiply it by 100.

3. Change it to ?/10
Divide the damage by the HP of the Pokemon taking the damage and multiply by 10. This is the formula that is most commonly used, but also the most inaccurate one.

NOTE: For Method 2 and 3, ROUND DOWN the damage, not round up, thanks.


Any refs who think this is wrong may contact me via a messenger or PM, and we'll discuss about it.

03-06-2004, 10:18 AM
Helpful sites (Some may be already listed):

-A site that helps you with moves.

-A very, very, very useful site. Max stats, attack description, and more can be found here. It's quite popular with battlers, and help refs to, so why not take a look here?

-A place to find Pokemon's max stats and level-up moves. Recommended for refs because it loads fast and the information is clear.

-A text site for Pokemon's moves and base stats ONLY FOR RUBY AND SAPPHIRE. Anything that is NOT learnt/included in Ruby and Sapphire are not listed here. A possible good site because it loads very quickly.

04-23-2004, 02:33 AM
would you please try to use this formula. The random number should always be 92.5.

((A P .84/D) +2)(S E .925) after this divide by opponents max hp and x10. That will give you the damage done.

Try to remember these too-

-Rock, Ground, Normal, Fighting, Ghost, Bug, Flying, Steel, and Poison are physical attacks.
-Ice, Fire, Dark, Water, Electric, Grass, Psychic, and Dragon are special attacks.
-Normal doesn't affect Ghost.
-Electric doesn't affect Ground.
-Ground Doesn't affect Flying.
-Psychic doesn't affect Dark.
-Poison and burn do 1 damage a turn.
-Paralyzed mon have 25% change to be fully PAR.
-Confused mon have 50% chance of hitting itself for 1.5 damage.
-Rest makes you SLP for 2 turns all the time.
-Curse deals 2.5 damage each turn.
-Switch mon that were toxic'ed become regular psn.

more to come.....

05-28-2004, 07:27 PM
there's like 3 or 4 different formulas here, eh?

so which one is it?

05-29-2004, 04:25 AM
there's like 3 or 4 different formulas here, eh?

so which one is it?
try to follow mine, cause they all are the same formula, but longer. Mine's easier.

06-02-2004, 05:28 PM
Remember the old "Perfect Refering Method" I created??
Well, it was just crap, so I transformed the calculator and fused it with my excel document...It works wonders now, it can ref battles pretty fast, and it may hold up multiple trainers. Right now, it's designed for the Double team tournament. It contains stats and moves too, so don't worry about them.
Email me if you want it...

06-04-2004, 04:49 AM

I finally found that calculator that I used to use. Only downside is the lack of calculation of %. It'd churn out the damage only, so you'd have to divide dmg by the HP. Otherwise it's just as efficient as the spreadsheet one that I provided, except this one takes into account Crits, weather and stuff as seperate checkboxes.

for GSC version:

http://www.geocities.com/manalugia/damagecalc2.zip (40KB)

NOTE: clicking on the link will bring up an ERROR.

To download, COPY AND PASTE THE LINK into your address bar.

07-13-2004, 10:49 PM
i saw some battles with some weird rule. It said sleep clause. I didn't know exactly what that meant, but i had an idea. It means that you can have 1 mon asleep at a time. This is not one of the rules we have here. You can't have that apart of the rules. You know you guys will then come up with other rules in the same fashion, like toxic clause, ohko clause, or a rule that makes the opponent say his attack first all the time, or more stupid rules with the same principals. You can't take away people's choice of moves to use. This is not netbattle.

Also you can't teach tm's to mon that don't learn it. Say you have an eevee and you want to teach it double edge. That's fine, but what if you evolve it to umbreon. Once you do that, you can't teach umbreon a move from the rby game. You can't teach what it would have learned. You can't go backward. If you look up steelix, it doesn't learn explosion, so you CAN'T teach it to him. You can teach it to him when it's an onix, and then evolve it. I can't believe i have to explain this to everyone, cause it's common sense. I wonder how many people have done this.....

Basically, you should be careful about choosing to evolve your mon.

07-13-2004, 11:15 PM
Thank You curtis, I tried to telll poeople this and they kept saying it automatically comes with Stadium Rules -_- :rolleyes:

07-15-2004, 04:35 AM
Regarding Sleep clause: If both battlers agree to it beforehand, is it ok for said move to be implemented in the course of that one battle?

Jack of Clovers
07-15-2004, 05:54 AM
no, we don't have those rules. net battle rules do not apply here.

hmmm... threads getting crowded. lol


07-15-2004, 05:29 PM
It's actually a stadium1/2 rule :-x