How does effect spore work? There seems to be contradictions all over the internet. Is it the same for every generation?
Feel free to move this thread, I have no idea where it's meant to go.
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Showdown claims:
"30% chance of poison/paralysis/sleep on others making contact with this Pokemon."
This implies that there is a 30% chance of inflicting status, followed by a random selection of each status. So how does this work on poison types, steel types, pokemon with vital spirit etc. Is it still a 30% chance to inflict a status? Will the game try to inflict poison on a poison type and just fail?
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Bulbepdia claims "Effect Spore has a 9% chance of inducing poison, 10% chance of inducing paralysis, and 11% chance of inducing sleep."
This strongly suggests to me each status actually has an 11% chance of activating and it tests the conditions one at a time. So 11% chance of sleep, if fails, 11% chance of paralysis, if fails, 11% chance of poison.
0.89 * 0.89 * 0.89 = 0.704969 (Basically a 70% chance not to get statused).
Obviously because Sleep is first condition tested, it has the higher chance of activating. Meanwhile the actual chance of poison is lower because it won't activate if the pokemon gets slept or paralysed first:
0.11 * 0.89 * 0.89 = 0.087131 (bassically 9%).
If this is the case, how does this work on pokemon with vital spirit. Would the game try to sleep the vital spirit pokemon and then fail. 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. OR does the game count a failed sleep as a failed attempt, increasing the odds of paralysis to 11% and poison to 10%.
This seems like the kind of mechanic that would be improved in future generations.
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How is it actually implemented in showdown?
Feel free to move this thread, I have no idea where it's meant to go.
....
Showdown claims:
"30% chance of poison/paralysis/sleep on others making contact with this Pokemon."
This implies that there is a 30% chance of inflicting status, followed by a random selection of each status. So how does this work on poison types, steel types, pokemon with vital spirit etc. Is it still a 30% chance to inflict a status? Will the game try to inflict poison on a poison type and just fail?
....
Bulbepdia claims "Effect Spore has a 9% chance of inducing poison, 10% chance of inducing paralysis, and 11% chance of inducing sleep."
This strongly suggests to me each status actually has an 11% chance of activating and it tests the conditions one at a time. So 11% chance of sleep, if fails, 11% chance of paralysis, if fails, 11% chance of poison.
0.89 * 0.89 * 0.89 = 0.704969 (Basically a 70% chance not to get statused).
Obviously because Sleep is first condition tested, it has the higher chance of activating. Meanwhile the actual chance of poison is lower because it won't activate if the pokemon gets slept or paralysed first:
0.11 * 0.89 * 0.89 = 0.087131 (bassically 9%).
If this is the case, how does this work on pokemon with vital spirit. Would the game try to sleep the vital spirit pokemon and then fail. 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. OR does the game count a failed sleep as a failed attempt, increasing the odds of paralysis to 11% and poison to 10%.
This seems like the kind of mechanic that would be improved in future generations.
....
How is it actually implemented in showdown?
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