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		<id>https://pwo-wiki.info/index.php?title=Status_Effect&amp;diff=15086&amp;oldid=prev</id>
		<title>Naero: Redirecting this to a more well-selected article name.</title>
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				<updated>2014-04-13T05:01:31Z</updated>
		
		<summary type="html">&lt;p&gt;Redirecting this to a more well-selected article name.&lt;/p&gt;
&lt;a href=&quot;https://pwo-wiki.info/index.php?title=Status_Effect&amp;amp;diff=15086&amp;amp;oldid=15084&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Naero</name></author>	</entry>

	<entry>
		<id>https://pwo-wiki.info/index.php?title=Status_Effect&amp;diff=15084&amp;oldid=prev</id>
		<title>Naero: Might need to verify some of the precise statistics at a later time. Will expand on this as I refresh my memory on some potentially-missing information.</title>
		<link rel="alternate" type="text/html" href="https://pwo-wiki.info/index.php?title=Status_Effect&amp;diff=15084&amp;oldid=prev"/>
				<updated>2014-04-13T04:59:24Z</updated>
		
		<summary type="html">&lt;p&gt;Might need to verify some of the precise statistics at a later time. Will expand on this as I refresh my memory on some potentially-missing information.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;'''Status Effects''', also colloquially referred to as '''status conditions''', are conditions that affect a Pokémon in-battle. They can be onset by a [[Category:Status Moves|status move]] or a secondary effect of a damage-dealing move used against the Pokémon, or as a self-afflicted repercussion of a move used by the Pokémon.&lt;br /&gt;
&lt;br /&gt;
There are currently two categories of working status effects within PWO: status ailments, and stat-enhancing effects. Due to the underdeveloped battle system of PWO, status conditions — including the supported categories of status effects — have limitations or function improperly here, compared to how they functioned in the handheld games (explained more in-depth below).&lt;br /&gt;
&lt;br /&gt;
=Status Ailments=&lt;br /&gt;
Status ailments are conditions that affect a Pokémon's ability to battle. When onset, the ailment last until it either subsides (inapplicable for some ailments), is substituted by the onset of another status ailment, or until the Pokémon is [[Pokémon_Center|healed]].&lt;br /&gt;
&lt;br /&gt;
Resultant of battle-system limitations, many status ailments — as they were conceived in the handheld games — are non-existent in PWO's battle system. The following status ailments, with their limitations defined, are itemized below:&lt;br /&gt;
==List of Status Ailments within PWO==&lt;br /&gt;
===Burn===&lt;br /&gt;
A Pokémon that is beset by the '''burn''' condition will sustain damage at the end of each turn, proportionate to the Pokmon's maximum-health capacity (1/8th of it, precisely).&lt;br /&gt;
&lt;br /&gt;
In PWO, burn will '''not''' halve the damage output inflicted by [[physical moves]] by the affected Pokémon.&lt;br /&gt;
===Confusion===&lt;br /&gt;
'''Confusion''', when induced, will cause the Pokémon to attack itself 50% of the time. The self-inflicted damage is calculated as a typeless move on 40 base-power points.&lt;br /&gt;
&lt;br /&gt;
Confusion's duration ranges from 1-4 turns while in battle. It '''is not''' automatically expunged after battle; it only ends after a determinate amount of turns while in battle. The only out-of-battle cure for confusion is healing in a Pokémon center.&lt;br /&gt;
&lt;br /&gt;
===Freeze===&lt;br /&gt;
'''Freeze''' currently has no producible effect in battle; it is a functionless status condition. However, if the freeze status is induced upon a Pokémon, it will overwrite the Pokémon's previous status ailment; any previous status ailment in effect will be effectively removed as a result.&lt;br /&gt;
&lt;br /&gt;
===Paralysis===&lt;br /&gt;
'''Paralysis''' will physiologically prevent the Pokémon from attacking at randomly determined turns—a 1/4th chance that the afflicted Pokémon will not attack at all.&lt;br /&gt;
&lt;br /&gt;
As a differential limitation in PWO's battle system, paralysis '''does not''' reduce the afflicted's speed by 75%. Attacking priority will remain unaffected, still accounting solely for the Pokémon's speed, and whether or not [[Priority Moves|priority moves]] are being used as determinants.&lt;br /&gt;
&lt;br /&gt;
It has no determinate ending point; it lasts indefinitely until either the Pokémon is healed, or until the status ailment is overwritten by another one.&lt;br /&gt;
&lt;br /&gt;
===Seeding===&lt;br /&gt;
'''Seeding''', solely inducible by [[Leech Seed]], will sap 1/8th of the afflicted Pokémon's health, and use that amount of damage to restore the user of Leech Seed.&lt;br /&gt;
&lt;br /&gt;
Leech Seed does have a determinate ending point; there is no counter for it to end after a determinate amount of turns have elapsed. It can only be removed by visiting a Pokémon Center, or by the onset of another status ailment to overwrite it.&lt;br /&gt;
&lt;br /&gt;
===Sleep===&lt;br /&gt;
When a Pokémon is asleep, it can not make any move, thus it can not retaliate to the opponent at all. The sleep effect will last for up to 3/4 turns.&lt;br /&gt;
&lt;br /&gt;
Due to the battle system's incapability for moves to work jointly with status conditions, moves that would require the user to be asleep to use them, namely [[Snore]] and [[Sleep Talk]], are effectless, even if the user is asleep.&lt;br /&gt;
&lt;br /&gt;
Self-inducing moves for the sleep ailment in the official games, such as [[Rest]], also do not produce that effect here; the battle system currently lacks the functionality for healing moves to restore health, thus the move is functionless altogether.&lt;br /&gt;
&lt;br /&gt;
==All-Encompassing Limitations==&lt;br /&gt;
===Lack of the Volatile-Nonvolatile Split===&lt;br /&gt;
Under PWO's mechanics, status ailments are not classified as [http://bulbapedia.bulbagarden.net/wiki/Status_condition#Volatile_status volatile]] or [http://bulbapedia.bulbagarden.net/wiki/Status_condition#Non-volatile_status non-volatile], as they were in the official games; they are treated inseparably in that regard. &lt;br /&gt;
&lt;br /&gt;
Implications of this are as follows:&lt;br /&gt;
&lt;br /&gt;
*Volatile and non-volatile ailments, as they were conceived in the handheld games, are not stackable. Example: if a Pokémon was already asleep, and the opponent landed a [[Leech Seed]] attack on it, Leech Seed would overwrite the sleep status; the Pokémon would no longer be asleep, but strictly seeded instead.&amp;lt;/li&amp;gt;&lt;br /&gt;
*Volatile statuses, as already explained with confusion and Leech Seed, will not wear off as the battle does.&amp;lt;/li&amp;gt;&lt;br /&gt;
*Damage-dealing status ailments, namely burn, poison and so forth, will not inflict damage as the user walks outside of battle, but their effects will resume throughin the next battle. &lt;br /&gt;
===Immunity===&lt;br /&gt;
In the official games, Pokémon were immune to the onset of some status ailments, depending on their types; this is not the case here. Status conditions in themselves are not treated as classifiable types, thus Pokémon of any type will not be immune to them; if they are immune to the type of the move in itself, however, then the status-inducing move will have no producible effect on the target.&lt;br /&gt;
&lt;br /&gt;
For example: if [[Thunder Wave]] was used on a [[Ground_(type|Ground-type]], the move would be precluded from onsetting paralysis, because it is impossible for an [[Electric_(type|Electric-type]] move (Thunder Wave, in this context) to land a hit on a Ground-type Pokémon. However, if [[Stun Spore]], a [[Grass_(type)|Grass-type]] move, was used on the Ground-type Pokémon, it would still paralyze the target due to its lack of type-property immunity to the move.&lt;br /&gt;
&lt;br /&gt;
=Stat-Modifying Effects=&lt;br /&gt;
Moves can also affect the stats of a Pokémon — their Attack, Defense, Special Attack, Special Defense and Speed — in battle, which will alter their stats for the duration of the battle. After the battle ends, the stats will reset back to their unaffected values.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stages==&lt;br /&gt;
There are 6 stat-increasing stages, as well as 6 stat-decreasing stages. The stages are stackable, meaning that stat-increasing and stat-decreasing moves can add or subtract from the net stages—for example, if a stat-increasing move was used for a 2-stage increase in the Pokémon's Attack (equating to a +2 net stage), a stat-decreasing, which would reduce the same stat by 1 stage, would subtract it to a net stage of +1.&lt;br /&gt;
&lt;br /&gt;
Stages are calculated in fractional increments, which are outlined below:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; width=&amp;quot;50%&amp;quot; style=&amp;quot;border: 3px solid #000000; border-radius: 12px; background: #fafad2; margin-top: 12px; margin-bottom: 6px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Subtractive Stages&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Base&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Additive Stages&lt;br /&gt;
|-&lt;br /&gt;
! Stage&lt;br /&gt;
| -6&lt;br /&gt;
| -5&lt;br /&gt;
| -4&lt;br /&gt;
| -3&lt;br /&gt;
| -2&lt;br /&gt;
| -1&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 0&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| +3&lt;br /&gt;
| +4&lt;br /&gt;
| +5&lt;br /&gt;
| +6&lt;br /&gt;
|-&lt;br /&gt;
! Fraction&lt;br /&gt;
| 2/8&lt;br /&gt;
| 2/7&lt;br /&gt;
| 2/6&lt;br /&gt;
| 2/5&lt;br /&gt;
| 2/4&lt;br /&gt;
| 2/3&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 1&lt;br /&gt;
| 1&amp;lt;sup&amp;gt;1/2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| 2&amp;lt;sup&amp;gt;1/2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| 3&amp;lt;sup&amp;gt;1/2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
! Percentage&lt;br /&gt;
| 25%&lt;br /&gt;
| 29%&lt;br /&gt;
| 33%&lt;br /&gt;
| 40%&lt;br /&gt;
| 50%&lt;br /&gt;
| 67%&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 100%&lt;br /&gt;
| 150%&lt;br /&gt;
| 200%&lt;br /&gt;
| 250%&lt;br /&gt;
| 300%&lt;br /&gt;
| 350%&lt;br /&gt;
| 400%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Known Limitations==&lt;br /&gt;
*Currently, the stat-enhancing mechanics only allow single-stat modifications. [[Dragon Dance]], which raised both the user's Attack and Speed in the handheld games, is only capable of raising one stat (the user's Attack) in PWO.&lt;br /&gt;
*Stat-modifying effects do not take into effect until the round after which they are used. For example, if a Pokémon attacked first in round 1, using a Defense-increasing move, and sustains an attack by the opponent in the same round, the damage would be calculated as if the Defense was not altered; it would not go into effect until round 2.&lt;br /&gt;
*While stat-modifying moves do exist to increase Accuracy and Evasion, these two stats are not calculated as in-battle stats at this time. Even if [[Sand Attack]] reduced the target's accuracy, its accuracy - as calculated by the battle system - would remain intact.&lt;br /&gt;
&lt;br /&gt;
=Critical Hits=&lt;br /&gt;
There is a 5% chance for any move to score a critical hit, which would invariably double the damage output of the move. Currently critical hits are not announced in the battle log, side-aligned to the left of the battle screen, but the magnitude of their damage differential is large enough to be often noticeable.&lt;br /&gt;
&lt;br /&gt;
Since it is an invariant 5% chance of landing a critical hit at this time, there are no move-designated critical-hit ratios. Since the 5% chance is static, moves such as [[Focus Energy]] can not increase the critical-hit chance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Battle System Mechanics]]&lt;/div&gt;</summary>
		<author><name>Naero</name></author>	</entry>

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