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Atributos : Explicação

em Qua Maio 09, 2018 4:39 pm
Atributos Primários


Strength aka Body, Might, Brawn, ...
  A measure of how physically strong a character is. Strength often controls the maximum weight the character can carry, melee attack and/or damage, and sometimes hit points. Armor and weapons might also have a Strength requirement.

Constitution aka Stamina, Endurance, Vitality, ...
  A measure of how sturdy a character is. Constitution often influences hit points, resistances for special types of damage (poisons, illness, heat etc.) and fatigue.

Defense aka Resistance, Fortitude, Resilience, ...
  A measure of how resilient a character is. Defense usually decreases taken damage by either a percentage or a fixed amount per hit. Occasionally combined with Constitution.

Dexterity aka Agility, Reflexes, Quickness, ...
  A measure of how agile a character is. Dexterity controls attack and movement speed and accuracy, as well as evading an opponent's attack (see Armor Class).

Intelligence aka Intellect, Mind, Knowledge, ...
  A measure of a character's problem-solving ability. Intelligence often controls a character's ability to comprehend foreign languages and their skill in magic. In some cases, intelligence controls how many skill points the character gets at "level up". In some games, it controls the rate at which experience points are earned, or the amount needed to level up. Under certain circumstances, this skill can also negate combat actions between players and NPC enemies. This is sometimes combined with wisdom and/or willpower.

Charisma aka Presence, Charm, Social, ...
  A measure of a character's social skills, and sometimes their physical appearance. Charisma generally influences prices while trading and NPC reactions. Under certain circumstances, this skill can negate combat actions between players and NPC enemies.

Wisdom aka Spirit, Wits, Psyche, Sense, ...
  A measure of a character's common sense and/or spirituality. Wisdom often controls a character's ability to cast certain spells, communicate to mystical entities, or discern other characters' motives or feelings.

Willpower aka Sanity, Personality, Ego, Resolve, ...
  A measure of the character's mental resistance (against pain, fear etc.) when falling victim to mind-altering magic, torture, or insanity. Many games combine willpower and wisdom.

Perception aka Alertness, Awareness, Cautiousness, ...
  A measure of a character's openness to their surroundings. Perception controls the chance to detect vital clues, traps or hiding enemies, and might influence combat sequence or the accuracy of ranged attacks. Perception-type attributes are more common in more modern games. Note that this skill is usually understood only to apply to what a character can perceive with their established senses (i.e. sight, sound, smell, etc), and does not usually include extrasensory perception or other forms of mental telepathy or telekinesis in the given game unless the character's specific attributes expressly include such abilities (such as the force in Star Wars). Sometimes combined with wisdom.

Atributos Secundários

Attack (Força + ½ Destreza)

The Attack stat (Japanese: 攻撃能力 attack ability) partly determines how much damage a Pokémon deals when using a physical move. For more information on how Attack affects damage, see Damage → Damage calculation.
Defense

Defense (Constituição + ½ Força)

The Defense stat (Japanese: 防御能力 defense ability) partly determines how much damage a Pokémon receives when it is hit with a physical move. For more information on how Defense affects damage, see Damage → Damage calculation.
Special

The Special stat (Japanese: とくしゅのうりょく special ability) is a stat that existed only in Generation I.

The Special stat accounted for what is currently known as Special Attack and Special Defense, determining how much damage a Pokémon both receives and deals when special moves are used. As a result, a Pokémon could not be both strong with and weak against a Special attack, or vice versa, in the same way a Pokémon might have high Attack but low Defense. With Generation II, the Special stat was split into Special Attack and Special Defense, meaning Pokémon could have different base stat values for both, and those stats were both displayed on a Pokémon's stat screen; however, individual values and effort values remained unsplit, so that there was only a Special individual value and Special effort values, which affected both the Special Attack and Special Defense stats. Furthermore, Calcium increased both stats. In Generation III, IVs and EVs were finally given both Special Attack and Special Defense values as well, and the Calcium now worked on only Special Attack while the Zinc was introduced for the Special Defense.
Special Attack

The Special Attack stat

(Japanese: 特攻能力 special attack ability), or Sp. Atk and Spcl. AtkGSCStad2 for short, partly determines how much damage a Pokémon deals when using a special move. For more information on how Special Attack affects damage, see Damage → Damage calculation.
Special Defense

The Special Defense stat (Japanese: 特防能力 special defense ability), or Sp. Def and Spcl. DefGSCStad2 for short, partly determines how much damage a Pokémon receives when it is hit with a special move. For more information on how Special Defense affects damage, see Damage → Damage calculation.
Speed

The Speed stat (Japanese: 素早さ能力 speed ability) determines the order of Pokémon that can act in battle. Pokémon with higher Speed at the start of any turn will generally make a move before ones with lower Speed; in the case that two Pokémon have the same Speed, one of them will randomly go first. An in-battle change to a Pokémon's speed stat will not take effect until the following turn.

Evasion

The evasion rate (Japanese: 回避率 evasion rate), or evasiveness, of a Pokémon determines its probability of avoiding other Pokémon's moves. The initial value at the start of any battle is 100%. If a Pokémon's evasiveness is reduced below 100% with a move such as Sweet Scent, other Pokémon will have a better chance of their moves hitting. If evasiveness is increased above 100% with a move such as Double Team, other Pokémon will have a harder time connecting their moves.
Accuracy

The accuracy rate (Japanese: 命中率 accuracy rate) of a Pokémon determines its probability of hitting another Pokémon. The initial value at the start of any battle is 100%. Along with accuracy-raising moves, in Pokémon XD the player can also raise a Pokémon's accuracy by using the call action.
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