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Old Jan 9th, 2013, 4:21:53 PM   #1251
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Outraged missed twice in a row and it's a 100% move.

I'm an idiot, sorry, I thought this was a glitch and now I realise my pokemon had hustle.

I think though it would be better to include the change in hit % on the move menu, if I'm using outrage and my pokemon has hustle, it shouldn't be listed as 100% chance to hit, because that's simply wrong.

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Old Jan 9th, 2013, 5:02:47 PM   #1252
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Quote:
Originally Posted by Fat JthemanJ View Post
Outraged missed twice in a row and it's a 100% move.

I'm an idiot, sorry, I thought this was a glitch and now I realise my pokemon had hustle.

I think though it would be better to include the change in hit % on the move menu, if I'm using outrage and my pokemon has hustle, it shouldn't be listed as 100% chance to hit, because that's simply wrong.
It won't be changed as the in-game move info on the carts gives the accuracy as 100%, even if you have Hustle or No Guard. PS! strives to be as sim accurate as possible (apart from Sleep Clause) and so it'll keep the accuracies as they are :/
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Old Jan 10th, 2013, 2:05:10 AM   #1253
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http://pokemonshowdown.com/replay/randombattle7539078

Go to turn 12. Golduck gets sent in, and Cloud Nine goes into effect. Turn 14, Paras makes Golduck faint and then doesn't faint to sandstorm damage. I'm assuming this is correct and that the weather damage/Cloud Nine dynamic is set at the start of every turn. But confirmation that is accurate is good.
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Old Jan 10th, 2013, 2:54:00 AM   #1254
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Originally Posted by Fat Rognarr View Post
I just won, and my opponent's rating went up by 41, while mine only went up by 7.

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Old Jan 10th, 2013, 5:03:20 AM   #1255
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***** won the battle!
Ladder updating...
xxxxxxx rating: 1455 → 1466
(+11 for losing)
****** rating: 1514 → 1582
(+68 for winning)
You must win a rated battle to register.

is there any bug, registering names?
i cant register, even in the battlewindow right after the battle.
and i tried 4 times.
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Old Jan 10th, 2013, 5:08:52 PM   #1256
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Right, here's a pretty big, annoying bug that I found.

...


This guy slept both my Politoed and my Jirachi. Politoed was slept first, and never woke up since I didn't use him any more. But he also managed to sleep Jirachi while Politoed was also still asleep, thus violating Sleep Clause. As far as I'm aware this has only been tested in Ubers and not in OU. Can someone please explain this? As you can see, Politoed was sept on turn 4, and on turn 28 Jirachi was also slept.
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Old Jan 10th, 2013, 5:30:49 PM   #1257
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Another maybe bug. http://pokemonshowdown.com/replay/randombattle7570033

Turn 16. I thought Fake Out just auto flinched the opponent (barring Inner Focus). Yet the foe was fully paralyzed instead. According to this onsite article, http://www.smogon.com/bw/articles/bw_status the flinch check happens before paralysis, and since Fake Out is a 100% flinch chance, I'm confused how that didn't happen.
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Old Jan 11th, 2013, 12:49:40 AM   #1258
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Turn 34
weesnob called Keldeo-Resolute back!
weesnob sent out Skarmory!
Pointed stones dug into Skarmory!
Skarmory fainted!
The foe's Mienshao used Hi Jump Kick!
But there was no target...

The sandstorm rages.
The foe's Mienshao is buffeted by the sandstorm!
Arcticblast: ...huh
weesnob sent out Amoonguss!
Pointed stones dug into Amoonguss!

Turn 35
The foe's Mienshao used Hi Jump Kick!
The attack of the foe's Mienshao missed!
The foe's Mienshao lost 50% of its health!

Amoonguss used Spore!
The foe's Mienshao fell asleep!
The sandstorm rages.
The foe's Mienshao is buffeted by the sandstorm!
Amoonguss is buffeted by the sandstorm!
Amoonguss restored HP using its Black Sludge!

Hi Jump Kick did not do recoil when the opponent died from Stealth Rock. Forgive me if this is the way it works, but I really don't think it is...
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Old Jan 11th, 2013, 1:43:19 AM   #1259
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In doubles, as you know, spread attacks have their power reduced to 75%. However, if a spread attack is used against a single opponent, it should return to 100% damage. They deal 75% even if used against one opposing Pokemon if they would target your ally, as in the case of Earthquake. In this replay, turn 15, Earthquake deals the same amount of damage to Heracross as in subsequent turns, when in reality, the damage output should have been different. Moves like Earthquake and Surf need to be recoded so they deal 100% against a single opponent; you may also want to check if Icy Wind and Rock Slide have the same coding error.

Here are the relevant parts of the replay:
...
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Old Jan 11th, 2013, 8:35:21 PM   #1260
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So, I used Hi Jump Kick on a Reuinclus, last turn of the battle, choice-locked, definitely (well, probably) would have lost. But, the weird think is: I took the damage. I didn't miss, no Protect, no nothing.

"RIHANNA used Hi Jump Kick!
It's not very effective... RIHANNA lost 32% of its health!"

(RIHANNA = my Medicham)



replay: http://pokemonshowdown.com/replay/oucurrent7638119
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Old Jan 11th, 2013, 10:14:09 PM   #1261
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fix that damn cancel button...please!
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Old Jan 12th, 2013, 5:57:14 AM   #1262
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The current rating system either has a faulty equation or is bugged. I am currently a ~1100 player, I admit I'm not very good but I've played chess for years, I'm very familiar with how the ELO system works and even adaptations to the ELO system.

Upon beating a 1400 player, I was rewarded 12 points. I was honestly fine with this since flukes do happened, I was however dumbfounded by the +38 this 1400 received for losing to me, and by forfeit since the game was lost on their end.

This isn't the only discrepancy I've seen either. I am repeatedly matched up against 1400+ despite my very negative record against people at 1200 and less. Now I'm guessing it matches you with anybody within a few hundred range and maybe even just go to the quickest match rather than wait for someone at my level but you really should prioritize rating over time or at least give us the option to either get a quick match against anybody within a certain range or wait until we can play someone very close to our rating (give or take 100). Those I actually beat from time to time. This has been ridiculous enough that I've seen 800-900's vs 1400's, how is that fair? Sad part is these 1400's get huge plusses somtimes even when they defeat someone as low as 1000.

I'm obviously aware that balancing pokemon abilities and such is a much higher priority than the ranking system but what purpose is there to play when you only get to play people way above your level? We should play with people at and slightly above our level. At the most, I would say 250 away. If you win a few on people 250 way, then you can start diffing a few hundred up but if someone is constantly losing to people 200+ above them, their rating should drop (mine rarely does) and have them play people much closer to and even below their level. Thankfully, I play more for fun than a rating but seeing as how this must be a bug or logic error, I've reported it to this thread.

Thanks for reading and the project itself is incredible, I will follow it for a long time.
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Old Jan 12th, 2013, 6:26:44 AM   #1263
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Originally Posted by Fat x8thful View Post
The current rating system either has a faulty equation or is bugged. I am currently a ~1100 player, I admit I'm not very good but I've played chess for years, I'm very familiar with how the ELO system works and even adaptations to the ELO system.

Upon beating a 1400 player, I was rewarded 12 points. I was honestly fine with this since flukes do happened, I was however dumbfounded by the +38 this 1400 received for losing to me, and by forfeit since the game was lost on their end.

This isn't the only discrepancy I've seen either. I am repeatedly matched up against 1400+ despite my very negative record against people at 1200 and less. Now I'm guessing it matches you with anybody within a few hundred range and maybe even just go to the quickest match rather than wait for someone at my level but you really should prioritize rating over time or at least give us the option to either get a quick match against anybody within a certain range or wait until we can play someone very close to our rating (give or take 100). Those I actually beat from time to time. This has been ridiculous enough that I've seen 800-900's vs 1400's, how is that fair? Sad part is these 1400's get huge plusses somtimes even when they defeat someone as low as 1000.

I'm obviously aware that balancing pokemon abilities and such is a much higher priority than the ranking system but what purpose is there to play when you only get to play people way above your level? We should play with people at and slightly above our level. At the most, I would say 250 away. If you win a few on people 250 way, then you can start diffing a few hundred up but if someone is constantly losing to people 200+ above them, their rating should drop (mine rarely does) and have them play people much closer to and even below their level. Thankfully, I play more for fun than a rating but seeing as how this must be a bug or logic error, I've reported it to this thread.

Thanks for reading and the project itself is incredible, I will follow it for a long time.
As you can read here, these users were probably affected by decay. There's few people in the lower 1000-1400 ranks, so the battle finder will match you up the closest rank possible as fast as possible rather than waiting for a closer match-up.
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Old Jan 12th, 2013, 7:05:16 AM   #1264
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PS uses Glicko2, not Elo, for ranking, so that's what's causing your discrepancies. As for matchups, the reason the numbers are so different is because you have two ratings. Your official rating is called the ACRE, and it gives you bonuses if you play more and penalties if you play less. But matchmaking is done with the Glicko2 R rating, which is purely an estimate of how good you are.

So if you're in the 1100 range and you get matched up with someone in the 1400 range. That probably means you're around as good, but that person has a higher rating because he's played more games than you have.
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Old Jan 12th, 2013, 2:08:16 PM   #1265
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My username (Lestipal) was reset to a guest username after I force closed my browser. Now every time I visit Pokemon Showdown a message appears telling me the username "Lestipal" is already taken. Please help!
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Old Jan 12th, 2013, 2:52:07 PM   #1266
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Aren't you asked for your password?
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Old Jan 13th, 2013, 12:32:45 PM   #1267
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I've found a pretty abusable glitch in the Smogon Doubles format

When I use Shadow Tag Gothielle, it allows me to change my other pokemon which iirc I'm not supposed to be able to do. IE I have Volcarona and Gothielle out, it allows me to change VOlcarona enen though shadow tag should keep it in
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Old Jan 13th, 2013, 2:02:36 PM   #1268
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Quote:
Originally Posted by Fat Arcticblast View Post
Turn 34
weesnob called Keldeo-Resolute back!
weesnob sent out Skarmory!
Pointed stones dug into Skarmory!
Skarmory fainted!
The foe's Mienshao used Hi Jump Kick!
But there was no target...

The sandstorm rages.
The foe's Mienshao is buffeted by the sandstorm!
Arcticblast: ...huh
weesnob sent out Amoonguss!
Pointed stones dug into Amoonguss!

Turn 35
The foe's Mienshao used Hi Jump Kick!
The attack of the foe's Mienshao missed!
The foe's Mienshao lost 50% of its health!

Amoonguss used Spore!
The foe's Mienshao fell asleep!
The sandstorm rages.
The foe's Mienshao is buffeted by the sandstorm!
Amoonguss is buffeted by the sandstorm!
Amoonguss restored HP using its Black Sludge!

Hi Jump Kick did not do recoil when the opponent died from Stealth Rock. Forgive me if this is the way it works, but I really don't think it is...
This isn't a bug, if (Hi) Jump Kick fails because it has no target to hit, it won't give any crash damage.

Quote:
Originally Posted by Fat SubwayJ View Post
I've found a pretty abusable glitch in the Smogon Doubles format

When I use Shadow Tag Gothielle, it allows me to change my other pokemon which iirc I'm not supposed to be able to do. IE I have Volcarona and Gothielle out, it allows me to change VOlcarona enen though shadow tag should keep it in
Shadow Tag only affects foes adjacent to the user, not your allies.
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Old Jan 13th, 2013, 2:56:27 PM   #1269
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Mold Breaker and its variants are supposed to ignore Unaware (according the B/W research thread), but it doesn't seem to. This is a log from a balanced hackmons match:

...



+6 252+ SpA Kyurem-W Dragon Pulse vs. 252 HP / 252 SpD Giratina: 822-968 (163.09 - 192.06%) -- guaranteed OHKO

The Kyruem-W was at +6 SpA (passed from the Arceus), and using Dragon Pulse on a Giratina with no Defensive boosts. Calcs for unboosted Dragon Pulse match up with what happened though.

Link to the room is http://play.pokemonshowdown.com/batt...ackmons7748870, but I suspect it won't last very long.

Last edited by Toraen; Jan 13th, 2013 at 3:13:29 PM.
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Old Jan 13th, 2013, 4:24:50 PM   #1270
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Quote:
Originally Posted by Fat Toraen View Post
Mold Breaker and its variants are supposed to ignore Unaware (according the B/W research thread), but it doesn't seem to. This is a log from a balanced hackmons match:

...



+6 252+ SpA Kyurem-W Dragon Pulse vs. 252 HP / 252 SpD Giratina: 822-968 (163.09 - 192.06%) -- guaranteed OHKO

The Kyruem-W was at +6 SpA (passed from the Arceus), and using Dragon Pulse on a Giratina with no Defensive boosts. Calcs for unboosted Dragon Pulse match up with what happened though.

Link to the room is http://play.pokemonshowdown.com/batt...ackmons7748870, but I suspect it won't last very long.
Mold breaker has quite a few bugs attached to it. This is one of them, unfortunatly it seems to be pretty difficult to fix, but we are aware of the issua
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Old Jan 14th, 2013, 1:38:34 PM   #1271
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I'm not sure if this has already been posted on this thread, but PS! seems to have 2 similar bugs which are not listed in the KNOWN BUGS section.

1. In the real games, the faster pokémon is always sent first, but, in PS!, the pokémon seem to be sent in random order.
for example


2. Also in the real games, faster pokémon have effects such as Leftovers recovery, Poison Damage, Sandstorm damage, etc, affecting them first. And as well in PS!, they are being affected in random order.
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Old Jan 14th, 2013, 3:47:14 PM   #1272
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Originally Posted by Fat Blue_Star View Post
I'm not sure if this has already been posted on this thread, but PS! seems to have 2 similar bugs which are not listed in the KNOWN BUGS section.

1. In the real games, the faster pokémon is always sent first, but, in PS!, the pokémon seem to be sent in random order.
for example
No it's not.

For instance, everyone who's ever played the games even once knows that "A wild <enemy blah> appears!" happens before "Go! <my blah>!"

In other words, in singleplayer, you always go now. In link battles, I've heard that it's something like whoever selects team preview first, but the point is, it has nothing to do with Speed, either. On the other hand, abilities activate in order of Speed, and that is implemented correctly in PS.

Quote:
Originally Posted by Fat Blue_Star View Post
2. Also in the real games, faster pokémon have effects such as Leftovers recovery, Poison Damage, Sandstorm damage, etc, affecting them first. And as well in PS!, they are being affected in random order.
Do you have a battle log that shows this? I'm pretty sure end-of-turn effects already happen in Speed order. This was a bug that was fixed around a month ago.
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Old Jan 14th, 2013, 8:25:05 PM   #1273
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This is a bug with the "cancel" button in-battle. I unfortunately don't have a log, but I will explain what happened. (As you will see, a log would,'t be very helpful here anyway.)

My ferrothorn was up against the opponent's gengar. I selected leech seed. However, a few moments later, I changed my mind. I clicked the cancel button, and pressed the button to switch into my Jirachi. However, a split-second after I pressed the button to switch, the match proceeded with me using leech seed.

That's fine. It seems like it was a lag issue, which was not my complaint.

After that turn, the buttons reappeared and I used protect. However, several seconds later the game proceeded with a switch into Jirachi.

What I take from this is that my message to use leech seed was sent to the server, but the return message (i.e. the move's execution) had not arrived due to lag during one of the transfers, and therefore I was allowed to cancel my move and select a switch to Jirachi. By the time this message reached the server, however, the turn with Leech Seed had already been executed, and the switch to Jirachi was therefore interpreted as a selection for the next turn. The rest is history.

Now, I'm not all too familiar with the capabilities of JavaScript as compared to other languages, but might it be possible for the messages to the server to contain a turn number? If this was put in place, then upon receiving the late message to switch to Jirachi, the server could simply note that the corresponding turn had already passed, and discard the message. This would allow the user to select another move without being hindered by the glitch.
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Old Jan 14th, 2013, 11:50:46 PM   #1274
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Pretty sure this can't happen...
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Old Jan 15th, 2013, 4:28:37 AM   #1275
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Quote:
Originally Posted by Fat The Shiny Umbreon View Post


Pretty sure this can't happen...
Did you have 2 krookodile's on your team? was one a zoroark? 2 pokemon names krookodile?
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