I believe this was already reported and will be fixed on the next update.The varied movesets even shows that Rapidash has more than just 3 moves to choose from, but Hypnosis occupies both slot 1 and slot 2 for w/e reason.
I believe this was already reported and will be fixed on the next update.The varied movesets even shows that Rapidash has more than just 3 moves to choose from, but Hypnosis occupies both slot 1 and slot 2 for w/e reason.
Some shiny backsprites just haven't been drawn yet. If someone does it and allows PS to use them they'll be implemented, but that's not a bug there are a quite few new Pokémon whose shiny backsprite doesn't exist yetShiny Solgaleo only shows up as red from the front, not behind.
Replay showcasing this: http://replay.pokemonshowdown.com/gen7balancedhackmons-591915052 (switch sides and it'll show up)
To make sure it wasn't just a bh thing I tested in Ubers as well, the glitch is still there: http://replay.pokemonshowdown.com/gen7ubers-591916871
That's just the way RNG works. While there may be a lot of battles where speed ties seem natural, you're bound to encounter one where it may seem to sway unfairly in the favor of one person. For comparison, let's say if you flipped a coin 10 times each day and recorded the results. For most days, you may get normal results like 5 of each or 4 heads and 6 tails. But if you did that each day for a long time, the chances of one of those days being one where you'd flip the coin and it would land only on heads or only on tails would't be that low.Is there something wrong with the RNG for speed ties?
Today I lost speed ties in my recent battles unaturally often, most notable example is this game:
http://replay.pokemonshowdown.com/gen7balancedhackmons-592367237
In total, I have lost 14 speed ties, but won only two of them. I know how RNG works and that you can have bad luck with several consecutive speed tie losses, but this quote of 14:3 is very unlikely to happen naturally, considering that the chance of winning a speed tie is 50%. Maybe there's something wrong with the RNG mechanism on showdown?
- Turn 60 to turn 65: 6 consecutive speed tie losses with imposter vs "original" mon
- Turn 71 to 74: three speed tie losses, one speed tie win in the same situation
- Turn 94 to 96: two speed tie losses, one win in the same situation
- Turn 101: speed tie loss, same situation
- Turn 107 to 108: two losses, same situtaion
Nothing wrong here. That's how probability works with this.Is there something wrong with the RNG for speed ties?
Today I lost speed ties in my recent battles unaturally often, most notable example is this game:
http://replay.pokemonshowdown.com/gen7balancedhackmons-592367237
In total, I have lost 14 speed ties, but won only two of them. I know how RNG works and that you can have bad luck with several consecutive speed tie losses, but this quote of 14:3 is very unlikely to happen naturally, considering that the chance of winning a speed tie is 50%. Maybe there's something wrong with the RNG mechanism on showdown?
- Turn 60 to turn 65: 6 consecutive speed tie losses with imposter vs "original" mon
- Turn 71 to 74: three speed tie losses, one speed tie win in the same situation
- Turn 94 to 96: two speed tie losses, one win in the same situation
- Turn 101: speed tie loss, same situation
- Turn 107 to 108: two losses, same situtaion
I don't think the client tracks the effects of Core Enforcer or Gastro Acid yet, sorry.I found a minor display error in the overlay. When receiving an unburden boost and then losing the ability, the overlay still shows the unburden-boosted speed, altough the boost is lost as soon as the ability gets removed. It is only a display error, the correct, unboosted speed is used for calculating turn order.
I assume your Oricorio was Specs? You can't be locked into one move and use another; for more info see my research thread post.http://replay.pokemonshowdown.com/gen7nubeta-593131168
idk if its a bug but dancer didnt proc turn 10
[HIDE-]words and images between the tags are hidden from view, just remove the hyphens like so:[/HIDE-]Hey I wanted to report a bug with a screenshot but I am not entirely sure what hide tags are. Could someone help me with this one?
http://replay.pokemonshowdown.com/gen7battlespotdoubles-593346182
Check the last turn
the Trick Room is active
Malamar used Knock Off and Tapu Lele moved right after that using a Z-move and outspeeding outspeeding p2.
I asked some gmods but nobody could give me an answer, so this may be a bug.
That most likely made the Porygon2's speed higher than Tapu Lele.[Porygon2's Trace!]
Porygon2 traced the opposing Kingdra's Swift Swim!
Ditto doesn't copy the HP stat when transforming, which explains why you could receive more damage (on your 48 HP) than you deal out. For the other problems, its not really possible to diagnose them without a replay.Yeah, I have also seen my Ditto do absurdly high or low damage too sometimes. And by that I mean doing twice or half as much damage as my opponent, when using the same move on what should be the same pokemon with only a ~20% HP difference at most. The most extreme was a Landorus doing 25% damage with HP Ice (Dragonite ate a couple of them first, so I know it was not HP Water if you ask for that), then I do 75% back, OHKOing. The reverse thing has also happened sometimes, I do pathetic damage, then get OHKOed back.
I think the random factor of damage got messed up.
I know how it works, thank you, but doing up to twice as much damage when the HP difference shouldn't be above 100 HP from 300, is a notorious difference.Ditto doesn't copy the HP stat when transforming, which explains why you could receive more damage (on your 48 HP) than you deal out. For the other problems, its not really possible to diagnose them without a replay.
Try to provide replays. It's very likely that the PS damage formula is correct, and there's some other kind of mistake here.I mostly saw it on pokemon with less than 20% HP difference, Landorus T, when trading Hidden Power Ice.
If the IV spread was something like 31/0/31/31/31/0 then it would be HP Psychic.It has.
I do it by dropping the Attack and Speed IVs, that should be as low as possible anyway (...)