Gen 1 Gen 1 and tradebacks dev - Post bugs here

Zubat has Supersonic. Pretty sure it should be getting Confuse Ray instead.

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Machoke is at L85 while Machamp is at L90.

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It seems rather incongruous how some mons (e.g. Tauros, Jynx, Pinsir) always come with the same well-chosen moveset, while many others are at significant risk of getting STAB-less movesets and/or 2 or 3 damaging normal-type moves. Pretty ridiculous when Primeape is completely walled by Ghosts because it has three Normal moves plus Submission.

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Is anything capable of getting Flamethrower? Fire Blast is the only fire move I ever see.

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It seems like Mew is the only thing that ever gets OHKO moves, and Wrap-like moves seem to be totally absent. That's kind of a bummer. Especially for Rapidash, who, I might mention, currently tends to get particularly ineffective movesets.

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I've noticed it's possible to get Swords Dance with no physical moves. That seems like it might not have been intended to happen.

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There are some illegal moves and move combinations. Magikarp can't have Dragon Rage in Roman-alphabet versions of the games, Nidoran♀ cant learn Leer (although it can learn Tail Whip, which is exactly the same), Kakuna can't have Harden with Poison Sting and String Shot, Exeggcute can't learn Mega Drain (really!), Weepinbell can't learn Body Slam, and Mewtwo can't have Amnesia below L81.
Don't know how many of these have been rendered moot over the year since this was originally posted, but I've noticed at least some of these still happening.
 

Jorgen

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Something's buggy with Psychic damage calculations (perhaps reverting to special split?). Whenever I see an FP Zam Psychics will jump from 15% to each other to 26%.
 
Sorry if this is a redundant question, but is there any hope of implementing a Fight button when Wrap is active? It's pretty much the only way to have accurate wrap mechanics. As it's currently implemented on the sim Wrap information is skewed rather heavily in favour of the wrap user

edit: another thing that bothers me is when you mouseover your pokemon and it's boosted, it doesn't show the updated stats. I think this matters in the context of gen 1/2 because it's then unclear when a pokemon reaches 999 in a stat
 
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Can there be some sort of message alerting players about Speed/Attack drops when a Pokemon is paralyzed/burned and the opponent boosts their own stats or reduces one of the statused Pokemon's?
 
Something's buggy with Psychic damage calculations (perhaps reverting to special split?). Whenever I see an FP Zam Psychics will jump from 15% to each other to 26%.
Is this related to the Special Defense drop or critical hit ratio?
What is an FP Zam? I know Zam is Alakazam, but I wasn't sure if this is a term for a specific move or other term, such as it knowing Fire Punch.
Psychic the type, not the move?
The move has always been special. What move in the Psychic type changed to physical in later generations, that was in gen 1 to begin with?
 
That was likely Special fall erroneously reapplied after a FP.
FP means Fully Paralyzed
Psychic is the move, there's an "s" meaning "Psychic attacks".
He knows that. And none of these moves' phys/spec class were changed.

That report is old and was likely fixed btw, I quicktested it a few minutes ago.
 

Jorgen

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I meant spc split as in splitting the special stat into special attack & spdef from gen 2 onward, which shaved a ton off alakazams effective spdef stat (on the order of a 30% reduction). I had noticed the reported change in damage even when there wasn't a spc fall to begin with, so there would be nothing to reapply, and the damage change didnt obviously align with spc falls (should be ~22% with 1 spc fall, ~30% with 2)

But it is an old report & likely to be fixed now, but just in case you were not running the proper tests i figured id clarify.
 
I think that there's a bug in the implementation of EV's in the emulator or in the PS Damage Calculator. This is because the Chansey v Chansey Ice Beams were doing a lot more than anticipated.
Actual Outcome :
http://replay.pokemonshowdown.com/gen1ou-539577755
Look at turns 34-41. You can see that it is does well over 14% sometimes.
Expected Outcome:
Chansey Ice Beam vs. Chansey: 68-81 (9.6 - 11.5%) -- possible 9HKO
Both of us are sure that we have 252 HP EV and 252 Special EV and 15 DV in each.
(Grand total of 703 HP, 308 Special)
More discussion is here if anyone is interested.
http://replay.pokemonshowdown.com/gen1ou-539590957
Any ideas what's causing this discrepancy?


Edit: We played a few more battles, but could not replicate it. So it's possible that it's only a glitch that affects the ladder,but not when you challenge somebody directly.

http://replay.pokemonshowdown.com/gen1ou-539597502
http://replay.pokemonshowdown.com/gen1ou-539598931
 
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Mr.E

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According to the Gen 2 bug thread, Zarel was playing around with teambuilder code last weekend and "EVs weren't getting sent properly in certain situation" for both Gens 1 and 2. The issue should be fixed. Of course, he also posted that on Saturday, so maybe it isn't actually fixed in all circumstances. Or perhaps your teams were bugged, then fixed themselves after opening the teambuilder to doublecheck DVs and EVs.
 
On a ladder match my opponents Gyarados 0HKO'd my Tauros with a Surf crit, which shouldnt kill.

The opposing Gyarados used Surf!
A critical hit! Tauros lost 100% of its health!
Tauros fainted!


Gyarados Surf vs. Tauros on a critical hit: 251-295 (71.1 - 83.5%) -- guaranteed 2HKO

http://replay.pokemonshowdown.com/gen1ou-543181655

Also other moves doing more than they should.
Exeggutor used Psychic!
The opposing Raichu lost 62% of its health!

Exeggutor Psychic vs. Raichu: 123-145 (38 - 44.8%) -- guaranteed 3HKO

http://replay.pokemonshowdown.com/gen1ou-543187812


The opposing MEMES (Exe) used Psychic!
A critical hit! Jolteon lost 85.3% of its health!

Exeggutor Psychic vs. Jolteon on a critical hit: 209-246 (62.7 - 73.8%) -- guaranteed 2HKO
 
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In this battle, opponent's Slowbro Amnesiad to max before using Thunder Wave. After he used Thunder Wave, he THEN used Amnesia again, but his special couldn't raise anymore ... yet he still dropped my speed. That's a bug - the speed drop should only be reapplied on a successful stat-alteration.

Turn 9
Chansey used Soft-Boiled!
Chansey restored its HP.
The opposing Broking used Thunder Wave!
Chansey is paralyzed! It may be unable to move!
Turn 10
Chansey used Thunderbolt!
It's super effective! The opposing Broking lost 11% of its health!
The opposing Broking is paralyzed! It can't move!
Turn 11
Chansey used Thunderbolt!
It's super effective! The opposing Broking lost 12% of its health!
The opposing Broking used Amnesia!
Turn 12
The opposing Broking used Rest!
But it failed!
Chansey used Thunderbolt!
It's super effective! The opposing Broking lost 13% of its health!
 
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Jellicent

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Ruiner of Alph
So, Psychic's chance for a drop is 85/256, or roughly 33.2%. I noticed it said 30% on Smogon and PS, though it looks programmed as 33%. I'm not sure if it can be set to /256, but that would be a slightly more accurate ideal. Actually, all stat down side effects use that same high percentage, but the others look like they're only 10% at the moment. Persian's BubbleBeam is the most notable one, but it also applies to Bubble, Aurora Beam, Acid, and Constrict.

Crystal_ said:
STAT DOWN SIDE EFFECT

Moves included:
Acid, BubbleBeam, Aurora Beam, Psychic, Constrict, Bubble

- Doesn't occur against Substitute or invulnerability (Fly/Dig) status. Otherwise 85/256 chance to occur (~33.2%).
- Decrement corresponding stat level by -1, unless it's already -6.
- For Attack, Defense, Special, and Speed, recalculate the Pokemon's current stat (only the stat affected) according to the new stat level. Cap at 999, minimum is 1.
- Bug: When the stat gets recalculated, ignore any attack drop from burn and any speed drop from paralysis. If the target is burned or paralyzed, apply the corresponding stat penalties to him (again). This is a bug, see explanation above, under Stat Up Effect 1.