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Programming Showdex - An Auto-Updating Damage Calculator Built into Showdown!

Today when I was using it, I found that there was no automatic switching of tera burst type after clicking the tera button, how should I use it correctly? Thanks!
Yep we're aware of this issue, sorry about that, hopefully we'll be able to release a fix some time soon. But for now, you can fix it by going into the settings section and changing "Edit Moves" to "Always" like in this screenshot.
1725307231061.png


Then in the battle, click "Edit" like this screenshot.
1725307405889.png


Then for Tera Blast, you can change it to Special or Physical like in the screenshot below.
1725307472079.png
 
Yep we're aware of this issue, sorry about that, hopefully we'll be able to release a fix some time soon. But for now, you can fix it by going into the settings section and changing "Edit Moves" to "Always" like in this screenshot.
View attachment 665838

Then in the battle, click "Edit" like this screenshot.
View attachment 665842

Then for Tera Blast, you can change it to Special or Physical like in the screenshot below.
View attachment 665843
Thank you!
 
this does not work for Mac books or safari right?
Heya! I pulled this from OP. Hopefully this helps you. You'll want to refer to the OP cuz the hyperlinks didn't copy over.

Unfortunately, we don't currently support Safari since Apple requires us to shell out $100/year for the Apple Developer Program just to distribute a singular free extension on the App Store. Thanks Tim!

Not all hope is lost, fortunately! Enhanced Tooltips for Showdown (Source on GitHub), currently available on the App Store, bundles Showdex along with the Enhanced Tooltips & Randbats Tooltip extensions. Note that the bundled Showdex is not officially supported and it might be out-of-date, so questions regarding Showdex running on Safari should be directed towards the maintainer of the aforementioned App Store app, Christian Brüggemann (Smogon · GitHub).
 
Heya! I love this extension, sadly it gets very heavy for my phone (it is low-end at this point).

I know the point of the app is able to make calcs quickly, but there is not a way to have it update just when I request it? It really gets very laggy, specially in FFA, if not, then that's fine, I really love the UI, it is splendid work!
 
this does not work for Mac books or safari right?
It works with the Enhanced Tooltips Safari extension, check the original post for instructions on how to set it up! He probably hasn't updated it with the latest patch we released on Sunday, but he's usually pretty quick about it.
 
Heya! I love this extension, sadly it gets very heavy for my phone (it is low-end at this point).

I know the point of the app is able to make calcs quickly, but there is not a way to have it update just when I request it? It really gets very laggy, specially in FFA, if not, then that's fine, I really love the UI, it is splendid work!
Thanks, glad you enjoy it :) For now, you can probably improve performance a bit by setting Cache Sets to 1 week or a month and enabling Clear Memory after Tab Closes if it's not already enabled (refer to the attached screenshots).

We'll see if it's possible to only update when you open the Calcdex overlay, as I'm guessing the lag is caused when the Showdown animations are playing while we update the calc in the background. We probably would add that as an optional setting. Not sure when we'll add that in, it'll depend on how difficult it is to implement. Thanks for the suggestion! :totodiLUL:
 

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I would like to bring to attention a recently added feature (or maybe its a bug) that I REALLY dislike. It seems to be that when producing the 1HKO like text on the side of damage calculations, its adding the incoming toxic and burn damage to the attack.
1730170772560-png.682910

For example in this recreation of a random battles situation, a quick glance would tell you that mega-heracrosses close combat will be a clean OHKO on azumarill. However if you actually look at the numbers you will see that the maximum amount of damage will be 39.5%, and the rest of the damage is made up by toxic, leading to you getting KOed back by play rough. This doesn't seem to make much sense to me, because most of the time if I am just checking if something will KO, I only care about if the move itself will do enough damage. However, in the situation where I AM banking on toxic damage to finish the job, I would just do the calculations myself to see if the min roll + toxic damage will be enough, there's really no reason for the calculator to do it for me.
 

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Hello, I have been playing Gen7 OU recently and noticed that opponents sometimes carry Ditto. I would like to know how I can reasonably operate in advance to see the damage it would deal after transforming into one of my Pokémon. Additionally, I've found that the set calculator for Ditto after transformation does not adjust to match my Pokémon's sets. Could you consider optimizing this feature? Thank you very much!
 
I would like to bring to attention a recently added feature (or maybe its a bug) that I REALLY dislike. It seems to be that when producing the 1HKO like text on the side of damage calculations, its adding the incoming toxic and burn damage to the attack.
1730170772560-png.682910

For example in this recreation of a random battles situation, a quick glance would tell you that mega-heracrosses close combat will be a clean OHKO on azumarill. However if you actually look at the numbers you will see that the maximum amount of damage will be 39.5%, and the rest of the damage is made up by toxic, leading to you getting KOed back by play rough. This doesn't seem to make much sense to me, because most of the time if I am just checking if something will KO, I only care about if the move itself will do enough damage. However, in the situation where I AM banking on toxic damage to finish the job, I would just do the calculations myself to see if the min roll + toxic damage will be enough, there's really no reason for the calculator to do it for me.
Yeah we're not sure what changed, I think the damage calc might have been updated to start including the toxic damage. We're going to add a setting to turn this off in the next patch (we won't pass in the toxic status to the calc). Sorry about that, I can definitely see how that'd be annoying! Not sure yet if we're gonna make it default on or off.
 
Hello, I have been playing Gen7 OU recently and noticed that opponents sometimes carry Ditto. I would like to know how I can reasonably operate in advance to see the damage it would deal after transforming into one of my Pokémon. Additionally, I've found that the set calculator for Ditto after transformation does not adjust to match my Pokémon's sets. Could you consider optimizing this feature? Thank you very much!
Oh interesting, so you're saying that the opposing ditto doesn't copy your set properly? Okay that sounds like a bug, we'll have to take a look at that.

In terms of calcing the damage before it transforms, here's how you do it:
  1. Right click anywhere inside Calcdex and select "Convert to Honk"
    1730255126117.png
  2. Then select the mon you want to calc against on your side, and press the "Dupe" button.
    1730255279330.png
  3. Then press the Up Arrow A button to move duplicated pokemon to the other side. Then you can calc against it like normal.
    1730255351754.png
Sorry I know it's a bit of a process! Also if you want to be more precise, you would have to change the HP stat of the Pokemon to match Ditto's, but you would have to turn on the "Edit Base Stats" setting under "OM & LC Support" to do that.
 
Oh interesting, so you're saying that the opposing ditto doesn't copy your set properly? Okay that sounds like a bug, we'll have to take a look at that.

In terms of calcing the damage before it transforms, here's how you do it:
  1. Right click anywhere inside Calcdex and select "Convert to Honk"
    View attachment 683102
  2. Then select the mon you want to calc against on your side, and press the "Dupe" button.
    View attachment 683105
  3. Then press the Up Arrow A button to move duplicated pokemon to the other side. Then you can calc against it like normal.
    View attachment 683106
Sorry I know it's a bit of a process! Also if you want to be more precise, you would have to change the HP stat of the Pokemon to match Ditto's, but you would have to turn on the "Edit Base Stats" setting under "OM & LC Support" to do that.
Very cool! Let me try it later.
 
I don't have a screenshot on me right now, but I noticed that whenever there are two weather setters (ex: groudon vs kyogre), the calc seems to have the wrong weather on at times
it might show sun active but have rain damage
a bit too laggy to test this for a screenshot, but I think you could test by having 2 setters switch into each other
 
1731890035219.png
1731890066746.png


Showdex says that gear grind and the z-move equivalent corkscrew crash do the same damage, which is not true:
Lvl 87 84 Atk Klinklang Gear Grind (2 hits) vs. Lvl 94 84 HP / 84 Def Noctowl: 140-168 (41.1 - 49.4%) -- approx. 3HKO after Leftovers recovery
Lvl 87 84 Atk Klinklang Corkscrew Crash (180 BP) vs. Lvl 94 84 HP / 84 Def Noctowl: 253-298 (74.4 - 87.6%) -- guaranteed 2HKO after Leftovers recovery

Unsure if this is just a problem with gear grind since it only hits twice, or all multi-hit moves
 
I don't have a screenshot on me right now, but I noticed that whenever there are two weather setters (ex: groudon vs kyogre), the calc seems to have the wrong weather on at times
it might show sun active but have rain damage
a bit too laggy to test this for a screenshot, but I think you could test by having 2 setters switch into each other
Sorry for the late reply, but you're right, that's definitely a bug with our auto-weather setting feature. It gets messed up when there are two weather setters on the field at the same time. We'll fix this with the next patch, which we plan to work on soon!
 
View attachment 688951View attachment 688952

Showdex says that gear grind and the z-move equivalent corkscrew crash do the same damage, which is not true:
Lvl 87 84 Atk Klinklang Gear Grind (2 hits) vs. Lvl 94 84 HP / 84 Def Noctowl: 140-168 (41.1 - 49.4%) -- approx. 3HKO after Leftovers recovery
Lvl 87 84 Atk Klinklang Corkscrew Crash (180 BP) vs. Lvl 94 84 HP / 84 Def Noctowl: 253-298 (74.4 - 87.6%) -- guaranteed 2HKO after Leftovers recovery

Unsure if this is just a problem with gear grind since it only hits twice, or all multi-hit moves
Ahh good catch, that's definitely a bug! I tested it and it seems to be an issue with all multi-hit moves. Should be a pretty easy fix, we'll include it with the next patch!
 
Found out today that if you're playing a private game and the opponent uses /publicroom to make the game public, the calc tab for that game closes, and I couldn't find a way to open it back. I tried refreshing the page and it would re open but either because it took a long time to load or for some other reason it didn't have the sets I was using selected (and it did not show the team I was using as an option to change to, even though I had the team in my builder)
 
I've found a strange problem. When Aegislash changes its form, the calculator automatically overwrites the evs I entered in advance. I think this is a bug and I'm looking forward to fixing it soon. Thank you very much.
 
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would it be possible to have the calc automatically update stats/types/etc when a mod modifies them? like say, when playing an om, after updating hp%/pp/mons active/etc, the calc also checks to see if anything got modified by a mod, and then applies the change if so. ik its easier said then done, but it'd make calcing for oms so much easier. tysm in advance if you do this
 
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