DP Research Thread #1 ("Old")

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does metronome (item) increase the power of moves activated through other moves?

examples:
copycat
mirror move
metronome(move)
assist
sleep talk

also could you test for if one of these moves does the same move more then once eg sleeptalk using rock slide twice, and if they use different moves, eg assist using energy ball, then waterfall etc.

if this has been asked sorry, didnt see it though


sorry to dredge this up again, ut i never saw an answer... :(
 
I'm fairly certain (but not completely sure) that when you use your charge, you only lose the last SpDef boost you gained. So, if you didn't gain one from your last Charge, you won't lose one.
This is only from memory of what I've observed, though, so I urge you to continue your testing.

You make a good point, so I went and repeated the experiment, but only charged six times before using spark.

The result? Charging after using spark did NOT raise SpDef.

So unless Spark has to actually hit for damage in order to use it up, it looks like it's completely permanent.
 
Try checking on something that takes damage then >_>

I suspect it works similar to the way rapid spin works. If your opponent isn't affected, the game treats it (besides the PP) as if the attack never happened at all, and its effect doesn't take place.
 
Try checking on something that takes damage then >_>

I suspect it works similar to the way rapid spin works. If your opponent isn't affected, the game treats it (besides the PP) as if the attack never happened at all, and its effect doesn't take place.

OK, I've tested it for that possibility, now. I used the vs seeker on Youngster Tyler (on route 204, the male trainer near Jubilife City - he has a Magikarp and a Starly). Charged six times while his magikarp splashed. Used Spark on Magikarp (Lv5, which promptly fainted to a six-times-charged Spark from a Level 56 Luxray that also critical hit). Starly came out, and Luxray Charged again - no SpDef boost.

Looks like it's permanent.
 
Very nice bit of research, Aielyn. That seems to cover it in all situations that I can think of.
But, while you're testing it, feel like figuring out exactly what Charge does to the damage you inflict? I don't know if it's posted, but I haven't seen it, and the following would be useful to me.
How long does its effect last? (for example: Charge, multiple non-electric moves, then an electric move- would it be boosted?)
Do the effects stack? (F.E.: Charge, Charge, Attack > Charge, Attack?)
Is the cancellation of charge cancelled if the opponent is immune? (Like rapid spin; Charge, Attack on a ground type, then attack on a non-ground; Still boosted?)
 
Important news by Peterko:

Solid Rock does NOT reduce supereffective damage by 1/3, but by 1/4.

Peterko was testing a few things about the damage formula for me, when he noticed this:

Peterko via PM said:
hi, I hope you´re enjoying your day

SOLID ROCK: very interesting find IMO
lv. 64 dragonite, 136sA, water pulse (60BP, SE 4x)
vs
136sD solid rock camerupt

damage: 84, 87, 90, 93, 96, 99, 102, 195 (CH)

now these are not many damages, but I´ve managed to get a lot and most of these came 3-4times so I stopped after like 40 minutes to check the formula

now this is where it gets interesting, because the damage is obviously "too high"

27 x 60 x 136 / 136 / 50 ) + 2 = 34
so the unboosted dmg can be: 28, 29, 30, 31, 32, 33, 34

I´m sure that it is already clear to you what happens, but still, for the record, I tried x2.66 (x 4 / 1.5, everyone says it lowers the dmg 1.5x), max damage = 90, I wanted to see what the difference is, 102/34 = 3, 84/28 = 3, all the others fit also

so what happens is IMO this:

34 x (85-100/100) x SE1 x SE2

-> SE2 (let´s say ground, because it is fire/ground)
turns into 1.5 instead of 2 because of the ability, if there was just one SE then that one would be x1.5 (I would need to ice beam a rhyperior or find a ground attack that doesn´t damage all pkmn - dig lol?)
-> why the last SE has to be 1.5 and not the first - different results, for example 33 x 1.5 x 2 = 98 instead of 99
-> hope this has no flaws, I´m probably gonna run that dig test just to make sure, or even STABed...

TEST 2:
tyranitar dig, 259at, lv.64
vs
110 def camerupt

damage: 144, 150

27 x 259 x 80 / 110 / 50) + 2 = 103

103 x 98/100 = 100
100 x 1.5 = 150

103 x 94/100 = 96
96 x 1.5 = 144

max damage with x 2 / 1.5 or x1.33 would´ve been 137

TEST 3:
garchomp dig, 150attack, lv. 50
vs
93 def camerupt

damage: 121

22 x 80 x 150 / 93 / 50) + 2 = 58

58 x 1.5 x 2 / 1.5 = 116
49 x 1.5 x 2 / 1.5 = 97
so if STAB+SE would turn from x3 into x2 the damage would be 97-116

58 x 1.5 x 1.5 = 130
49 x 1.5 x 1.5 = 109
if what I said applies the damage would be 109-130

-> the damage was 121, the first case is thus impossible, making this formula correct:
58 x 94/100 = 54
54 x 1.5 x 1.5 = 121

so what I said was correct, solid rock changes the last SE modifier from x2 to x1.5 :]

I can confirm that he is right.

In a nutshell, Solid Rock multiplies the supereffective damage that should have been done by 0.75, and not by 2/3. This can be restated equivalently as "Solid Rock changes the last x2 due to supereffectiveness to x1.5 in the damage formula" as he says.
 
Finally some solid proof that Rhyperior isn't the God in Pokemon. Excellent job you two.

*Megahorns Jibaku before he makes snarky Rhyinferior comment*

Does Heal Block prevent Pain Split from working? It was never answered in the "Simple Question Topic".
 
I don't know if this is known already, but Reflect and Light Screen reduce physical and special damage respectively by 1/3 instead of 1/2 in 2vs2.
 
I don't know if this is known already, but Reflect and Light Screen reduce physical and special damage respectively by 1/3 instead of 1/2 in 2vs2.
Yeah, we knew this. It's from advance
*Megahorns Jibaku before he makes snarky Rhyinferior comment*
RhyINFERIOR.

Thanks for the Solid Rock Info. (Goes and edits Rhyperior)
 
Lv40 Omastar - 64 Atk
Lv30 Mime Jr. - 35 Def
Mime Jr. has Filter.

Omastar used Bite.
58 damage.

Assuming Filter reduces damage by 1/3, max damage is 54. Filter reduces damage by 25% as well.
 
I did some testing using Thunder against a Protect user in the rain, and it does indeed go through.

I used Kyogre and Pikachu, Kyogre's Drizzle made it rain, Kyogre used Protect, Pikachu used Thunder, rinse, repeat. Out of 12 uses (I only had 2 PP Ups >_>), Thunder hit the Protecting Kyogre. That's exactly a 25% chance observed. I'll do more testing tomorrow, to make sure that this is accurate.
 
Okay, I noticed a little mistake made by NoA translators:

The Sinnoh Map says Turnback Cave is in the Spring Path. But, when you go save the game, the place info is "Sendoff Spring", so do are the Birth Place of a pokémon born there.

That's good, because "Sendoff Spring" sounds way better for me than "Spring Path".
 
normalize does exactly has it says and changes all moves to normal typing it also allows delcatty to par grounds with T-wav...but steels are still immune to toxic due to the fact they can't be directly poisoned
 
normalize does exactly has it says and changes all moves to normal typing it also allows delcatty to par grounds with T-wav...but steels are still immune to toxic due to the fact they can't be directly poisoned

Didn't Twineedle use to poison Steel-types?
Did it change in D/P?
 
Oh, I see.

Another question: since Porygon's only way to evolve is by trading, then... does the game generate that random (possible) trait number each time it's traded? I mean... you have to trade it twice to get your Porygon-Z.
 
The changing trait is based on a hidden, yet set, variable in your Pokémon's code that determined its ability in R/S/Etc. The way the variable determines abilities was changed, so when they evolve, they're set to the "appropriate" ability. This is why clones will always get the same evolve-trait as their copies.
 
Boa1981 said:
The changing trait is based on a hidden, yet set, variable in your Pokémon's code that determined its ability in R/S/Etc. The way the variable determines abilities was changed, so when they evolve, they're set to the "appropriate" ability. This is why clones will always get the same evolve-trait as their copies.
We figured this one out, I'm fairly sure...for pal parked pokemon it's based on PID, odd it does one thing and even it does the other.
 
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