DP Research Thread #2 ("New")

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tested PSYWAVE

it does 0.5-1.5 x your level damage, more precisely 0.5, 0.6, 0.7, 0.8, 0.9, 1, 1.1, 1.2, 1.3, 1.4 or 1.5 x level damage, it is similar to seismic toss/night shade, it doesn´t show a super effective or NVE message

I tested it with a latios lv. 100 which did 50, 60, 70, 80, 90, 100, 130, 140 damage, and then a lunatone lv. 28 which did 28 (1x), 14 (0.5x), 19 (0.7x), 36 (1.3x) and 42 (1.5x) damage

What's the approximate probability distribution? Does each multiplier have an equal chance to be chosen?
 
as far as I can tell they have equal chances...actually there are 16 possible damages, maybe they run with the damage formula random generator which chooses 85-100/100 or a similar one

but, of course, feel free to test it for example 100 times...I won´t (at least not today), this morning I had extremely bad luck in one of my damage formula modifier position tests where I didn´t get max damage in 65 attacks ._.
 
With 200 Atk + Life Orb, is it still guaranteed to KO 714/130 Blissey?
Yeah, sorry I'm not familiar with the manual damage calculator as I've been using the IRC one - but thanks in advance.
 
Regardless, this is for asking and answering research questions, and a damage calculation is not part of that, unless it's a damage calculation that would confirm / deny the position of a modifier in the damage formula, but as your question isn't, this is not the right thread for it.

The Simple Question thread is where you should submit further questions along those lines.

Footnote, I believe you, and I remember the previous data, which is what prompted me to ask, but I couldn't find the post, so I wanted some verification beyond my memory of someone saying something along those lines.
 
Footnote, I believe you, and I remember the previous data, which is what prompted me to ask, but I couldn't find the post, so I wanted some verification beyond my memory of someone saying something along those lines.

Ah, I appreciate that. I wasn't offended. Just a bit exasperated. To be fair, there are still things about Fury Cutter that I have to test (like does it reset if another move misses?), so my posts were hardly complete. I guess there's no time like the present for me to test them.
 
Peterko said:
Psywave info
From Peterko's data that he had sent me via AIM, the damage chosen has a high probability of being of uniform probability. (That sounded like a self-referencing sentence lol.)

That would mean that Psywave's damage formula is:

Damage done by Psywave = floor((rand(0,10) + 5) * Level / 10)

where rand(0,10) returns a random whole number between 0 and 10 inclusive with uniform probability, and Level is the Level of the Pokemon using Psywave.

EDIT: Actually Peterko, there are 11 possible damages, not 16.
 
Okay, I've been trying to compile correct info about Substitute for the purpose of Shoddy Battle. I figure you guys could help and could use the info either way. I will say from the start that everything here was either tested in RSE and assumed to be the same or gleaned from this or the previous research thread. I'm sorry if this isn't very useful (and glad if it is useful), but this is what I have compiled.

Sandslash, a regular on AAMS, deserves full credit for most of the obscure RSE tests. I don't want to be a credit thief for testing I didn't do!

Substitute takes 25% of the user’s HP, rounded down, to summon a doll to take hits for the Pokemon that used it. This doll has its own HP total, initially equal to the amount of HP consumed to create it, which cannot ever be increased by any means. It blocks all named status effects and effectively has the Clear Body trait. Its defense and special defense are equal to that of the Pokemon which is currently behind it.

Absorb and friends heal HP when hitting subs

Substitute does not block Attract

Multi-hit moves such as Rock Blast will break substitute on the hit that does the fatal damage. Remaining hits will hit the Pokemon that was formerly behind the substitute. This includes Beat Up.

Substitute can be transferred to another Pokemon via Baton Pass. The Substitute keeps its current HP when this happens.

Substitute blocks the effects of partial trapping moves such as Bind. The moves still do their damage from the hit, but they don’t do end of turn damage or prevent switching.

Substitute blocks the effects of full trapping moves such as Mean Look, Block, and Spider Web.

Pokemon with a substitute up cannot be confused by any means. If a Pokemon is already confused when it uses Substitute and then hurts itself in confusion, the Substitute will not take the damage for it.

Damage inflicted to a substitute does not count toward “countering” moves such as Bide or Counter.

Substitute does not block added effects to attacks that benefit the user such as Charge Beam’s special attack boost.

Substitute blocks the effects of Curse when used by a ghost type.

Substitute does not block the effects of Disable.

Substitutes cause Dream Eater to fail. Yes, I know that’s really weird.

Substitutes take damage from Endeavor. For the purpose of Endeavor, the HP of the Pokemon behind the Substitute is used. Whatever damage would be dealt to the Pokemon behind the Substitute is done to the Substitute which may or may not break the Substitute depending on how much damage it is.

Substitute does take the damage from Future Sight and Doom Desire.

Substitutes can be broken by False Swipe.

Substitutes are immune to all forms of flinching.

Substitutes are instantly killed by OHKO moves, but the Pokemon behind them is unharmed.

Substitutes entirely block the effects of Flatter and Swagger, including the stat increases.

This is very well known, but damage dealt to Substitutes does not interrupt Focus Punch.

Since Gravity is a field effect, Substitute does not affect it. Gravity has full effect on Pokemon with Substitutes up.

Substitutes block the effects of Grudge.

Substitutes cause Mimic and Sketch to fail. Presumably, this includes Copycat as well.

Substitutes do not take damage from Hail or Sandstorm. The Pokemon behind the Substitute takes the damage.

Substitutes do not block Haze.

Substitute does not block Imprison.

Knock Off can’t force a Substitute to drop an item.

Substitute blocks the effects of Leech Seed.

Substitute blocks the effects of Lock On and Mind Reader.

A Pokemon under the effects of both Substitute and magic coat can still reflect status effects. In fact, Magic Coat reflects a status inflicting move under all circumstances, regardless of the Magic Coat user’s status immunity.

Substitute blocks the effects of Nightmare.

Substitutes do not block the effects of Foresight, Odor Sleuth, or Miracle Eye.

Substitutes block Pain Split when used by the enemy Pokemon. Pokemon behind Substitutes can use Pain Split against unprotected Pokemon just fine.

Damage dealt to Substitutes does not count toward doubling the power of Revenge, Avalance, or Payback.

Substitutes do not block the effects of Perish Song.

Substitutes do not block the effects of Psych Up

Present’s healing effect will hit a Pokemon behind a Substitute. The Substitute takes the damage if Present chooses to do damage.

Substitutes take the hit from Pursuit.

Substitutes do not block the effects of Rapid Spin.

Substitutes do not block the effects of Roar or Whirlwind.

Damage inflicted to a substitute does not cause Rage to build.

Both Role Play and Skill Swap hit through Substitute

Super Fang deals damage to a substitute equal to the damage it would deal to the user if the substitute were not there.

Substitute can be Snatched.

Substitute does not block Spite.

Substitute blocks the effects of Trick and Switcharoo. The Pokemon behind the Substitute can still use these moves freely.

Smellingsalt and Wake Up Slap cannot cure status effects or do double damage against Substitutes.

Substitute obviously fails when the user already has a Substitute.

Taunt hits through Substitutes in DP mode but not in RSE mode.

The item stealing of Thief and Covet will not happen when used on a Substitute.

Torment hits through Substitutes.

Transform allows the user to transform into the other Pokemon even if the other Pokemon has a Substitute up.

To be clear, Tickle only hits through subs in RSE. It does not hit through Subs in DP.

Substitute does not block the effects of Yawn in DP. It only does so in RSE.

Substitutes that are Baton Passed to another Pokemon do not take the damage from Spikes and Stealth Rock. The Pokemon that is newly behind the Substitute takes the damage.

Substitutes will not take recoil damage from moves like Double-edge or
crashing damage when Hi Jump Kick or Jump Kick miss. The user will take
this damage. If a Pokemon using a recoil move attacks a substitute, the user will take recoil damage.

Attacking a Substitute does not cause a Life Orb to drain the health of the attacker.

The Enigma, Rowap, and Jaboca berries won't activate for a Substitute.

All other items (one possible exception) act on the holder of the items as per normal regardless of Substitute.

All traits act normally when interacting with Substitute. Intimidate is blocked, but all the others behave as though the Substitute weren't there. Water Absorb heals the Pokemon behind the Sub, Flash Fire will boost fire power, Synchronize will still transmit status, Static will still paralyze, etc. As far as traits go, Substitute doesn't exist.

The following moves still need tested for their interaction with Substitute:

Assurance, Embargo, Gastro Acid, Guard Swap, Power Swap, Heart Swap, Heal Block, Mirror Move, Bug Bite, Pluck, Psycho Shift, Worry Seed, Toxic Spikes

Also, the interaction between substitutes and Hooked Spikes needs tested as does the interaction with all of the super-effective berries.
 
Flash Fire: Does Tri-Attack's Burn activate Flash Fire?
Flash Fire is only activated by Fire moves that hit the Flash Fire Pokemon. Flash Fire is not activated by getting burned from any attack (unless said attack is Fire-typed).
 
HI JUMP KICK and JUMP KICK info

recoil = 1/2 of the damage you would have done to the foe if you hit it, it even considers CHs as I´ve seen in one of my tests
- the damage the recoil is derived from can´t exceed foe´s max HP
- the damage ignores foe´s remaining HP, example: snorlax has 9hp, jump kick would do 48-56 damage, recoil is not 4, but at least 24
 
All other items (one possible exception) act on the holder of the items as per normal regardless of Substitute.

Enigma berry does not trigger when a SE attack hits a sub, neither does Rowap/Jaboca.
 
HI JUMP KICK and JUMP KICK info

recoil = 1/2 of the damage you would have done to the foe if you hit it, it even considers CHs as I´ve seen in one of my tests
- the damage the recoil is derived from can´t exceed foe´s max HP
- the damage ignores foe´s remaining HP, example: snorlax has 9hp, jump kick would do 48-56 damage, recoil is not 4, but at least 24
That explains a lot.
Judging from personal experience, it worked this way in Advance, too.
 
Dream Eater fails when the opponent has a Substitute. Given the interaction with Smellingsalt as well, I think the Substitute won't let the enemy's attacks consider that the foe has a status effect.

I hadn't considered those weird berries. I'll be sure to add them.

Also, I've added in a note about the three forms of spikes and how they work when you BP a sub. Toxic Spikes could use a test for the interaction.
 
Does the "recoil" take type effectiveness into account?

what do you mean by type effectiveness, do you mean the hypothetic damage the recoil comes from? that works like it would run a damage formula with hi jump kick/jump kick, it just doesn´t look at the remaining health (health left), max damage you can get is max HP of foe

so, if you mean the damage, then the answer is yes

the tests were something like this:

hitmonlee lv. 36 vs chansey lv. 100 with 20 defense
-> I was told that the recoil should be 1/8 which I found very low (from my experience in advance when it missed it was much higher)
-> hitmonlee would do more than max hp damage, in this case somewhere around 700, recoil KOed it, if it was 1/8 it would survive with at least 3 hp (another option was that the damage doesn´t cap at foe max hp)

lv. 30ish hitmonlee vs ursaring lv.100 with 176defense
-> here we (me and x-act) found out that the recoil is 1/2 and not 1/8 as the calc damage was around 40 and my recoil was 20

hitmonlee vs snorlax
-> snorlax HP was brought to under min damage of jump kick, this test was there to see if it caps at the remaining hp or not, one recoil would be 4 (it had 9HP left) and the second around 24, the second case occured

I don´t remember exactly where, but I also proved that the damage caps at max HP of foe...now I remember, I caught a low level starly, gave it protect and the kick crashed, the recoil was half of starly´s HP
 
Pokemon with a substitute up cannot be confused by any means. If a Pokemon is already confused when it uses Substitute and then hurts itself in confusion, the Substitute will not take the damage for it.
So a Dragonite with a Substitute up can't confuse itself with Outrage?

Substitutes take the hit from Pursuit.
Reason to use Substitute on Gengar, I guess.

Substitute blocks the effects of Trick and Switcharoo. The Pokemon behind the Substitute can still use these moves freely.
Hooray Baton Pass teams.

Assurance, Embargo, Gastro Acid, Guard Swap, Power Swap, Heart Swap, Heal Block, Mirror Move, Bug Bite, Pluck, Psycho Shift, Worry Seed, Toxic Spikes I'd also like to see Destiny Bond tested, especially since Substitute stops Grudge's effect.

Also, the interaction between substitutes and Hooked Spikes needs tested as does the interaction with all of the super-effective berries.
 
I forgot about Outrage and the confusion berries; that was sloppy wording on my part. I'm almost entirely sure that you can be confused by those with a sub up, but I'll see if I can get some confirmation on it.
 
Update on Transform and the Choice Items.

Using Choice Scarf on a Ditto.

After selecting transformation I was allowed to select any move.
After selecting a move I proceeded to be locked in as per normal with a Choice Item.
I tested 18 attacks, I went first on each turn.
Since Transform copies the speed normally it would be 50/50.
The chance of me going first 18 consecutive times is 0.0038%
It appears from testing the Scarf that the effects of the choice items are carried over.
 
About critical hit rates, I saw in a previous post that most of it had been worked out but didn't see anything about the items Lansat Berry, Stick, or Lucky Punch. I assume that Lansat is like Focus Energy with a +2 crit rate and that the two exclusive items are also +2 crit rate. The item thread in analysis puts Lansat as +1 though so I'm concerned.
 
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