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DP Research Thread #2 ("New")

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Fly's accuracy is 95, so it can miss.

Dive's accuracy is 100, so it can miss if your accuracy modifier is down, and/or if your foe's evasion modifier is up.

Moves that never miss have accuracy 0 (ironically enough).
 
I think he meant will they hit a Pokemon that has used Fly or Dive. AFAIK none of them do, but I haven't explictly tested it.
 
I could have swore Swift has always hit through Dig/Fly, and that similarly all "never miss" attacks would...
 
Anticipate: Does it inform this Pokemon of super-effective Judgment or Weather Ball? Is Counter considered a Fighting attack, is Metal Burst considered a Steel attack, and is Mirror Coat considered a Psychic attack? Also Beat Up, Doom Desire, and Future Sight.

I tested grip claw, and it increases trapping moves by 3 turns.

So they last 5-8 turns?
 
Works on substitutes, you mean? Or works from behind one?

All moves that aren't named substitute work the same behind a sub as they do without the sub.

Attract working through opposing subs, however, might be news.
 
It did on NetBattle, on the RSbots, and I recall the people whining about that being shut up by someone who tested it in game where it in fact still worked. Tickle worked through Substitute as well in Advance, but that was fixed in D/P.
 
Does Taunt prevent OHKO moves like Horn Drill being used? They do not have a set base power, but they obviously kill your Pokemon.
 
Does Taunt prevent OHKO moves like Horn Drill being used? They do not have a set base power, but they obviously kill your Pokemon.

no it doesn't

for the moves counter, mirror coat and all OHKO moves are given a non player visible base power and are treated like damaging attacks to taunt and thus still work
 
Trying to clarify a few things that the move listings may not have:

1. Are there any moves/abilities/whatever that do something based on max CALCULATED damage, not actual damage done? Like, does Hi Jump Kick do recoil based off the max possible damage, regardless of whether the target only has like 5 HP left? If you use Giga Drain on something with only 5 HP left, though, I'm assuming you can't heal more than 2 HP?

2. Despite the descriptions in some places, Smogon (presumably accurately) describes some recoil moves as doing 1/3 damage (brave bird, double-edge, and one or two more) and others as doing 1/4 damage (submission maybe? I forget). A few of these have Smogon descriptions that they don't do any recoil damage from hitting substitutes (if not, are all the 1/4 damage moves like this?) while at least one of the 1/3 damage recoil moves says it does 1 HP recoil from hitting a substitute (are all 1/3 damage recoil moves like this?)

Sorry if that was confusing. >_>

3. The weird recoil thing mentioned above makes me wonder if moves like Giga Drain act different if they hit a substitute. Anyone know?

4. I found an old post about status saying that confusion didn't have a set length now, and is just three difference percent chances of stuff happening. Anyone know if this is true, and whether confusion can last through sleep?

If any of these have been answered, I'm sorry -- please let me know and I'll delete or edit.
 
1. Calculated damage is the range of which the Actual damage happens.

2. The recoil when hitting a sub has always been 1hp iirc, or at least according Netbattle

4. Confusion has a set length iirc, and it can last through sleep
 
Trying to clarify a few things that the move listings may not have:

1. Are there any moves/abilities/whatever that do something based on max CALCULATED damage, not actual damage done? Like, does Hi Jump Kick do recoil based off the max possible damage, regardless of whether the target only has like 5 HP left? If you use Giga Drain on something with only 5 HP left, though, I'm assuming you can't heal more than 2 HP?

Hi Jump Kick's recoil is not capped by current HP, but it apparently is capped by max HP.

2. Despite the descriptions in some places, Smogon (presumably accurately) describes some recoil moves as doing 1/3 damage (brave bird, double-edge, and one or two more) and others as doing 1/4 damage (submission maybe? I forget). A few of these have Smogon descriptions that they don't do any recoil damage from hitting substitutes (if not, are all the 1/4 damage moves like this?) while at least one of the 1/3 damage recoil moves says it does 1 HP recoil from hitting a substitute (are all 1/3 damage recoil moves like this?)

No recoil is done if any recoil move hits a Substitute. Any inconsistencies with that are my fault, and a result of me not updating all the entries. It stems from Netbattle's ADV mechanics.

3. The weird recoil thing mentioned above makes me wonder if moves like Giga Drain act different if they hit a substitute. Anyone know?

I'm fairly certain Giga Drain still heals regularly against a Substitute (and is capped at half the Substitute's max remaining HP, obviously).

I'm not sure of number 4.
 
Thanks for that, Obi. If I get the chance later I'll test out confusion, but it seems like it would be one that needs a very lengthy testing.
 
Tested out Quick Claw. I gave two Smeargle Quick Claw and had them spam Spore against a Meditite in a Double Battle.

Quick Claw activated 12/50

Seems like it activates around 25%.
 
Tested out Quick Claw. I gave two Smeargle Quick Claw and had them spam Spore against a Meditite in a Double Battle.

Quick Claw activated 12/50

Seems like it activates around 25%.
That's way improved over ADV, right? Wasn't it 1/10 or so back then?
That explain how a Metagross w/Quick Claw activated three times in a row on me the other day. Hax. >_>

@Blizz: I'll check out the confusion claims now and get back here with results.
Edit: Actually, I can't do it tonight. Can anyone else also give me a good idea on the best way to test this?
 
That's way improved over ADV, right? Wasn't it 1/10 or so back then?

I've heard it was 25% or 30% in RSEFL. I never personally tested it. I checked Metalloid Research and it says 23.4%(60/256) for GSC.

@Blizz: I'll check out the confusion claims now and get back here with results.
Edit: Actually, I can't do it tonight. Can anyone else also give me a good idea on the best way to test this?


Record how long Confusion lasts. If it's always between something 2-6 and there seems to be equal chance of each, it's like sleep. If there is a preference for breaking out early and no apparent limit, it's more like Freeze.
 
Don't we also need to know what the chances are of hitting yourself while under confusion are? If the length hasn't been tested yet, I assume we don't know the chances of hitting yourself either.
 
Would Teeter Dance in 2v2 be a good way to test it then?
Cas makes a good point. I'll keep a full record of the lengths of all confusions, as well as a record of how many times it hits/doesn't hit.
I'll do this tomorrow most likely.
 
It was thought that Quick Claw was 23.4% in ADV for the longest time, but Peterko did extensive testing here, and got an empirical result of 17.86% activation, and from this estimated that it's likely 18.75% (3 times the basic 6.25% that's in Pokemon in so many places).

The relevant results:

147/823 activations




We need to verify that Confusion really is a 50 base power typeless physical attack on yourself that ignores the random number generation of the damage formula.
 
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