If Imposter procs, why is the opponent's moveset not revealed on highlight? Is it still an info leak? I'm not sure if this is a bug or an oversight. Thanks!
hello,
something strange happened to me last game, unfortunately i forgot to save the game. i think it's just a small bug.
1-i sent alakazam on the battlefield, i did not megaevolve him
2- i took a 90% hit
3-i switched and kept fighting with other pokemon.
4-i sent zoroark ont the battle field, he changed into alakazam( he didnt fight before, he was full life)
5 he fainted, i noticed at this moment that alakazam was now full life o_O
6- i finally sent my alakazam on the batlefield
7- He was indeed full life.
8- i still lost the game. :D
it's not a big deal, but i think something can be exploited there, so.. i report that one.
Have a good day.
The sun clearly lasted from turn 1 to turn 8, as it's meant to.https://replay.pokemonshowdown.com/gen7inheritance-683660433
Heatran is holding Heat Rock but I lose Sun after like... 3 or 4 turns?
Transform does copy the stats, but there's no point on cart where the stats display the ones of the opponent. So to replicate the behavior of how Transform works on cart, you are only shown your own stats pre-transform.Forgot to screenshot or save the log, but Transform is bugged in Gen 1. It should copy all stats (except HP), but at the moment it doesn't copy the opponent's stats. The damage dealt when I attacked and hovering to see my stats confirmed that I still had the original stats even after I used Transform.
Forgot to screenshot or save the log, but Transform is bugged in Gen 1. It should copy all stats (except HP), but at the moment it doesn't copy the opponent's stats. The damage dealt when I attacked and hovering to see my stats confirmed that I still had the original stats even after I used Transform.
Transform does copy the stats, but there's no point on cart where the stats display the ones of the opponent. So to replicate the behavior of how Transform works on cart, you are only shown your own stats pre-transform.
Ghost types are immune to any sort of trapping.So I was playing a battle, and anchor shot didn't work on a Giratina-origin. I mean, it did damage, but it did not stop it from switching out when I used Phantom Force. The battle transcript is here:
Turn 20
The opposing Miltank used Milk Drink!
The opposing Miltank restored its HP.
Dhelmise used Switcheroo!
Dhelmise switched items with its target!
The opposing Miltank obtained one Choice Band.
Dhelmise obtained one Leftovers.
Turn 21
Captain_Seba withdrew Miltank!
Captain_Seba sent out Giratina (Giratina-Origin)!
Dhelmise used Anchor Shot!
The opposing Giratina lost 30% of its health!
Turn 22
The opposing Giratina used Shadow Ball!
It's super effective!
Dhelmise lost 88.3% of its health!
Dhelmise used Phantom Force!
Dhelmise vanished instantly!
Dhelmise restored a little HP using its Leftovers!
Turn 23
Captain_Seba withdrew Giratina (Giratina-Origin)!
Captain_Seba sent out Miltank!
Dhelmise used Phantom Force!
It doesn't affect the opposing Miltank...
Dhelmise restored a little HP using its Leftovers!
PS: This cost me the battle! Grrrrrr
Red/Blue Missingno is Bird / Normal type. I assume since "Bird" isn't really a well-defined type, Revelation Dance didn't change for that reason.https://replay.pokemonshowdown.com/gen7customgame-684113570 Missingno did not change his type when he used revelation dance, even though he had protean.
Red/Blue Missingno is Bird / Normal type. I assume since "Bird" isn't really a well-defined type, Revelation Dance didn't change for that reason.
Missingno did not change his type when he used revelation dance, even though he had protean.
According to the PS source, Bird type changes into typeless when Revelation Dance is used, and Protean doesn't change type for typeless moves such as Struggle.Red/Blue Missingno is Bird / Normal type. I assume since "Bird" isn't really a well-defined type, Revelation Dance didn't change for that reason.
According to the PS source, Bird type changes into typeless when Revelation Dance is used, and Protean doesn't change type for typeless moves such as Struggle.
What does that mean?
also, reflect has the opponent do the tiniest amount less of damage to you
0 Atk Machamp Dynamic Punch vs. 0 HP / 0 Def Genesect through Reflect: 71-84 (25 - 29.6%) -- guaranteed 4HKO
0 Atk Machamp Dynamic Punch vs. +2 0 HP / 0 Def Genesect: 72-85 (25.4 - 30%) -- guaranteed 4HKO
That is absolutely not the damage formula (this is). However, the reasoning is still correct - Reflect is applied in damage calculation at a separate step than with boosts and drops. The damage calculator is accurate here.This is correct.
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This is the damage formula. To make things simple, let's set level to 100, power to 100, and both attack and defense to 100, along with saying the move is STAB for a 1.5x multiplier and ignoring the damage variance - just going with the max roll.
When doing it like this, we end up with {[(42)*100*(1)]/50}=84+2=86*1.5=129.
When doubling defense, we end up with {[(42)*100*(1/2)]/50}=42+2=44*1.5=66.
When adding to the modifier a *0.5 (for reflect), we end up with {[(42)*100*(1)]/50}=84+2=86*1.5*0.5=64.5 floors to 64.
In short, that +2 in the formula makes the Modifier slightly stronger than any changes to Attack, Defense, Power, or Level.
That is absolutely not the damage formula (this is). However, the reasoning is still correct - Reflect is applied in damage calculation at a separate step than with boosts and drops. The damage calculator is accurate here.
Article said:Once the main parameters are set, the general steps of the calculation are as follows:
BaseDamage = ((((2 × Level) ÷ 5 + 2) * BasePower * [Sp]Atk) ÷ [Sp]Def) ÷ 50 + 2
- Apply the multi-target modifier
- Apply the weather modifier
- In case of a critical hit, double the value
- Alter with a random factor
- Apply STAB modifier
- Alter with type effectiveness
- Alter with user's burn
- Make sure damage is at least 1
- Apply the final modifier
I have read the article, many times in fact. Modifiers can't just be multiplied together in any random order (as the one you posted assumed). For example, the game rounds after the spread move modifier, but truncates after the random modifier. These steps have to be taken in a precise order, because if they aren't, rounding errors will amplify and the final damage can be off from what the game would actually have it be. For example, a spread move with STAB isn't 1.125x the base damage, but rather pokeRound(pokeRound(base damage*0.75)*1.5). Another thing to mention is that the game rounds down on 0.5 an awful lot (hence the term "pokeRound") and must be accounted for. When considering a question about damage calculation, knowing this is important.Apologies for missing out on the damage being at least 1 step and for badly phrasing that we can forget about the random factor, but please take the time to read an article before instantly saying that somebody's wrong - not putting the actual code from the game does not make it not the damage formula.
View attachment 96145nature's madness is nowhere to be seen in the search tab