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So I'm not sure if this qualifies as a "simple" question or if there's simply a better subforum to ask about this (please show me the link to that if so), but I was getting silly in the calc when I noticed a really weird quirk regarding damage rolls.

252 Atk Heracross Megahorn vs. 252 HP / 0 Def Jirachi: 192-226 (47.5 - 55.9%) -- 93.8% chance to OHKO
252 Atk Heracross Close Combat vs. 252 HP / 0 Def Jirachi: 192-226 (47.5 - 55.9%) -- 87.5% chance to OHKO

These are both against a Jirachi with 193 HP left, and from the small amount of further digging I've done, this issue seems to occur at multiple health thresholds. Both the maximum and minimum rolls are the same, but due to some of the rolls in between, the chances to KO differ, despite Megahorn and Close Combat being the same base power on a target neutral to both Bug and Fighting.

Possible Megahorn rolls: 192, 193, 196, 198, 201, 202, 205, 207, 210, 211, 214, 216, 219, 220, 223, 226
Possible Close Combat rolls: 192, 192, 196, 198, 200, 202, 204, 206, 210, 210, 214, 216, 218, 220, 222, 226

Obviously the reason why the percentages are different is because Close Combat has two chances to roll 192, whereas Megahorn only has one. There are also other rolls that don't correspond to one another but those aren't relevant here. Interesting though. Can someone explain the technical reason as to why this is the case? It seems like this is either specific to DPP or any gen before BW, since that problem isn't in any generation past 4. I know the damage formula hasn't been changed since generation 5, so maybe there's some detail there that I'm unaware of.
 
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So I'm not sure if this qualifies as a "simple" question or if there's simply a better subforum to ask about this (please show me the link to that if so), but I was getting silly in the calc when I noticed a really weird quirk regarding damage rolls.

252 Atk Heracross Megahorn vs. 252 HP / 0 Def Jirachi: 192-226 (47.5 - 55.9%) -- 93.8% chance to OHKO
252 Atk Heracross Close Combat vs. 252 HP / 0 Def Jirachi: 192-226 (47.5 - 55.9%) -- 87.5% chance to OHKO

These are both against a Jirachi with 193 HP left, and from the small amount of further digging I've done, this issue seems to occur at multiple health thresholds. Both the maximum and minimum rolls are the same, but due to some of the rolls in between, the chances to KO differ, despite Megahorn and Close Combat being the same base power on a target neutral to both Bug and Fighting.

Possible Megahorn rolls: 192, 193, 196, 198, 201, 202, 205, 207, 210, 211, 214, 216, 219, 220, 223, 226
Possible Close Combat rolls: 192, 192, 196, 198, 200, 202, 204, 206, 210, 210, 214, 216, 218, 220, 222, 226

Obviously the reason why the percentages are different is because Close Combat has two chances to roll 192, whereas Megahorn only has one. There are also other rolls that don't correspond to one another but those aren't relevant here. Interesting though. Can someone explain the technical reason as to why this is the case? It seems like this is either specific to DPP or any gen before BW, since that problem isn't in any generation past 4. I know the damage formula hasn't been changed since generation 5, so maybe there's some detail there that I'm unaware of.
This is because of the rounding order against Jirachi's Steel/Psychic typing being technically different for a move that's super effective and not very effective vs. a move that's not very effective and super effective in that order. The damage formula pre-Gen 5 multiplies by Type1 x Type2 in that order compared to post-Gen 5 just multiplying by the final Type effectiveness, so these are technically different results despite both being neutral matchups in the end.

I can't pull up the quote of where exactly I learned this happens, but I know another example of this is neutral Thunderbolt/Ice Beam against Kingdra.
 
hi! a question, i've been going over the VGC reg I bo3 stats & there are two columns with the "raw" and "real" usage, what's the difference & if we were to look at, for example, SV OU stats which would be considered when tiering?
 
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hi! a question, i've been going over the VGC reg I bo3 stats & there are two columns with the "raw" and "real" usage, what's the difference & if we were to look at, for example, SV OU stats which would be considered when tiering?
Raw usage is the amount of games a pokemon was used in a team. Real usage is the amount of games in which they were sent out. I'm pretty sure tiering is based on raw usage
 
Where can I find an official definition of a "randomized meta"?
I know it seems obvious - teams are randomly generated rather than created by the player - but what about Metronome Battle?
 
When using /buildformat, is it possible to modify individual mon's learnset without blanket making everything legal with !ObtainableMoves? For example, if I wanted to give Tyranitar Sucker Punch in SVOU but keep everything else in the format identical to SVOU, is it possible to do that on the Showdown site?
 
I want to download a lot of pokemon showdown replays for a personal programming project. If I use a pyautogui script to do that, would there be any sort of bot detection?
 
I have a custom CAP tier I built with ~30 other people and wanted to hold a money tour to introduce people to the tier. Since people are no longer able to register a server with Smogon, I am wondering if something of that sort would be allowed on Forums, and if so, where could a thread be made? It's based out of National Dex OU just with an addition of 62 CAP creations vetted by an experienced council. Would it be possible to coordinate with the NDOT moderators to host in that area? If the answer is simply no since it's not on an officially recognized server I understand. Thanks!
 
Why don't they bann wonder guard from Pure hackomons, it's very annoying as trainers make their team's every Pokemon with that ability. I think they should allow only shedninja to do it .. isn't it?
 
Why don't they bann wonder guard from Pure hackomons, it's very annoying as trainers make their team's every Pokemon with that ability. I think they should allow only shedninja to do it .. isn't it?
It's in the name: "Pure" Hackmons. The format cannot ban anything or else it wouldn't be "Pure" Hackmons anymore. You can play Balanced Hackmons if you want to see bans!
 
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