may as well make a thread about this.
So on cartridge HP is displayed as a fraction of 48 rounded up, whereas on PS (and every other sim) it's displayed as a percent. I'm not sure how percent is rounded—rounded normally, except at 1% and 99%?
Benefits to percents:
Sure I've seen the arguments about information and while they're not really wrong, the difference in information is really incredibly minor. The only time I can see it coming into play is if a Pokemon is at some wack-ass HP, say, 19/48, and you're using an attack that has a min roll of 39.0%. Since both 38% and 39% display as 19/48 you can't be sure whether the attack will guaranteed KO. But then again, that same shit happens with percents, it'll just happen slightly more often now. The important rolls—guaranteed 2hkoes and 3hkoes—are exact multiples of 1/48 so they won't be affected by the loss of information (and hell, since guaranteed 3hkoes arent an exact multiple of 1/100, theyre actually helped), and since damage rolls vary by 15%, honestly, the 1/100 information you will sometimes lose out on is well within the typical error of randomness anyways.
As for what people are more used to working with—true, we're all comfortable with percents, but it wouldn't take long to adjust to 48ths. There's a reason GF picked that number, it's one of the most convenient numbers for fractions, since it cleanly divides into 2, 3, 4, 6, 8, 12, 16, and 24.
On the other hand, the benefits to switching to 48ths are real and permanent.
I know 48ths failed once before, but imo that was because it was done without any consulting the community and was poorly and unintuitively implemented. I took screencaps of a few games to show the current implementation of the 48ths method and my proposed implementation:
DOU game with percents:
VGC game with 48ths:
My proposal:
to clarify since someone asked about this in PM: when it shows how many 48ths of HP you lost, it would simply be showing the difference between the new 48ths value and the old one, not converting the HP lost into a 48ths value. It would give you absolutely no information you don't get in-game.
thoughts?
So on cartridge HP is displayed as a fraction of 48 rounded up, whereas on PS (and every other sim) it's displayed as a percent. I'm not sure how percent is rounded—rounded normally, except at 1% and 99%?
Benefits to percents:
- More information (roughly 2x as precise as 48ths allows for slightly more accurate knowledge of rolls to KO)
- People are used to working with percents—it may take longer to think whether an attack that did 18/48 of damage is a 3HKO, than if it did 38%.
- No more "8% sand." With the sole exception of 4x resisted stealth rock, all passive damages in the game are exact multiples of 1/48. So for example if a Pokemon is at 6/48, SR will ALWAYS kill, at 7/48 it NEVER will. edit: i forgot life orb. The only other thing in the game which is actually made less accurate by changing to 48ths is life orb, which will occasionally kill when HP is displayed as 5/48 but not usually. I'm not sure if life orb always kills when HP is displayed as 9% but never when it's displayed as 10%, or if it sometimes kills when it's at 10%.
- Cart accuracy is always nice.
Sure I've seen the arguments about information and while they're not really wrong, the difference in information is really incredibly minor. The only time I can see it coming into play is if a Pokemon is at some wack-ass HP, say, 19/48, and you're using an attack that has a min roll of 39.0%. Since both 38% and 39% display as 19/48 you can't be sure whether the attack will guaranteed KO. But then again, that same shit happens with percents, it'll just happen slightly more often now. The important rolls—guaranteed 2hkoes and 3hkoes—are exact multiples of 1/48 so they won't be affected by the loss of information (and hell, since guaranteed 3hkoes arent an exact multiple of 1/100, theyre actually helped), and since damage rolls vary by 15%, honestly, the 1/100 information you will sometimes lose out on is well within the typical error of randomness anyways.
As for what people are more used to working with—true, we're all comfortable with percents, but it wouldn't take long to adjust to 48ths. There's a reason GF picked that number, it's one of the most convenient numbers for fractions, since it cleanly divides into 2, 3, 4, 6, 8, 12, 16, and 24.
On the other hand, the benefits to switching to 48ths are real and permanent.
I know 48ths failed once before, but imo that was because it was done without any consulting the community and was poorly and unintuitively implemented. I took screencaps of a few games to show the current implementation of the 48ths method and my proposed implementation:
DOU game with percents:

VGC game with 48ths:

My proposal:

to clarify since someone asked about this in PM: when it shows how many 48ths of HP you lost, it would simply be showing the difference between the new 48ths value and the old one, not converting the HP lost into a 48ths value. It would give you absolutely no information you don't get in-game.
thoughts?
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