Is there a difference between damage percentage calculations between level 100 and level 50 games?
Yes, but it only matters if you are aiming for exact HP stats for substitute/stat raising berries. For example, my level 100 BellyZard had 296HP (divisible by four for sub-salac), but at level 50, it had 153, which would have required additional EVs.
Can someone link me to a damage calculator that allows a variety of attack modifiers and status ups? I tried Metalkid's, and it didn't really have enough options for what I have in mind.
What options did Metalkid's not have? It has all items, abilities, attacks, stat stages, statuses, and even the option to select specific situations such as switching.
Anyway:
Downloadable in Ruby
Mekkah's (mIRC)
Misty's (mIRC)
Surgo's (Perl)
Metalkid's (online)
I haven't used any of these besides Metalkids, but they were all listed in the
D/P information/resource thread.
I understand that Judgment changes type based on the held plate, but does the plate still give the 20% boost to that type of Judgment? (i.e. Icicle Plate boosting an Ice Arceus' Ice-type Judgment)
Yes, you receive the standard 1.2 multiplier for same-typed attacks, as well as the bonus of Multitype and Judgement.
^The natural moveset has the lowest priority of the moves.
Just wondering, how do you predict how often a move will OHKO if it's damage is say, 90-110%? Would you just go through all the values between 85 and 100, see the lowest, and make it (x/16) % of the time? Sorry for the confusing wording.
Also, when in the damage formula do you round up or down? Is it after every step?
I simply divide the damage range by the percentage greater than or equal to 100% to get my chance of OHKO, in your example, 50%. A random example, say, 88-103%, would result in 26.6 ~ 25%. It's not exact because the calculation actually uses hit points, but it's close enough.
Also, quote from Damage Formula thread:
It should be immediately mentioned that after successfully performing an operator (an operator being +, -, × or ÷), you need to "round down" the number to the nearest whole number before performing the next one. In simple terms, this means to remove all the numbers to the right of the decimal point every time the answer is a decimal before proceeding with the next arithmetic operation.
Is having a 3x weakness on your team always a bad thing, or can it be ok sometimes?
It usually is a bad thing, but depending on your team, it can be alright, usually if you have several defensive resists or immunities to back it up. My team originally had a fire weakness (most of my team was weak, had no defensive resists, and my dusknoir couldn't even burn them in return), but by adding ScarfedHeatran, I could switch in, activating Flash Fire, and but a major dent in anything that would switch in.