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Are there any official updates on Showdown's progress with replay revival?

Are they still trying to retrieve some of the lost replays? I know they achieved progress on getting some of them back, which was excellent - but I can't find any details about future efforts / current status.
 
This is half-question, half-suggestion: since VGC S/V Reg D is available alongside the current format, Reg G, are other formats from this generation up for consideration as well? Everybody I've spoken with online and in-person regarding Reg H loved it, and are very sad to see it go. Is there a limitation stopping the team from keeping a Reg H ladder, if many people are interested?
 
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fellas if someone can help me a find a ladder I would appreciate it a lot
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it confuses me because it simply says ou without any gen prefix, and it is an unofficial ladder, I would like to lose a couple battles on this so I can remove it from my ladder page, but I can't find it!
 
I believe this is the right thread..
Is there a way to do non-random multi battles? All i'm seeing is random ones. A friend and I wanted to do multi battles.
I'm still semi-new to showdown so explaining it like i'm five is appreciated
 
just made an account for the first time why am i getting this message spectating a friends game. Due to spam from your internet provider, you can't speak except to staff. Logging into an account you've used a lot in the past will allow you to chat.
 
just made an account for the first time why am i getting this message spectating a friends game. Due to spam from your internet provider, you can't speak except to staff. Logging into an account you've used a lot in the past will allow you to chat.

You're likely connecting from an IP that tends to be misused by bad actors (think mobile networks, certain public networks, etc.) and as a safety measure, PS locks those down for non-autoconfirmed users.

If this persists, feel free to make a help ticket on PS >> https://play.pokemonshowdown.com/view-help-request >> click "Something else", click "Other", click "Call a Global Staff member", and write a brief message explaining how recent your account is, and the error message you're getting, a global staff member should be able to look into it.

Hope this helps!
 
how would a typing chart of a format with only the types from the tcg look like? (fairy dosent count)
You'll probably find a better answer by asking in Orange Islands instead of here, but as far as I am aware, making a comprehensive type chart for the TCG types is rather difficult. You'd have to go on a card-by-card basis as that is how the weakness is determined, not by using the type in general (like the actual games)

E.g.: true Water-energy TCG cards typically are weak to Electric, but they can also be weak to Grass. Water-energy cards that are Ice-types in actuality oftentimes are weak to Metal. For an example that I know offhand in TCG Pocket: Both GA Charizard and GA Moltres are Fire-type. However, Charizard is weak to Water, while Moltres is weak to Electric.
 
Also I have a rebalanced Pokemon Type Chart I want to test out. It also alters a few abilities to remove immunities. How do I make it playable on Pokemon Showdown, or a site like Pokemon Showdown?

Grass beats Fairy in my chart and there are no immunities.
 
1) Why is there an Elo floor? If you are 1000 and lose a game, doesn't it create more imbalanced games if your rank doesn't reflect that? Some players with 1000-1100 scores will be much worse than others because of this, but they get paired up anyways.

2) If there has to be a floor, why is it 1000 and not 0?
 
1) Why is there an Elo floor? If you are 1000 and lose a game, doesn't it create more imbalanced games if your rank doesn't reflect that? Some players with 1000-1100 scores will be much worse than others because of this, but they get paired up anyways.

2) If there has to be a floor, why is it 1000 and not 0?
To answer both questions, it's so ppl dont constantly make alts just to reset their elo back up to 1000
 
I once saw a youtube video for a site like Smogon but with many, many new Pokemon and Other Metagames added to it, but I cannot remember what it was called. Can anyone here help with that? It even had metagames inspired by rebalance hacks, and original Fakemon from romhacks.
 
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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