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Programming Pokémon Showdown Damage Calculator

The damage calculator is purely for calculating damage dealt so this wouldn't be affected by Accuracy and Evasion changes.
The move effect of Punishment takes the amount of times the Accuracy and Evasion stats have been raised into account to calculate the move's power though, at least in Pokémon Platinum. In fact, that's the reason that brought me here. I wanted to check if that stays the same in newer games like Ultra Sun and Ultra Moon.

I thought this calculator would be an accurate way to check a move's behavior in the different Pokémon games.
 

pre

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Currently as a workaround you can assign the boosts to a different stat, but we can add acc/evasion drop downs that appear only when Punishment is selected and only for the purposes off accurate boost totals. Calculating expected damage based on accuracy/evasion is out of scope for the damage calc at this time.
 
Currently as a workaround you can assign the boosts to a different stat, but we can add acc/evasion drop downs that appear only when Punishment is selected and only for the purposes off accurate boost totals. Calculating expected damage based on accuracy/evasion is out of scope for the damage calc at this time.
That sounds like a fine idea. Just so we're clear though, this kind of things are properly tested before being implemented in the calculator, yes?

To fully explain myself, my goal here was to use this calculator to check if the stat stages of the Accuracy and Evasion stats were still being taken into account to calculate Punishment's damage in the latest Pokémon games like Ultra Sun and Ultra Moon, since I can't properly test it myself.
As I said, I only tested it in Pokémon Platinum which is 11 years old by now, so the damage calculation for Punishment could have been changed in newer games. Checking whether that is the case or not is what I was after. I just assumed this tool depicted accurately that sort of things.
 

pre

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We rely on the work of Smogon's Pokemon researchers to let us know what the correct mechanics are, though, like with Pokemon Showdown itself, we often introduce some bugs along the way :). Please do not use either the damage calc or the simulator as a source of truth for these things, ask a researcher directly.
 
plus.png
I'm pretty sure the plus means its nature raises its attack stat, and hardy doesn't raise any attack stats. If that's true, then this is a bug.
 
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with the help of MagiaSN the Pokemon Showdown Damage Calculator should now be fully functional with all the gen 7 mechanics. Some additions include Z-moves, moves, terrains, and Abilities. There's probably still a lot we missed so please use this thread for bug reports/missing data/wanted features.
FAQ:
Where do I go if I want to contribute? Damage Calculator Open Source
What if I don't see new features? Try clearing your cache. It usually takes a bit for Zarel to sync the github version with the live version please wait a few days before clearing your cache.
What's new? Changelog
IF YOUR POST WAS DELETED IT WAS DEALT WITH
I don't see Power Spot anywhere, does it not work with damage calculations or was it forgotten? Because I think it's supposed to be in between Export and Battery.
1585046925595.png
1585046940521.png
<--pretty sure it should be added to damage calcs.
 

Austin

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Fixed.



Changing your HP/Atk/Def should have no affect on a Special Attack if I'm not mistaken, so I assume you mean "The calculator does not update the Hidden Power's type and base power based on changes to DVs?" (If you look, its still HP Ice 70). In the particular case of your screenshot, I believe 7/14/13/15/15/15 would still be base power 70, and Water has the same type effectiveness against Aerodactyl as Ice, so the end result should be the same in this case?

Please correct me if I'm misunderstanding - I've filed a bug to have changes to DVs/IVs reflected as changes to the Hidden Power type/BP, but for now you'll need to adjust the BP and type manually using the drop downs beside the move. :(



Thanks. This isn't a regression, we've never supported this AFAICT. I've filed a bug to make sure we have import/export parity with the teambuilder on the client, but this is going to take some time to implement :(. In the meantime you're stuck changing 'Gastrodon-East' to 'Gastrodon' before importing, sorry.
Import feature won't recognize Gastrodon-East
Should be fixed, sorry I must've forgotten about this. Gastrodon-East will now import as Gastrodon
 
At the moment, the calculator only shows calculations assuming that your pokemon gets attacked and takes leftovers recovery on the same turn, which means that it can't take into account turns where you protect or switch it in through a slow u-turn. I would amend that by adding a "turns of recovery" option, or something similar. It would be convenient because situations of that sort happen very often, and I rarely have the interest to take my phone out and start figuring the exact health leftovers recovery will get me at (especially when I need to also consider multiple entry hazards), and then inputting that number into the calculator for a new calculation that could've been computed on there in the first place.
 

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