Programming Pokémon Showdown Damage Calculator

#77
why don't add the moves, items and abilities that left in the calc? Aswell might want to updated some sets that are still being old in the cal (even they got updated on the analysis)
 

Austin

Schismatic
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#78
why don't add the moves, items and abilities that left in the calc? Aswell might want to updated some sets that are still being old in the cal (even they got updated on the analysis)
Which moves, items, and abilities are missing? If you give me the list I’ll add them asap
 
#79
So as you requested to me to here is the list of the moves, items and abilities that left to be added on the calculator:

Absorb, Acid, Acid Armor, Acupressure, After You, Ally Switch, Aqua Ring, Aromatic Mist, Assist, Attract, Aurora Veil, Baby-Doll-Eyes, Baneful Bunker, Barrage, Beat Up, Bide, Block, Bubble, Camouflage, Captitative, Celebrate, Charge, Charm, Comet Punch, Confide, Confusion, Constrict, Conversion/2, Copycat, Cosmic Power, Cotton Spore, Counter, Crush Grip, Cut, Detect, Dizzy Punch, Dragon Dance, Dragon Breath, Echoed Voice, Eerie Impulse, Egg Bomb, Electrify, Embargo, Ember, Entrainment, Fairy Lock, Fairy Wind, Fake Tears, False Swipe, Feather Dance, Fissure, Flash, Flatter, Flower Healing, Flower Shield, Focus Energy, Follow Me, Foresight, Fury Attack, Fury Cutter, Gastro Acid, Gear Up, Grass Whistle, Grassy Terrain, Gravity, Growl, Growth, Grudge, Guard Split, Guard Swap, Guillotine, Hail, Happy Hour, Harden, Happy Hour, Headbutt, Heal Block, Heart Swap, Hear Crash, Hold Back, Hold Hands, Horn Drill, Howl, Hypnosis, Ice Ball, Imprison, Ion Deluge, Instruct, Karate Chop, Kinesis, Laser Focus, Leafage, Leer, Lick, Lock On, Lucky Chant, Magic Room, Magnetic Flux, Magnitude, Mat Block, Mean Look, Meditate, Mega Drain, Mega Kick, Mega Punch, Memento, Metal Burst, Metal Sound, Metronome, Mimic, Mind Reader, Minimize, Miracle Eye, Mirror Coat, Mist, Misty Terrain, Morning Sun, Mud Slap, Mud Spot, Nightmare, Noble Roar, Octazooka, Odor Sleuth, Pain Split, Parting Shot, Pay Day, Peck, Perish Song, Petal Blizzard, Play Nice, Poison Gas, Poison Powder, Poison Sting, Pound, Powder, Powder Snow, Power Split, Power Swap, Power Trick, Present, Psybeam, Psychic Terrain, Psych Up, Psywave, Purify, Quash, Rage, Rain Dance, Razor Wing, Reflect Type, Role Play, Rolling Kick, Rollout, Rototiller, Safeguard, Sand Attack, Sandstorm, Scary Face, Scratch, Screech, Sharpen, Shore Up, Simple Beam, Sketch, Skill Swap, Slam, Sleep Powder, Smelling Salts, Smog, Smokescreen, Snatch, Snore, Soak, Speed Swap, Spider Web, Spike Cannon, Spite, Spit Up, Splash, Spotlight, Stomp, Strength, Strength Sap, String Shot, Stun Spore, Supersonic, Swallow, Sweet Kiss, Sweet Scent, Tail Whip, Tearful Look, Teeter Dance, Telekinesis, Teleport, Thunder Shock, Tickle, Topsy-Turvy, Torment, Toxic Thread, Transform, Trick-or-Treat, Triple Kick, Trump Card, Twister, Venom Drench, Vine Grip, Vine Whip, Water Sport, Withdraw, Wonder Room, Work Up, Worry Seed.

Absorb Bulb, Cell Battery, Damp Rock, Full Incense, Heat Rock, Icy Rock, Lax Incense, Odd Incense, Rock Incense, Rose Incense, Sea Incense, Wave Incense.
//deal with ability functions//
Anger Point, Anticipation, Aroma Veil, Big Pecks, Cheek Pouch, Color Change, Competitive, Compound Eyes, Cursed Body, Cute Charm, Damp, Early Bird, Effect Spore, Flame Body, Flower Veil, Frisk, Friend Guard, Gluttony, Gooey, Healer, Heavy Metal, Heatproof, Harvest, Hustle, Hydration, Honey Gather, Illuminate, Illusion, Inmunity, Imposter, Inner Focus, Insomnia, Iron Barbs, Keen Eye, Leaf Guard, Light Metal, Limber, Magic Bounce, Magician, Magma Armor, Magnet Pull, Moody, Moxie, Multiscale, Multitype, Mummy, Natural Cure, No Guard, Normalize, Oblivious, Own Tempo, Persistent, Pickpocket, Pickup, Poison Point, Prankster, Pressure, Serene Grace, Shadow Tag, Shed Skin, Speed Boost, Stall, Stance Change, Static, Steadfast, Stench, Suction Cups, Super Luck, Sweet Veil, Symbiosis, Synchronize, Tangled Feet, Telepathy, Trace, Truant, Unburden, Victory Star, Vital Spirit, Water Veil, Wonder Skin, Zen Mode.

Hope it helps out to make calculator better Austin
 
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#80
So as you requested to me to here is the list of the moves, items and abilities that left to be added on the calculator:

Absorb, Acid, Acid Armor, Acupressure, After You, Ally Switch, Aqua Ring, Aromatic Mist, Assist, Attract, Aurora Veil, Baby-Doll-Eyes, Baneful Bunker, Barrage, Beat Up, Bide, Block, Bubble, Camouflage, Captitative, Celebrate, Charge, Charm, Comet Punch, Confide, Confusion, Constrict, Conversion/2, Copycat, Cosmic Power, Cotton Spore, Counter, Crush Grip, Cut, Detect, Dizzy Punch, Dragon Dance, Dragon Breath, Echoed Voice, Eerie Impulse, Egg Bomb, Electrify, Embargo, Ember, Entrainment, Fairy Lock, Fairy Wind, Fake Tears, False Swipe, Feather Dance, Fissure, Flash, Flatter, Flower Healing, Flower Shield, Focus Energy, Follow Me, Foresight, Fury Attack, Fury Cutter, Gastro Acid, Gear Up, Grass Whistle, Grassy Terrain, Gravity, Growl, Growth, Grudge, Guard Split, Guard Swap, Guillotine, Hail, Happy Hour, Harden, Happy Hour, Headbutt, Heal Block, Heart Swap, Hear Crash, Hold Back, Hold Hands, Horn Drill, Howl, Hypnosis, Ice Ball, Imprison, Ion Deluge, Instruct, Karate Chop, Kinesis, Laser Focus, Leafage, Leer, Lick, Lock On, Lucky Chant, Magic Room, Magnetic Flux, Magnitude, Mat Block, Mean Look, Meditate, Mega Drain, Mega Kick, Mega Punch, Memento, Metal Burst, Metal Sound, Metronome, Mimic, Mind Reader, Minimize, Miracle Eye, Mirror Coat, Mist, Misty Terrain, Morning Sun, Mud Slap, Mud Spot, Nightmare, Noble Roar, Octazooka, Odor Sleuth, Pain Split, Parting Shot, Pay Day, Peck, Perish Song, Petal Blizzard, Play Nice, Poison Gas, Poison Powder, Poison Sting, Pound, Powder, Powder Snow, Power Split, Power Swap, Power Trick, Present, Psybeam, Psychic Terrain, Psych Up, Psywave, Purify, Quash, Rage, Rain Dance, Razor Wing, Reflect Type, Role Play, Rolling Kick, Rollout, Rototiller, Safeguard, Sand Attack, Sandstorm, Scary Face, Scratch, Screech, Sharpen, Shore Up, Simple Beam, Sketch, Skill Swap, Slam, Sleep Powder, Smelling Salts, Smog, Smokescreen, Snatch, Snore, Soak, Speed Swap, Spider Web, Spike Cannon, Spite, Spit Up, Splash, Spotlight, Stomp, Strength, Strength Sap, String Shot, Stun Spore, Supersonic, Swallow, Sweet Kiss, Sweet Scent, Tail Whip, Tearful Look, Teeter Dance, Telekinesis, Teleport, Thunder Shock, Tickle, Topsy-Turvy, Torment, Toxic Thread, Transform, Trick-or-Treat, Triple Kick, Trump Card, Twister, Venom Drench, Vine Grip, Vine Whip, Water Sport, Withdraw, Wonder Room, Work Up, Worry Seed.

Absorb Bulb, Cell Battery, Damp Rock, Full Incense, Heat Rock, Icy Rock, Lax Incense, Odd Incense, Rock Incense, Rose Incense, Sea Incense, Wave Incense.

Anger Point, Anticipation, Aroma Veil, Big Pecks, Cheek Pouch, Color Change, Competitive, Compound Eyes, Cursed Body, Cute Charm, Damp, Early Bird, Effect Spore, Flame Body, Flower Veil, Frisk, Friend Guard, Gluttony, Gooey, Healer, Heavy Metal, Heatproof, Harvest, Hustle, Hydration, Honey Gather, Illuminate, Illusion, Inmunity, Imposter, Inner Focus, Insomnia, Iron Barbs, Keen Eye, Leaf Guard, Light Metal, Limber, Magic Bounce, Magician, Magma Armor, Magnet Pull, Moody, Moxie, Multiscale, Multitype, Mummy, Natural Cure, No Guard, Normalize, Oblivious, Own Tempo, Persistent, Pickpocket, Pickup, Poison Point, Prankster, Pressure, Serene Grace, Shadow Tag, Shed Skin, Speed Boost, Stall, Stance Change, Static, Steadfast, Stench, Suction Cups, Super Luck, Sweet Veil, Symbiosis, Synchronize, Tangled Feet, Telepathy, Trace, Truant, Unburden, Victory Star, Vital Spirit, Water Veil, Wonder Skin, Zen Mode.

Hope it helps out to make calculator better Austin
A lot of these have no effect on damage, so I think adding them would be a waste of time. Remember, programmers are people, too.
 
#81
A lot of these have no effect on damage, so I think adding them would be a waste of time. Remember, programmers are people, too.
I know some of them might be useless adding but some others none and it gives a more realistic usage just trying to help, i made the post now they can ignore it, add some or add everything, is up to them, i'm not trying to pressure or make anyone work for no reason, just thought that if they are real moves/abilities/items why don't just add them :blobshrug:
 

mellowyellowhd

got called racist in greggs earlier lads
is a Pre-Contributor
#83
Not sure if this is the place to post it but there seems to be a bug in how the calculator works out the % chance to kill of repeated use of moves that weaken offensive stats (like Superpower and Draco Meteor for example). It seems to show the reverse percentage of what it should - as in, say if a move has a 75% chance to 2HKO, it will say it has a 25% chance to 2HKO. Examples below.



 
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#85
https://media.discordapp.net/attachments/374666310035963905/456926047624232974/unknown.png

https://media.discordapp.net/attachments/374666310035963905/456926120319647754/unknown.png

https://media.discordapp.net/attachments/374666310035963905/456926167132536854/unknown.png

so as u can see in the last imagine, when using Once, Twice or more times for draco, it doesnt take choice specs into the count, with everything else it works and like if u put Lifeorb on kingdra instead of specs, doing calc by last picture it will deal more damage with lifeorb then specs.
 
#86
https://media.discordapp.net/attachments/374666310035963905/456926047624232974/unknown.png

https://media.discordapp.net/attachments/374666310035963905/456926120319647754/unknown.png

https://media.discordapp.net/attachments/374666310035963905/456926167132536854/unknown.png

so as u can see in the last imagine, when using Once, Twice or more times for draco, it doesnt take choice specs into the count, with everything else it works and like if u put Lifeorb on kingdra instead of specs, doing calc by last picture it will deal more damage with lifeorb then specs.
I don't understand what you are saying, the calcs you see are good.
Draco Meteor (once) without Choice Specs does 29.2 - 34.8% , so with Choice Specs it should do as with +1 SpA, which is 44.2 - 52.2% if you check the calc. This is exactly the value you are reporting, so there is no mistake here.
Also Life Orb does not do more damage, it does 38 - 45.3%.

EDIT: removed my comments about more hits since I didn't test it completely, see below
 
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#87
uhh, no its not that, check last post, after using 1st draco it ignores specs calculations in there. try putting that u already used specs draco once second time it will be -2 as supposed but specs dmg is not calced.
 
#88
Ok, I understood, there is indeed a bug that I will develop further down so it gets fixed more easily.
But I realized it after much testing, since your explanation was really not clear and misleading:
- your first post makes believe that even with 'Once', the calc doesn't work, but it does
- currently Life Orb does not do more damage at 'Twice' than Specs, you have to go to '3 times' for it to happen and make the bug obvious, which is what mislead me
- the pics you provided do not make obvious what the bug is (a pic with 3 times with Specs, and 3 times with Life Orb would clearly show there is a problem for instance)

Anyway thanks for the hint, and here is a detailed report:
Choice items (I tested both) do not work well with multi-hit moves (I tested Superpower for instance too).
From the second hit on, these items are not taken into account anymore.

Here is the proof:
252+ SpA Choice Specs Kingdra Draco Meteor vs. 248 HP / 208+ SpD Mantine: 165-195 (44.2 - 52.2%)
so the min damage is 165.
-2 252+ SpA Choice Specs Kingdra Draco Meteor vs. 248 HP / 208+ SpD Mantine: 84-99 (22.5 - 26.5%)
so the min damage at -2 SpA is 84, so the total min damage of 'Twice' Draco Meteor should be 249.
But currently we have: 252+ SpA Choice Specs Kingdra Draco Meteor over 2 turns vs. 248 HP / 208+ SpD Mantine: 220-261 (58.9 - 69.9%)
And 220-165=55 which is the result of no choice Specs for the second hit:
-2 252+ SpA Kingdra Draco Meteor vs. 248 HP / 208+ SpD Mantine: 55-66 (14.7 - 17.6%)
demonstrating that indeed after the first hit, the Choice Specs is not taken into account anymore.
 
#89
Screenshot-2018-6-27 A Pokémon Calculator.png

This occured after I removed the primary type of a pokemon (as can be seen in the screenshot in the spoiler). I would not consider this a real bug myself since primary typings are mandatory but since the calculator tells me to: Austin
Also attack reductions should affect the struggle damage in this gen and not special attack reductions (which is right in battles but wrong in the calculator).
Screenshot-2018-6-27 A Pokémon Calculator(1).png

Edit: This happened for Gen 2
 
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#90
Since the removal of ORAS movesets, some errors have crept in. Machoke, despite its NFE status, no longer works in combo with Eviolite. See the following calcs:
To compare, I did the calcs with Gurdurr but with the BST of Machoke:
This is the only malfunction that I found but it is not impossible that other NFEs are concerned.
There is someone?
 
#91
Despite being LC or NFE and therefor NFE, all these pokemon do not receive the eviolite boost in the damage calc as assumably they aren't listed as NFE pokemon;

Edit:
-If I didn't type ''(all gens)'' behind it, it's only for the S/M calc.
-the list of ALL(yes I went over all of them ;-;) incorrectly not NFE listed mons in the damage calc;
-Machoke (all gens)
-Poipole
-Cutiefly
-Bagon (all gens)
-Budew
-Carvanha (all gens)
-Darumaka (all gens)
-Remoraid (all gens)
-Sandygast
-Shieldon (all gens)
-Wimpod
 
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#92
I don't know if this has already been mentioned, but Echoed Voice is not on the calculator as a move. It would be nice to have a Superpower style mechanic for this, indicating power after two turns, three turns, etc. Thank you kindly!!
 
#93
Can you make it so when a Pokemon changes type, the calculation shows it?

An example would be

252+ SpA Aegislash-Blade Flash Cannon vs. 0 HP / 0 SpD Dark Type Greninja: 211-250 (74 - 87.7%) -- guaranteed 2HKO
 

Luigifan

Banned deucer.
#94
A lot of these have no effect on damage, so I think adding them would be a waste of time. Remember, programmers are people, too.
I think you mean "no direct effect on damage", by which I mean stuff that is either a modifier in the damage formula or a modifier to a Pokémon's Attack, Defense, Special Attack, or Special Defense; stuff like Anger Point which are not themselves modifiers to damage or stats that govern damage, but can generate modifiers to damage (like stat stages), have an indirect effect.

Can you make it so when a Pokemon changes type, the calculation shows it?

An example would be

252+ SpA Aegislash-Blade Flash Cannon vs. 0 HP / 0 SpD Dark Type Greninja: 211-250 (74 - 87.7%) -- guaranteed 2HKO
The damage calculator lets you freely fiddle with values like Ability, typing, and Base Stats.

Also, I have something to say that has nothing to do with other posts in this thread: I have noticed a lack of Substitute in the damage calculator, though I am not entirely sure how necessary it is. Since it takes off 25% of its user's maximum HP to create what amounts to a separate "shield" health bar with an amount of HP equal to the amount of HP used to create it, and since most attacks in competitive Pokémon take off more than 25% of their target's HP, the usual practical effect of Substitute is to cap the damage of the next hit taken to 25% of the user's max HP. There are cases where an attack would not take off 25% or more of the target's HP, such as Seismic Toss used on a Pokémon with a huge HP stat like Blissey or Wailord (I'd mention Wobbuffet, but it can't learn Substitute), in which case the Substitute survives with a reduced amount of remaining HP, but leftover damage from the hit that breaks the Substitute still isn't transferred to the Pokémon behind it, so it still imposes a cap on the effective damage from the hit that breaks it. I think this cap only applies to the damage that would be taken by the Pokémon behind the Substitute; it doesn't apply to other things that are a function of the dealt damage, like healing from moves such as Drain Punch or Giga Drain or recoil damage from moves such as Double-Edge or Wild Charge. A Substitute also prevents most status moves, like Leech Seed, Toxic, Hypnosis, Thunder Wave, etc. from connecting with the Pokémon behind the substitute, and also prevents secondary effects like status effects or stat drops from an attack that hits a Substitute, but it does not prevent indirect damage such as weather, poison, burn, Curse, Leech Seed, etc. (though a lot of these, like poison and Leech Seed, require that the indirect damage in question starts before the Substitute goes up, others, like weather, can start happening regardless of whether or not a Substitute exists), nor does a Substitute prevent the Pokémon behind it from deducting its own HP to use moves like Curse (as a Ghost), Belly Drum, or Mind Blown (though not Substitute itself, as it fails if used while a Substitute already exists), taking recoil damage from moves like Double-Edge and Wild Charge, reducing its own stats or afflicting itself with status conditions by using certain moves (such as Close Combat or Outrage), or taking damage from self-attacking by confusion (though, again, the confusion usually has to be inflicted before the Substitute goes up). These are all things that should be known by competitive Pokémon players, and they may not be relevant to the damage calculator (though it may do things like change 6HKOs to 7HKOs, I'm not sure). Where it gets interesting is when Substitute is ignored or transferred.

Pokémon with Infiltrator bypass an opponent's Substitute with any move they use, and sound-based moves bypass Substitute regardless of whether or not their user has Infiltrator. This means that the damage calculation will be the same regardless of whether or not a Substitute exists. Also, while a Substitute usually vanishes immediately when the Pokémon behind it is switched out (or when it faints), it stays in place if the Pokémon behind it was switched out by using Baton Pass. When this happens, the Substitute's HP remains the same as it was when the Pokémon behind it used Baton Pass and exited the field, but a Substitute does not have defensive stats of its own; the damage a Substitute takes from an attack is determined by the type, Defense/Special Defense, Ability, and held item of the Pokémon which is currently behind it (as well as global modifiers such as weather and terrain). This means that Baton Pass can be used to give a Pokémon a Substitute with more HP than a Substitute that Pokémon could create itself could have, and that a Pokémon can get a Substitute without sacrificing any of its own HP. While this scenario will not come up in most Smogon-based battles due to our Baton Pass clause, people will use this calculator for battles with or without that clause. So we need to be able to factor in damage based strictly on the HP the Substitute itself has, using the type, stats, Ability, and held item of the Pokémon behind it (we don't really need to worry about damage in excess of a Substitute's HP, since that isn't transferred to the Pokémon behind it). A Substitute could be broken in one hit when its original creator is attacked, but that same attack could fail to break that same Substitute if it is transferred to another Pokémon.
 
#95
I think you mean "no direct effect on damage", by which I mean stuff that is either a modifier in the damage formula or a modifier to a Pokémon's Attack, Defense, Special Attack, or Special Defense; stuff like Anger Point which are not themselves modifiers to damage or stats that govern damage, but can generate modifiers to damage (like stat stages), have an indirect effect.



The damage calculator lets you freely fiddle with values like Ability, typing, and Base Stats.

Also, I have something to say that has nothing to do with other posts in this thread: I have noticed a lack of Substitute in the damage calculator, though I am not entirely sure how necessary it is. Since it takes off 25% of its user's maximum HP to create what amounts to a separate "shield" health bar with an amount of HP equal to the amount of HP used to create it, and since most attacks in competitive Pokémon take off more than 25% of their target's HP, the usual practical effect of Substitute is to cap the damage of the next hit taken to 25% of the user's max HP. There are cases where an attack would not take off 25% or more of the target's HP, such as Seismic Toss used on a Pokémon with a huge HP stat like Blissey or Wailord (I'd mention Wobbuffet, but it can't learn Substitute), in which case the Substitute survives with a reduced amount of remaining HP, but leftover damage from the hit that breaks the Substitute still isn't transferred to the Pokémon behind it, so it still imposes a cap on the effective damage from the hit that breaks it. I think this cap only applies to the damage that would be taken by the Pokémon behind the Substitute; it doesn't apply to other things that are a function of the dealt damage, like healing from moves such as Drain Punch or Giga Drain or recoil damage from moves such as Double-Edge or Wild Charge. A Substitute also prevents most status moves, like Leech Seed, Toxic, Hypnosis, Thunder Wave, etc. from connecting with the Pokémon behind the substitute, and also prevents secondary effects like status effects or stat drops from an attack that hits a Substitute, but it does not prevent indirect damage such as weather, poison, burn, Curse, Leech Seed, etc. (though a lot of these, like poison and Leech Seed, require that the indirect damage in question starts before the Substitute goes up, others, like weather, can start happening regardless of whether or not a Substitute exists), nor does a Substitute prevent the Pokémon behind it from deducting its own HP to use moves like Curse (as a Ghost), Belly Drum, or Mind Blown (though not Substitute itself, as it fails if used while a Substitute already exists), taking recoil damage from moves like Double-Edge and Wild Charge, reducing its own stats or afflicting itself with status conditions by using certain moves (such as Close Combat or Outrage), or taking damage from self-attacking by confusion (though, again, the confusion usually has to be inflicted before the Substitute goes up). These are all things that should be known by competitive Pokémon players, and they may not be relevant to the damage calculator (though it may do things like change 6HKOs to 7HKOs, I'm not sure). Where it gets interesting is when Substitute is ignored or transferred.

Pokémon with Infiltrator bypass an opponent's Substitute with any move they use, and sound-based moves bypass Substitute regardless of whether or not their user has Infiltrator. This means that the damage calculation will be the same regardless of whether or not a Substitute exists. Also, while a Substitute usually vanishes immediately when the Pokémon behind it is switched out (or when it faints), it stays in place if the Pokémon behind it was switched out by using Baton Pass. When this happens, the Substitute's HP remains the same as it was when the Pokémon behind it used Baton Pass and exited the field, but a Substitute does not have defensive stats of its own; the damage a Substitute takes from an attack is determined by the type, Defense/Special Defense, Ability, and held item of the Pokémon which is currently behind it (as well as global modifiers such as weather and terrain). This means that Baton Pass can be used to give a Pokémon a Substitute with more HP than a Substitute that Pokémon could create itself could have, and that a Pokémon can get a Substitute without sacrificing any of its own HP. While this scenario will not come up in most Smogon-based battles due to our Baton Pass clause, people will use this calculator for battles with or without that clause. So we need to be able to factor in damage based strictly on the HP the Substitute itself has, using the type, stats, Ability, and held item of the Pokémon behind it (we don't really need to worry about damage in excess of a Substitute's HP, since that isn't transferred to the Pokémon behind it). A Substitute could be broken in one hit when its original creator is attacked, but that same attack could fail to break that same Substitute if it is transferred to another Pokémon.
Long story short, you want Substitute to be added?
 

Luigifan

Banned deucer.
#96
Long story short, you want Substitute to be added?
Yes, I do. Though I also want a way to account for when a Pokémon receives a Substitute from another Pokémon. Which means we need at the least the base HP stats of everything that can learn Baton Pass. (And then EVs and IVs need to be factored in...)
 
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#97
Yes, I do. Though I also want a way to account for when a Pokémon receives a Substitute from another Pokémon. Which means we need at the least the base HP stats of everything that can learn Baton Pass. (And then EVs and IVs need to be factored in...)
You can just manually change the defense stats of substitute receiver to match the substitute baton passer.
 
#99
Really quick possible bug, but when I was calcing Balanced Hackmons stuff, a Diancie-Mega with Pixie Plate Pixilate ESpeed against a 252 HP/ 252 Def Giratina was doing slightly more when the Giratina was fluffy, versus fur coat. With a defense boosting nature (not the standard set), it did the same, regardless. Are there any explanations as to why this is the case? Is it a mathematical oddity or am I missing something?
 
When calculating a type Z-move, like hydro vortex, can the text specify the base move?
Really quick possible bug, but when I was calcing Balanced Hackmons stuff, a Diancie-Mega with Pixie Plate Pixilate ESpeed against a 252 HP/ 252 Def Giratina was doing slightly more when the Giratina was fluffy, versus fur coat. With a defense boosting nature (not the standard set), it did the same, regardless. Are there any explanations as to why this is the case? Is it a mathematical oddity or am I missing something?
I don't know exactly what causes this, but there are 2 possibilities, both based on the fact that fur coat doubles physical defense while fluffy halves damage. Damage isn't directly proportional to the defending Pokemon's defense stat; it's increased by 2 points after the defense stat is applied. Fur coat works directly on the physical defense stat, so it can only almost halve the damage. The other possibility is that the damage formula divides the damage by 50 and rounds down at some point. Fur coat applies before that, and fluffy applies after.
 

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