You're referring to the fact that a 1 gets put in the base stat field automatically? Try highlighting the number before typing, putting the number before the 1 and then erasing the 1, or just typing very quickly after erasing the 1.How do u put base stat less that 100
Boosted Knock Off seems to be calculated with 97 BP, despite the calc saying it's 97.5 BP.
I've modified Throat Chop's base power to 97 in the following screenshots:
View attachment 703618
View attachment 703619
The two have identical damage rolls.
Update: Boosted Knock Off is 97 BP in-game. The text is wrong, but the damage calc is correct.
Second issue is way more interesting. Basically there was a situation where a bellibolt hit a clef that had been soaked with acid spray and it did 7% in game but the calc shows the roll should fall between 8.3-9.8 or something like that (i will included my calcs screenshots and the replay at the end of this post)
8 SpA Bellibolt Acid Spray vs. +1 252 HP / 20 SpD Tera Water Clefable: 22-26 (5.5 - 6.5%) -- possibly the worst move ever
The Clefable is at +1 SpD when it is hit by Acid Spray on turn 21. When that is accounted for, the calc shows that it is possible to show 5% damage dealt:8 SpA Bellibolt Acid Spray vs. +1 252 HP / 20 SpD Tera Water Clefable: 22-26 (5.5 - 6.5%) -- possibly the worst move ever
Bulbapedia's explication of the damage formula in modern generations has never been correct.I have question with flooring on damage calculation. [Bulbapedia](https://bulbapedia.bulbagarden.net/wiki/Damage)'s base damage calculation does not have floor calculation. code for damaage calculation in the source code for SMSSSV use a base damage calculation function as below.
export function getBaseDamage(level: number, basePower: number, attack: number, defense: number) {
return Math.floor(
OF32(
Math.floor(
OF32(OF32(Math.floor((2 * level) / 5 + 2) * basePower) * attack) / defense
) / 50 + 2
)
);
}
This calculation uses multiple floors in the intermediate calculation. According to bulbapedia, this is not the case after gen 5. Can I get a verification on the correct calculation method?
The ability to perform N calculations is not a bug - it is a new feature.it's possible that this is the same bug as in the previous message but using the calculator in gen3 mode move damage is not consistent when clicking the same moves multiple times
252+ Atk Choice Band Deoxys-Attack Superpower vs. 252 HP / 56+ Def Skarmory: 178-210 (53.2 - 62.8%) -- guaranteed 2HKO
252+ Atk Choice Band Deoxys-Attack Superpower over 2 turns vs. 252 HP / 56+ Def Skarmory: 535-630 (160.1 - 188.6%) -- guaranteed KO in 2 turns
one would expect 2 superpowers to do less than twice as much as 1 superpower but it appears to do more
oh lol I just noticed that I posted the code with an addition I made for a custom calc, but the point still standsBad Dreams doesn't work because the check looks for the ability "isBadDreams" instead of "Bad Dreams"
} else if (
(defender.hasStatus('slp') || defender.hasAbility('Comatose')) &&
attacker.hasAbility('isBadDreams') &&
!defender.hasAbility('Magic Guard') &&
!(defender.hasAbility('Shield Dust') && field.chromaticField === 'Jungle') // Jungle - Shield Dust grants Magic Guard
) {
damage -= Math.floor(defender.maxHP() / 8);
texts.push('Bad Dreams');
}
https://replay.pokemonshowdown.com/gen9ou-2298527882https://replay.pokemonshowdown.com/gen9ou-2298525448
0 SpA Mew Psychic Noise vs. 0 HP / 0 SpD Ludicolo: 82-97 (27.2 - 32.2%) -- 58.7% chance to 4HKO after Rain Dish recovery
Psychic Noise does block effects such as Rain Dish, but Psychic noise doesn't block Rain Dish recovery in the damage calc (likely applies to Ice Body and stuff like that too).
PS: the damage from what I calced doesn't match up with what is shown in the replay, that Ludicolo had 252 HP EVs but I had to increase the damage for Rain Dish recovery to be relevant for the calc
FixedBad Dreams doesn't work because the check looks for the ability "isBadDreams" instead of "Bad Dreams"
} else if (
(defender.hasStatus('slp') || defender.hasAbility('Comatose')) &&
attacker.hasAbility('isBadDreams') &&
!defender.hasAbility('Magic Guard') &&
!(defender.hasAbility('Shield Dust') && field.chromaticField === 'Jungle') // Jungle - Shield Dust grants Magic Guard
) {
damage -= Math.floor(defender.maxHP() / 8);
texts.push('Bad Dreams');
}
FixedThere is an issue with Poltergeist and Protosynthesis/Quark Drive where the calc shows Polter as doing zero damage to any mon with Protosynthesis/Quark Drive active even if they have items (Under Sun/In Electric Terrain).