Programming Pokémon Showdown Damage Calculator

Austin

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Here I am again, and again with a mold breaker issue:
Mold Breaker Excadrill Earthquake vs. Levitate Rotom-Wash: 0-0 (0 - 0%) -- aim for the horn next time

Mold Breaker is supposed to break through levitate but here it doesn't. (same issue with teravolt)
Clear your cache
 

Austin

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I don't know if it's just me but crit calcs are broken (the calcs are the same when I click "crit")
I also noticed with some friends that we don't have the same calcs which is weird (see the pics)

my calc


Vay 's calc
fixed
 

Austin

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manectric-mega has two sets on the calc (all out attacker and offensive pivot) which have the same moves and have the same evs (the only difference is that 4 def evs were moved to spdef but that makes no practical difference in almost any scenario)

edit can't read and just saw that one's uu and one's ou but there's still no difference between them so idk
They are ripped from smogon analysis’ so you’d have to complain to uu or ou cc I guess to change that
 

Austin

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I went through all the old analysis’s (ADV-BW) and added an ability property to every mon that was missing one. From now on you should be able to import any Pokémon set from smogon without having a “(none)” ability. Hopefully this is somewhat helpful because it took countless of hours.
 
I went through all the old analysis’s (ADV-BW) and added an ability property to every mon that was missing one. From now on you should be able to import any Pokémon set from smogon without having a “(none)” ability. Hopefully this is somewhat helpful because it took countless of hours.
By any chace, can you add the ability to blank sets if the Pokemon has one possible ability?
 

Austin

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Fire Fang should hit through Wonder Guard in Gen IV, but it doesn't currently register on the calc:

Arcanine Fire Fang vs. Wonder Guard Spiritomb: 0-0 (0 - 0%) -- aim for the horn next time

Beat Up, Future Sight, and Doom Desire all also deal typeless damage before Gen V and thus should hit through Wonder Guard in both Gen III & IV:

Gardevoir Future Sight vs. Wonder Guard Shedinja: 0-0 (0 - 0%) -- aim for the horn next time
Jirachi Doom Desire vs. Wonder Guard Shedinja: 0-0 (0 - 0%) -- aim for the horn next time


(I assume Beat Up isn't added because it'd be a nightmare to implement.)
Done
 

Austin

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Changing forme to Zygarde 10%/50% to its Complete Forme will not change its HP stat:
View attachment 109640View attachment 109641

Also, the sandstorm damage is not counted:
64+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Whimsicott: 242-288 (92.7 - 110.3%) -- 56.3% chance to OHKO
64+ Atk Technician Scizor-Mega Bullet Punch vs. 0 HP / 0 Def Whimsicott: 242-288 (92.7 - 110.3%) -- 56.3% chance to OHKO after sandstorm damage
fixed
 
It seems like the "Mold Breaker move" (aka Sunsteel Strike, Moongeist Beam and Photon Geyser) do not ignore Unaware in calulator.

https://imgur.com/a/XPqpZ4L boosted Mold Breaker move on Calc

Ingame damage :
https://replay.pokemonshowdown.com/gen7balancedhackmons-906754873 Moongeist Beam damage
https://replay.pokemonshowdown.com/gen7balancedhackmons-906751761 Sunsteel Strike damage
https://replay.pokemonshowdown.com/gen7balancedhackmons-906749785 Photon Geyser damage
ps : Worry Seed Audino and Air Lock NDM/Gengar have been used to prove that it was good Unaware on Ogre and that I had not used ability boosted damage like Adaptability
 

TonyFlygon

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hey austin, i discovered an issue with the way stat boots and drops are measured in gsc. in gens 1 and 2 when you drop your speed stat by one stage it's dropped to 66/100 and not 67/100 like in gen 3 and above. the damage calc however implements 67/100 for gen 2, which causes the following, for example:



in reality, a machamp after two curses and a snorlax after one curse speed tie at 104 speed, as seen here when machamp moves first:



i'm not sure what you guys can do with this, but i figured it was worth reporting. :psyglad:
 

Austin

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hey austin, i discovered an issue with the way stat boots and drops are measured in gsc. in gens 1 and 2 when you drop your speed stat by one stage it's dropped to 66/100 and not 67/100 like in gen 3 and above. the damage calc however implements 67/100 for gen 2, which causes the following, for example:



in reality, a machamp after two curses and a snorlax after one curse speed tie at 104 speed, as seen here when machamp moves first:



i'm not sure what you guys can do with this, but i figured it was worth reporting. :psyglad:
I got my hand sliced and have stitches on my hand + I have to move so I’ll take at look at it when I can use my hand and when I have everything set up but it seems like an easy enough fix :)
 
Is there a nodejs version? I'd really like to use this in my own project. I tried to convert it by hand, but it was taking forever, and once an update comes out, well, I'd be screwed.
 
Weather ball, when used in a weather doubles in power and changes to that type, in rain this is also a 1.5 boost (because its now a water type move) however when using z weather ball you have to use normalium z. When using the z move it will say something along the lines of "breakneck blitz turned into hydro vortex due to the weather" your z weather ball move is a water type move so it should theoretically get the 1.5x boost from the rain. However in the damage calculator it still is listed as breakneck blitz even when the rain is turned on, and their is no difference in power between in the rain and not in the rain. Am I completely missing something? Or shouldn't z weather ball get a boost from the rain? sorry if I'm missing something and being dumb.
Screenshot_2019-06-09 A Pokémon Calculator(1).png
Screenshot_2019-06-09 A Pokémon Calculator(2).png
 
Hey, instead of defaulting to ZU Abomasnow, could the calc instead default to Blank Set Mew? It would make comparing the raw strength of Pokemon easier, as the most the user would need to do is set Mew's type to None, or give it Hyper Beam and/or Giga Impact for comparing bulk.

Also, I hope your recovery has been going well.
 

Austin

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Why should it have block? Do you want to calculate how much damage it does?
I mean it’s as important as the status moves. I’ll add it just because I know gren used to use it and possibly still does for the sake of convenience for new users
 

Austin

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Hey, instead of defaulting to ZU Abomasnow, could the calc instead default to Blank Set Mew? It would make comparing the raw strength of Pokemon easier, as the most the user would need to do is set Mew's type to None, or give it Hyper Beam and/or Giga Impact for comparing bulk.

Also, I hope your recovery has been going well.
I’d rather just make a “test” mon that has 100 everything and has type “none” if we were to go that route, possibly just name it “test calc”
 
Mold Breaker should ignore unaware, but it currently does not in the calc:

252 Atk Mold Breaker Haxorus Devastating Drake (190 BP) vs. 252 HP / 252+ Def Quagsire: 271-321 (68.7 - 81.4%) -- guaranteed 2HKO after Leftovers recovery

+6 252 Atk Mold Breaker Haxorus Devastating Drake (190 BP) vs. 252 HP / 252+ Def Unaware Quagsire: 271-321 (68.7 - 81.4%) -- guaranteed 2HKO after Leftovers recovery

just throwing that out there
 

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