Alternatively, you can put "No Move" in the calc and adjust the power to 65/130 depending on the situation and make it a Special Poison-type move, until it is added to the calc.The move list doesn't have Venoshock. Could you remedy this?
Metronome is not included because it's status and transforms into other moves, which you would put in place of Metronome itself. If you want to put Metronome in a moveset it would just be the 'no move' option.Metronome is also not included
I intentionally did not implement most competitively non-viable moves and items like Rollout and Metronome. I may eventually get around to adding them, but it's a very low priority (currently #10 on the todo list in the OP). When I have the time+motivation to work on the calc, I'd rather spend it doing things that will be useful for competitive battling, like getting the sets from 6th gen analyses imported, or implementing the mass calcs, or factoring things like Leech Seed and Berry Juice into the % chance to KO.Rollout, Ice Ball, Ominous Wind, Silver Wind, Bone club, Bone rush and a bunch of other moves are not in the calculator.
Not the move the itemMetronome is not included because it's status and transforms into other moves, which you would put in place of Metronome itself. If you want to put Metronome in a moveset it would just be the 'no move' option.
Thanks for the offer, but I can't think of anything I need help with directly on the calculator. All of the things I want to add require programming, and I already have a rough idea of how I will do them, it's just a question of when I have the free time+motivation to get around to it. The simplest thing anyone can do to improve the calculator is to help out with the analyses that go on-site so that the calculator can have accurate sets for every Pokemon.hi honko, i was told that ur working on the damage calculator. since the mods on my question about it were quite rude, how would i be able to help in the damage calculator? i dont do any programming but if u have anything u can think of to help that i could do i have free time often. i havent read through any of this so idk wats been mentioned yet
That might be something wrong on your end. I just ran the same calculation after changing Mega Gyarados's ability to Mega Launcher (the next ability up, alphabetically) and got 21.1 - 25%, so it seems to be working just fine for me.I have observed that, when calculating Mega Gyarados vs Mega Venusaur, Mold Breaker does not seem to be taken into account. In this case, Ice Fang is not neutered by Thick Fat. The standard sets (OU Mega Dragon Dance vs OU Offensive) have Ice Fang doing 41.2%-49% regardless of whether Mold Breaker is set as M. Gyara's ability.
Ah - thanks for the help. I'll try on a different browser session and see if it repeats, as I conducted the same test as you.That might be something wrong on your end. I just ran the same calculation after changing Mega Gyarados's ability to Mega Launcher (the next ability up, alphabetically) and got 21.1 - 25%, so it seems to be working just fine for me.
Do you have a source for that bug existing in RBY? upokecenter says screens are implemented by multiplying the defense by 2 and then dividing by 4 (while just dividing the attack by 4). It seems reasonable that the multiplying by 2 might cause rollover but I'd like to be sure before I change it. Thanks!The RBY bug where screens can cause a stat rollover is not implemented (the bug continued in GSC, but it's implemented properly there).
https://www.math.miami.edu/~jam/azure/attacks/comp/statmods.htm <- a couple of pages from the bottom.Do you have a source for that bug existing in RBY? upokecenter says screens are implemented by multiplying the defense by 2 and then dividing by 4 (while just dividing the attack by 4). It seems reasonable that the multiplying by 2 might cause rollover but I'd like to be sure before I change it. Thanks!