Miscellaneous Bugs & Feature Requests
See original GitHub issuePast reported bugs and feature requests from the Smogon thread. I’m unsure if the ‘Potential’ bugs are still relevant, they should be moved under ‘Verified’ once confirmed (or removed).
Bugs can still be addressed as they are reported on the thread and is still the correct venue for reporting bugs, but this issue just exists to make track things which may have fallen through the cracks and been forgotten about.
Bugs
Verified
- Parental Bond: https://github.com/Zarel/honko-damagecalc/issues/330
- Gen 7 modifer order: https://github.com/Zarel/honko-damagecalc/issues/331
- Natural Gift: “Not all of the berries for natural gift work, and one isn’t even there (Lum Berry), which forces you to make up a move and adjust the BP to do an accurate calc”
- Foul play message: “The message displayed when calculating foul play should reference the target’s physical attack EV’s instead of the user’s.” https://github.com/Zarel/honko-damagecalc/issues/373
- this one is non trivial because it would make sense to show the attacking EVs on the defender side…
- Screen shift on long pokemon set names: https://www.smogon.com/forums/threads/pokémon-showdown-damage-calculator.3593546/post-8242263
- Weight Calculations: https://www.smogon.com/forums/threads/ultra-sun-ultra-moon-battle-mechanics-research-read-post-2.3620030/page-10#post-8095060
- Support for Past gen moves being used more than once: https://github.com/smogon/damage-calc/commit/2ec87f87ba1e634e6b5bf2f68c6b4d344a37b644 lol i just realized you never added the damage calculation for past gens ><_
Potential
- Recoil damage: “There seems to be a problem with recoil calculation when the damage done by a recoil move exceeds the targets maximum HP, causing it to become something close to 0. Please either fix or implement this on PS.”
- Stamina does not work with Multi-Hits moves: “I know only mudsdale has it, but as a PU player, it would help me a lot since I always have to calc in my head how low will mudsdale be after two hits, the second hit being physical: first calc the first hit, then put +1 in defense and calc a second hit.”
- KO chance broken for repeated use of moves which drop stats
- “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.”
- “When Arcanine uses Overheat multiple times, the calc inverts the % chance to KO with respect to additional EVs.”
- Imports broken: “I pasted an importable of a 1v1 team on the Import/Export text box, clicked the “Import” button, clicked on “Only show imported sets”, and then tried to select a set from the newly imported Pokemon. It showed the Pokemon and the spread all right, but it doesn’t seem to display the moves”
- Export stops working after loading custom sets: "The export button stops working after I load a custom set "
- KO chance + exact KOs:
+2 252 SpA Life Orb Thundurus Thunderbolt vs. 212 HP / 0 SpD Tyranitar in Sand: 250-294 (63.4 - 74.6%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes +2 252 SpA Life Orb Thundurus Thunderbolt vs. 208 HP / 0 SpD Tyranitar in Sand: 250-294 (63.6 - 74.8%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes +2 252 SpA Life Orb Thundurus Thunderbolt vs. 204 HP / 0 SpD Tyranitar in Sand: 250-294 (63.7 - 75%) -- 6.3% chance to OHKO after Stealth Rock and 1 layer of Spikes +2 252 SpA Life Orb Thundurus Thunderbolt vs. 200 HP / 0 SpD Tyranitar in Sand: 250-294 (63.9 - 75.1%) -- guaranteed 2HKO after Stealth Rock and 1 layer of Spikes +2 252 SpA Life Orb Thundurus Thunderbolt vs. 196 HP / 0 SpD Tyranitar in Sand: 250-294 (64.1 - 75.3%) -- 6.3% chance to OHKO after Stealth Rock and 1 layer of Spikes +2 252 SpA Life Orb Thundurus Thunderbolt vs. 192 HP / 0 SpD Tyranitar in Sand: 250-294 (64.2 - 75.5%) -- 6.3% chance to OHKO after Stealth Rock and 1 layer of Spikes
- HP getting mixed up for Blank Sets:
- “Certain Blank Sets take over the HP from the Pokemon you looked up earlier. Example: If I open the calc, it shows me Abomasnow with 321 HP. Now I search for Muk (Blank Set) and Muk appears with 321 HP (at full HP). This is also true for Altaria (and I assume other Pokemon too)”
- “the calculator will sometimes carry over HP stats to other mons without indicating with the Base Hp Stat. This can be remedied if you add HP evs to the Pokemon, but it can still lead to miscalcs if the player isn’t expecting the bug. I notice this usually happens if I switch to calcing a specific custom set I have imported to the calc, which leads me to believe it is an issue with the cookie”
- "Noticed a bug where switching from the default Abomasnow set to a blank Gyarados set didn’t change the displayed max hp, so it still showed 321 instead of 331. "
- Weather Ball Z-Move: “When used as a Z-Move, Weather Ball will be turned into Breakneck Blitz, but then Breakneck Blitz will turn into the Z-Move of the type corresponding to the type Weather Ball would be in that weather. The calculator doesn’t update the type of Z-Weather Ball during the weathers”
-
Aerilate in “All vs One”: “Noticed that Aerilate doesn’t seem to be calculating correctly on “All vs One”. Mega Blaziken getting hit with Mega Salamence’s Double-Edge only does 73% damage apparently…” -
Normalize on moves already Normal type: “Normalize doesn’t add the 20% bonus damage on moves that are already normal type” -
Metronome (item): “The damage calculator is implementing Metronome as no boost for the first use, then x1.1, then x1.32 (applying both a 1.1 and a 1.2 boost), then x1.716 (all of 1.1, 1.2, and 1.3), then x2.4024 (tacking on a 1.4 as well). Battle source, on the other hand, simply adds a flat 1.2 to the multiplier each time…with the implication that the move wouldn’t max out until the 6th use, rather than the 5th?” -
Fire Spin Physical: “0- Atk Blaze Mewtwo-Mega-Y Fire Spin vs. 0 HP / 4 Def Kartana: 68-84 (26.2 - 32.4%) -- guaranteed 3HKO after trapping damage
” -
GSC Struggle damage: “Seems to only be an issue with the type “None” option in the damage calculator. Haven’t tested it for other gens”
Features
Approved
- Random Battle sets: “Would it be possible to have Random Battle sets in here, or otherwise make it easy to calc things that have 84/84/84/84/84/84 investment with a neutral nature? It gets a bit tedious to have to redo that every time I want to make a calc in randbats.” https://github.com/Zarel/honko-damagecalc/issues/333
- Allow for ‘pinning’ weather: “When I change the weather and then change something else (such as a Pokemon’s move or ability), the weather automatically reverts to none. This makes doing calculations in a certain weather condition annoying. Can it please not happen anymore?”
- Persist the format options: For example, level to 50. “One major thing that bothers me it’s definitely having to adjust level from 100 to 50 ALL THE TIME. even if a lot of players might use Lv 100 more, to the rest of us it’s quite a major annoyance - I would love if there was an a button/slider which would let you set Lv 100/50 once without the need of repeating the process.”
- Add support for missing moves/abilities/items
- Add support for Rocky Helmet: “I noticed that Rocky Helmet wasn’t available as an item and it seems like it should be given that it affects damage output and ranges”
- Add a ‘click to copy’ feature for damage description
- Add support for Accuracy/Evasion boosts
- “+1 All” should update the boost selectors: And should be located there instead of under Field
- Add support for Auras (Aura Break/Fairy Aura/Dark Aura)
- Persistence between modes: “And also a way to switch between “One vs All” and “All vs One” without having to retype the info all over again.”
Requested
- Forest Curse/Halloween type changes: “It would be too far-fetched to ask for an option to add the effects of Forest’s Curse and Halloween on the enemy pokemon? I know they are situational, but, especially for Halloween that can be used as a Z-move, they might be important.”
- Show Pokemon’s type if they change type: “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%)
” - Specify base move for ZMove: “When calculating a type Z-move, like hydro vortex, can the text specify the base move?”
- Dark theme: “is it possible to make a dark theme/mode and be turn by default if you select it?”
- Wonder Room: “Wonder Room should be an option under terrain and other battel effects.”
- Charge: “I know I can just put the Pokémon on +2 Atk or SpA but that messes with non-electric moves as well, making it a hassle sometimes.”
Issue Analytics
- State:
- Created 4 years ago
- Comments:12 (10 by maintainers)
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Top GitHub Comments
Our live version If the calc is not up to date with the github version. Currently we are reworking moves so it looks all kinds of messed up right now, don’t worry about it too much 😃
Foul play message fixed in #373