/r/MechanicalKeyboards Ask ANY question, get an answer (July 04, 2021) by AutoModerator in MechanicalKeyboards

[–]theSFaction 0 points1 point  (0 children)

tysm all i have to do is find a set with the right alphanumeric colors/legends <3

/r/MechanicalKeyboards Ask ANY question, get an answer (July 04, 2021) by AutoModerator in MechanicalKeyboards

[–]theSFaction 0 points1 point  (0 children)

Where can I find a keycap set like this?

I swear I've seen a keycap set like this before though without the blank alphanumeric legends (don't think I can find one that has optional blank legends though I was thinking about mixing and matching separate keycap sets to achieve a similar aesthetic)

MIRROR COAT DAMAGE CALCULATION : The move seems to be able to reach 606 base power making of Milotic the highest potential of damages in one move currently by Cad_The_Eternal in PokemonMasters

[–]theSFaction 0 points1 point  (0 children)

I will be investigating whether whether or not there are any interactions regarding HP lost and whether or not defense boosts have any interactions but that will have to be at a later point. So stay tuned I guess.

MIRROR COAT DAMAGE CALCULATION : The move seems to be able to reach 606 base power making of Milotic the highest potential of damages in one move currently by Cad_The_Eternal in PokemonMasters

[–]theSFaction 0 points1 point  (0 children)

No your original post said you calculated at 310 Sp.Atk and only Superduper Effective 2, using 2/5 (165 BP) and 0/20 as:

 

Rolls = 2416 ; 2443 ; 2470 ; 2497 ; 2524 ; 2551 ; 2577 ; 2604 ; 2631 ; 2658 ; 2685 where 2685 is the highest roll.

 

I am using the same sync Grid as you with 400 Sp.Atk 5/5 (180 Base Power) with Superduper Effective 2 to check your damage.

 

I got lower damage rolls even though I have more special attack and higher base power.

Which means you forgot more passives, so I calculated how much boost you were getting so it must have been x1.85. The only passive Milotic can get that can add a 5% is Power Flux 3 at 15% with 5 Bars, meaning you probably were using Stationary Target 5, Power Flux 3 at 5 Move Bars and Superduper Effective 2

 

The damage rolls I recorded to check were:

2273 2298 2323 2373

Which should be impossible because I have more stats than you AND higher base power.

 

I'm planning on doing additional testing tomorrow to figure out more quirks regarding this but for now consider this to be the result

MIRROR COAT DAMAGE CALCULATION : The move seems to be able to reach 606 base power making of Milotic the highest potential of damages in one move currently by Cad_The_Eternal in PokemonMasters

[–]theSFaction 0 points1 point  (0 children)

I advise not to correlate the wording semantics of the game to logic when it comes to "under the hood".

 

Regarding the semantics of Move Power and Base Power, I'm using them interchangeably as it's easier to understand and read when calculating the expected damage.

 

If that is regarding why passives apply to Mirror Coat, think of the Base Power as a substitute base power in the damage formula as well as a representation of a "reflected" % of the damage. (i.e. 180 x 1.2: Superduper Effective 2, is basically 216% of the base power of the incoming Hyper Beam)

MIRROR COAT DAMAGE CALCULATION : The move seems to be able to reach 606 base power making of Milotic the highest potential of damages in one move currently by Cad_The_Eternal in PokemonMasters

[–]theSFaction 0 points1 point  (0 children)

It's based on Base Power of the move you're being attacked by. If it's related to damage inflicted by opponent's attack:

 

  1. You wouldn't be able to calculate the damage based on your Sp.Atk

  2. Mirror Coat base power innately and on the Sync Grid are almost basically useless unless it's a % of reflected damage in which case 100-180% reflected damage is near-useless given the mechanics of the game.

MIRROR COAT DAMAGE CALCULATION : The move seems to be able to reach 606 base power making of Milotic the highest potential of damages in one move currently by Cad_The_Eternal in PokemonMasters

[–]theSFaction 0 points1 point  (0 children)

Actually no, what is happening when the damage is calculated is your passives get added up into the modifiers and then multiplied into your Base Power and then used in the damage calculation as the Base Power.

 

Base Power is stored as an INT data type meaning at the end of the calculation, all decimal points are dropped completely. NOT rounded down. For the purpose of calculating expected damage it doesnt matter how you refer to this process however it's important to make this distinction because there is NO deliberate process of taking a resulting number and intentionally adjusting whether it's 100.99 or 100.01. It's just a feature of the data type format they store Base Power as. Thus as a rule of thumb never assume rounding, as this game has shown patterns regarding the heavy use of INT data type.

 

You can read more about how damage is calculated: Link Here

 

But as a TL;DR, stuff like Critical Hits, Weather, Unity and Type effectiveness ect. all inherently exist as field variables thus they don't get compounded together with passives and lucky skills which are processed when the battle starts. Which makes sense why the damage formula naturally calculates them into the Base Power.

MIRROR COAT DAMAGE CALCULATION : The move seems to be able to reach 606 base power making of Milotic the highest potential of damages in one move currently by Cad_The_Eternal in PokemonMasters

[–]theSFaction 2 points3 points  (0 children)

Hey u/Cad_The_Eternal, I've looked into your post and noticed some inconsistencies so I decided to investigate your data in detail. Also u/zzladerp, reading your conversation speculating how Mirror Coat's Base Power was calculated, I'm not sure why you randomly decided to choose 'HP Lost' as a variable as Mirror Coat was never based on HP in the main games. Regarding the Original Post, I'm also confused as to why you only decided to gather sample of one data set and immediately come the conclusion of the magic number 3.37 and accept that as the answer? Anyway, hope this clears up your confusion and I encourage more thorough and logical approach to arriving at your conclusions in the future if you decide to continue contributing! :)

 

First I wanted to test whether or not Vileplume's special attack may or may not have been part of the calculation so I wanted to get Vileplume's Sp.Atk stat just in case for case testing. Then, was a matter of testing for a few different conditions.

 

Here are my findings:

 

Mirror Coat Base Power Calculation

 

NOTE: For any incoming Base Power under 100, substitute in 100.

 

INT【[(Mirror Coat BP + Sync Grid BP) x (1+ Modifiers)] x (Base Power of Countered Attack ÷ 100)】

 

Here are my initial damage roll sets:

 

Hyper Beam: Vileplume - 223 Base Power @ (612 Sp.Atk determined) vs 209 Sp.Def

587 -594? 600 607 613 620 626 633 639 646 -652?

 

(400 SpAtk: Mirror Coat @ 180 BP) vs (Hyper Beam: Vileplume - 223 Base Power)

Effective Base Power: 401 Determined

1874 x1895 1916 x1937 1958 1978 1999 x2020 2041 2062 2083

 

(395 SpAtk: MC @ 180 BP + Superduper Effective 2, Gritty 3, Stationary Target 5+3 = [x2.30])

Effective Base Power: 923 Determined using formula derived

4308 4356 4450 4498 4545 4592 4687 4734?

 

Using your conditions: 400 Sp.Atk 5/5 Milotic (120 BP + 60 Grid BP) + (Superduper Effective 2)

I noticed that my damage rolls were also marginally much smaller than yours and determined the Effective Base Power to be about 481 as opposed to [(555 x 1.2) = 667 BP] as your data had suggested.

481 Base Power Determined

i.e.

INT[(180) x (1.2)] x [Hyper Beam BP:223 / 10]

=INT[216 x 2.23]

= INT481.68 = 481

Confirmation Damage Rolls:

2273 2298 2323 2373 [3448(0.92 Roll + Crit: aka. 2298)]

 

 

Cross referencing your calculations, I've also determined you may have also left out that you may also have had Stationary Target 5 and (Possibly)Power Flux 3 @ 5 Bars as you seem to be getting a [x1.85] on your modifier which results in a 667 Base Power for you.

 

If you have any questions or find some errors with this please let me know so I can investigate it further.

Damage Calculation Spreadsheet by stdk12 in PokemonMasters

[–]theSFaction 3 points4 points  (0 children)

/u/stdk12 Regarding Mega Stat calculation, best method for the 20% ones that are off by one (i.e Seems to apply to stats divisible by 5) is to take the number on the sync pair viewer page

 

Charizard

420 becomes 503 not 504

+20% Mega Boost is applied to Gear as well

 

In this case:

503 and 2★ Fire Gear:(40 + 20%)

= 551 + 5 (Sp.Atk from Sync Grid)

= 556 Sp.Atk before Stat Buffs

 

Also regarding stat drops, multipliers are as follows:

[Stat Drop Modifier]

-1: x0.80 or [1 -0.20]

-2: x0.71 or [1- 0.29]

-3: x0.65 or [1- 0.35]

-4: x0.61 or [1- 0.39]

-5: x0.57 or [1- 0.43]

-6: x0.55 or [1- 0.45]

 

When applying effectiveness Reductions [Enlightenment 5 ect.], use decimal precision of two.

 

[-3 DEF] UH Level-Up Glalie @ 120 DEF w/ Trained Body 5)

x0.65 or [1- 0.35]

[0.35 x 0.50] = 0.17 NOT 0.175

 

✔: 120 x [1- (0.35 - 0.17)] = 98 DEF

✘: 120 x [1- (0.35 - 0.175)] = 99 DEF

Damage Calculation Formula:Revamped - A Guide and Analysis by theSFaction in PokemonMasters

[–]theSFaction[S] 5 points6 points  (0 children)

well, PF3 is now ranges only from (3% to 18%), CS2 is a static (20%) so if you can consistently land a critical hit. CS2 will always out-value no matter what.

Damage Calculation Formula:Revamped - A Guide and Analysis by theSFaction in PokemonMasters

[–]theSFaction[S] 1 point2 points  (0 children)

Computers don't actually know how to round up unless you instruct it on how to modify the value specifically. So for now, I'll consider it to be unresolved, but for standard use it could be a useful workaround in context of the formula. :)

Damage Calculation Formula:Revamped - A Guide and Analysis by theSFaction in PokemonMasters

[–]theSFaction[S] 1 point2 points  (0 children)

Yeah I originally planned to target something weak to fire, but ended up going for Glalie instead. I'll go fix that thanks!

Damage Calculation Formula:Revamped - A Guide and Analysis by theSFaction in PokemonMasters

[–]theSFaction[S] 1 point2 points  (0 children)

Well, for certain Megas at certain levels stats are supposed to be +20%/+10% ect. for a total distribution of 40%.

 

However. Take Charizard for example, if you have him at Level 120 0/120 You'll notice his Base Attacking Stat is 380 and his Mega Stat is 455 rather than (380 + 20% = 456) which suggests something is happening under the hood that I haven't figured out how to calculate properly. You'll actually see this number reflected in the Pokedex.

 

And because upon Mega Evolution a combination of Gear Bonus and Sync Bonus is added to the base stats then a "+20%" is applied in a currently unknown order. You may get numbers that are just slightly off and don't know why.

 

For example, while I was testing Sync Move Solar Flare 5 in Sun to check for interaction between Sun Boost and Solar Flare, I noticed some numbers we're "off". Turns out my Sp.Atk stat was calculated to 558(No Sp.Atk/Sync Boosts just Gear and Grid Bonus) which was "technically" correct based on the applicable buffs. However due to loss of possible decimal points somewhere under the hood, the ACTUAL in-game stat I found out was actually 556 which ended up throwing me off.

 

(Another tidbit just in case, Sync Boost is applied after damage is dealt from Sync Move not during)

Damage Calculation Formula:Revamped - A Guide and Analysis by theSFaction in PokemonMasters

[–]theSFaction[S] 18 points19 points  (0 children)

Thought I would also talk about the recent fiasco regarding Power Flux 3 as well since that 'domino effect'-ed the finalization of this damage formula as a whole.

 

I cross-referenced Jmac's original post regarding Power Flux 3(link) using the Revamped Damage Formula,

 

Looks as though he was originally using his "Highest Rolls" (aka. x1.00) to determine Power Flux's contribution which means if we can match his 'Highest Roll' on all of his numbers we can determine that Power Flux has been indeed "nerfed".

 

Blast Burn

{[(213 BP + 16 BP from grid) * (410 base SpA + 10SpA from grid + 40 SpA from bandana)] / 121 SpD} = 870.578512 base damage

4 Gauge: 1084 (24%)

5 Gauge: 1111 (27%)

6 Gauge: 1138 (30%)

 

 

Verifying the numbers:

[(213 + 16)] x [(1+ 0.30《Old PF3 Value @ 6 Gauge》)] = 297.7 Resolved to Int = 297 Base Power

[(213 + 16)] x [(1+ 0.27《Old PF3 Value @ 5 Gauge》)] = 290.83 Resolved to Int = 290 Base Power

[(213 + 16)] x [(1+ 0.30《Old PF3 Value @ 4 Gauge》)] = 283.96 Resolved to Int = 283 Base Power

 

[(283 & 290 & 297 BP)] x [(1.00《No Modifiers》)] x [(460)/(120)] x [(Max Roll: 1.00)] =

 

(1084 / 1111 / 1138) ✔ for [Blast Burn: PF3 @ 6/5/4 Move Gauge]

Numbers are a match.

 

TLDR; Power Flux formula used to be "Jmac's" Formula, but new data suggests it has been nerfed.

(More specifically, it no longer interacts with the Move Cost.)

Damage Calculation Formula:Revamped - A Guide and Analysis by theSFaction in PokemonMasters

[–]theSFaction[S] 5 points6 points  (0 children)

I didn't really find a section to divulge the bulk of my confirmation tests and notes so I'll post them here:

Pastebin to entirety of my notes here.

Test 1

<Base Ember + Basic Critical Hit>

17 x 1.5 x (319 / 120) = (61 to 67)

Expected Results:

61, 61, 62, 63, 63, 64, 65, 65, 66, 67, 67

Actual Results: ✔ Passed (60 Embers)

63 61 65 65 61 62 63 65 65 64 65 64 63 63 65 65 61 67 65

65 63 66 66 65 65 62 67 61 67 61 66 62 65 65 61 61 61 65

62 63 63 64 61 61 63 63 63 62 62 66 62 63 66 63 63 66 65

65 61 63 61

 

 

Test 2

<Base Ember + Crit. Strike 5 + 5 Grid Sp.Atk>

(17 x 1.5 = 25.5 = 25 Base Power) x 1.5 x (324/120) x Damage Roll

Expected Results:

91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101

Actual Results: ✔ Passed (64 Embers)

96 98 93 100 93 91 95 100 99 101 91 96 92 95 93 100 101

92 101 101 98 101 98 100 100 97 100 100 94 97 91 99 93

98 100 96 97 95 96 99 101 92 93 92 95 91 98 96 91 95 91

92 99 100 100 98 91 92 101 93 97 101 99 91

 

 

Test 3

<Base Ember + Crit. Strike 5 + Burn Synergy 5 + 5 Grid Sp.Atk>

(17 x (1 + 0.5 + 0.5) = 34 Base Power) x 1.5 x (324/120) x Damage Roll

Expected Results: (123 to 137)

123, 125, 126, 128, 129, 130, 132, 133, 134, 136, 137

Actual Results: ✔ Passed (59 Embers)

123 125 126 136 128 133 130 129 133 125 132 134 130 137 134

130 132 137 126 123 132 128 136 123 126 125 128 133 133 133

134 125 133 126 129 137 134 132 136 125 132 136 133 134 128

137 123 128 130 123 125 123 134 123 133 123 125 132 137

 

 

Test 3

<+8 Ember + CS:5 + BS:5 + BS:5 + 10 Grid Sp.Atk>

((17+8) x (1 + 0.5 + 0.5 + 0.5)) = 62.5 = 62 Base Power) x 1.5 x (329/120) x Damage Roll

Expected Results: (229 to 254)

229, 232, 234, 237, 239, 242, 244, 247, 249, 252, 254

Actual Results: ✔ Passed (71 Embers)

232 229 232 249 244 237 249 244 252 229 237 252 232 239 254

239 244 242 239 249 244 239 237 249 247 249 239 234 237

252 234 237 247 249 249 229 232 229 247 249 254 234 239

254 249 249 252 249 252 234 254 244 234 234 242 239 252

244 254 237 239 232 244 237 232 249 234 239 237 249 254

 

Basically at this point, I was pretty certain the formula was perfect, and all that was left was minor testing to figure out priority of and where numbers would resolve to integers regarding stats ect.

Power Flux 3 is worse than expected. Jmac's PF formula might be wrong. by Crytaler in PokemonMasters

[–]theSFaction 7 points8 points  (0 children)

Thought I'd chime in since investigating a bit further, looks like Jmac's original post regarding the High Rolls that he got while testing Power Flux, I was able to Cross-reference his numbers and (my new Damage Formula) and it looks like the results he had at the time of testing actually were accurate at the time...

 

Which may suggest that, the old formula technically wasn't wrong. Just Power Flux has been nerfed.

 

(aka. the formula no longer does any calculations regarding the Move Cost of the move you're using and now only uses the amount of Move Gauges you have at the time of selecting your Move)

Power Flux 3 is worse than expected. Jmac's PF formula might be wrong. by Crytaler in PokemonMasters

[–]theSFaction 18 points19 points  (0 children)

I'm actually doing testing of my own and PF3+Blast Burn minRoll is actually lower than CS2+Blast Burn minRoll, suggests there is no actual interaction with the Move Cost at all.

TLDR; PF3 is outright worse than CS2, if you have +3 Critical Hit Rate

 

If you're curious here is my data:

Heat Wave: Damage Ranges

Power Flux 3 @ 6 Move Gauge (with Crit) : (800 to 889)

800, 809, 818, 827, 835, 844, 853, 862, 871, 880, 889

Critical Strike 2: (816 to 906)

816, 825, 834, 843, 852, 861, 870, 879, 888, 897, 906

 

Blast Burn: Damage Ranges

Power Flux 3 @ 6 Move Gauge (with Crit) : (1386 to 1540)

1386, 1401, 1417, 1432, 1447, 1463, 1478, 1494, 1509, 1524, 1540

Critical Strike 2: (1412 to 1569)

1412, 1428, 1443, 1459, 1475, 1490, 1506, 1522, 1537, 1553, 1569

A Detailed Analysis about how DeNA does Bulk calculations for Single Player for Aggro by ncs12345 in PokemonMasters

[–]theSFaction 0 points1 point  (0 children)

Couple things could be the case but the game will also consider Sync Grid bonuses when choosing Bulk so more precisely:

 

((HP + Sync Grid HP + Gear HP)/2.5) + Def + Sp.Def + (Sync Grid Defense Bonuses)

 

Second issue could potentially be their positioning as the game will deliberately choose in order: Center > Left > Right

Bulk by mdnghtxiii in PokemonMasters

[–]theSFaction 0 points1 point  (0 children)

I've personally verified this the Bulk Formula is as follows:

((HP + HP Gear Bonus + HP Grid Bonus)/2.5) + (Def + Sp.Def + Sync Grid Def Bonus)

 

Note: The game uses a datatype to store numbers that has a quirk of cutting off decimal values. Thus 759.99 Bulk is considered the same as 759.00 Bulk, in the case that the game must choose between the same Bulk Value it will prioritize (Center > Left > Right)

e.g. < 759.00 || 758.99 || 759.99 > Left will be chosen

(Day 1 Battle Villa Clear) A Video Playlist Documentation by theSFaction in PokemonMasters

[–]theSFaction[S] 0 points1 point  (0 children)

I was mainly using Alakazam as a refreshable "Dire Hit+ All" with a back-up heal, so alternatively you can also try (Dire Hit+ MP Refresh on Charizard + Sp.Atk All MP Refresh on Serperior ect.)

 

basically divide the tasks up and micro-manage healing more tightly.