This is because the quick claw check is based on a random number that only changes in between turns, so if one Quick Claw on the field succeeds then all of them will.
Nice find! Seems like the random number they use to check against the Quick Claw activation chance is actually just shared between every Pokemon holding Quick Claw at any given time.yes hello. with the help of SuperEpicAmpharos and zeefable i am here to report a new finding in adv doubles mechanics.
there is a bug in which, when both of your pokemon are holding quick claw, the claw proc will affect both of the mons.
did anyone verify this?I was playing DPP on Showdown, and I selected Healing Wish the turn my opponent Phazed me, which resulted in the mon I sent out being healed, as well as the one phazed in. Can anyone verify if this is the correct behavior?
Good eye! This was changed almost two months ago when DaWoblefet updated end of turn effects for Gens 5-8. I spent a few days checking Gens 2-4 and updated them at the same time so there wouldn't be any regressions: https://git.io/Jc6bMhey, recently noticed a change in the end-of-turn mechanics in ADV on pokemon showdown.
You're right that it's intuitive since almost every effect in the game for the last 10 years has been done for the faster Pokemon first then the slower one immediately after, before moving on to the next effect in the list. A commonly seen exception is Grassy Terrain and Leftovers both happening for a faster Pokemon before a slower one. In Gens 3 and 4 exceptions like that were actually the majority of end of turn effects, though.and couldn't find any discussion on this in my 2 minutes of searching, just wanted to know if this has been tested because how it worked before makes more intuitive sense to me. It seems pretty rare that this would be impactful to an actual game.
I can answer this! Someone actually told me about this mechanic a while back when we were getting it implemented on PS.I just saw this and wondered if there was any details that would explain this further. I dunno if this is some sort of accidental speed overide or an over/underflow somewhere but thought it was interesting enough to post regardless.
It's come to my attention that there is a documented battle desync glitch on GS & C cartridges caused by the move Beat Up. You can see Crystal_ demonstrate the glitch in this video. To summarise, it is possible to enter a gamestate where Beat Up attacks a different number of times on both players' sides, causing the battle to fall away from an identical state for both players.
Currently Gen 2 has no desync clause and Beat Up is not banned from competitive play. I presume this is something that should be addressed to respect in-game accuracy, so I thought I'd bring some light to this as it seems to have never been directly discussed on Smogon before.
I don't know how Stadium 2 plays into this, but I do know that trying to connect a Japanese Gen 2 cartridge with a non-Japanese Gen 2 cartridge crashes both cartridges.Hey I have a question about GSC Donphan and Encore. Donphan got access to Encore through a Japanese event. Its not the only mon to be given moves it normally doesn't already have through events, stuff like Lovely Kiss Snorlax and Petal Dance Wigglytuff are good examples of other mons. However, Encore Donphan is the only mon that I could find that cannot use a move due to it being a Japanese only event, and PS being based on international play. Every other event seems to be usable, most likely just because the move was also given away in other places. I was just wondering if anything could/would ever be done about this, if not that's fine I just figured I'd bring it up. Thank you!
Does an entirely uncompetitive move warrant being addressed at all? The maxed out EVs make it so that even with a berserk gene, the damage inflicted isn't very high. I tested this once and can't remember the results but I do remember my own disappointment.Reposting about an unaddressed GSC mechanic to this thread in the hopes that it catches the right eyes, as it seems not to have in the GSC subforum:
Tiering Policy states in Assumption 1 that Smogon formats should adhere as close as possible to cart mechanics. So even though the move is terrible and useless, it conflicts with the purpose of the battle sim.Does an entirely uncompetitive move warrant being addressed at all? The maxed out EVs make it so that even with a berserk gene, the damage inflicted isn't very high. I tested this once and can't remember the results but I do remember my own disappointment.