combatking0
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« on: July 13, 2010, 09:45:06 PM » |
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I have been testing some barcodes today, and the results are as follows:
00 ST Vs 00 DF ** Max Damage: 200 ** Super Hit Minimum: 00 100 ST Vs 00 DF ** Max Damage: 400 ** Super Hit Minimum: 100 1000 ST Vs 00 DF ** Max Damage: 3000 ** Super Hit Minimum: 1500 10000 ST Vs 00 DF ** Max Damage: 40400 ** Super Hit Minimum: 15900 100 ST Vs 100 DF ** Max Damage: 200 ** Super Hit Minimum: 100 1000 ST Vs 1000 DF ** Max Damage: 1600 ** Super Hit Minimum: 1600 (may need more testing) 10000 ST Vs 10000 DF ** Max Damage: 18200 ** Super Hit Minimum: between 16200 and 14200
I will update these values as I run more tests.
(edited to include the latest results and the fewest required values)
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« Last Edit: July 19, 2010, 09:20:06 PM by combatking0 »
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Tom S
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« Reply #1 on: July 18, 2010, 05:59:43 PM » |
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Too many numbers ;o
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combatking0
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« Reply #2 on: July 19, 2010, 07:59:58 AM » |
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It's there as a reference. I'll reduce it to the minimum required numbers.
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combatking0
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« Reply #4 on: July 21, 2010, 09:07:31 PM » |
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Still needs more testing, but I think I have found a pattern. For larger attack values, the Maximum super damage value is twice as much as the Minimum super damage value. This isn't true for lower attack values, such as 00 and 100, due to the rounding errors.
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combatking0
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« Reply #6 on: July 23, 2010, 09:11:56 PM » |
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Larger values should yeild more accurate results - similar to the case with calculating the numbers behind the stats of low level vs high level Pokemon.
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Tom S
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« Reply #7 on: July 23, 2010, 10:58:42 PM » |
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Yes, I suppose there is more precision due to more increments and whatnot...
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combatking0
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« Reply #8 on: July 27, 2010, 06:55:36 PM » |
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Looks like the results change slightly depending on whether the current C0 battle is the first one since the Barcode Battler was switched on or not.
If it is, the values are about 1/3 higher than if there was a battle before. I don't know if this is a bug or if it was intentional, but I intend to find out.
I have also noticed that, where the ST value is large enough, there are 11 damage values. One of these is alwas 00. The next 5 are calculated in some way. The remaining 5 are double the previous 5, but the revelation of a "Super Hit" seems to depend on the magnitude of the DF value of the opponant, rather than on whether the damage was in the first (lower) block of 5 damage values or the second (higher) block of values.
My research continues...
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