Wtf Start of turn 28 The foe's Tauros used Body Slam! A critical hit! Zapdos lost 70 HP! (18% of its health) Zapdos fainted! Troller sent out Snorlax! luckedout stopped watching the battle. Start of turn 29 [Jesus is Lord] called Tauros back! [Jesus is Lord] sent out Starmie! Snorlax used Counter! The foe's Starmie lost 100% of its health! The foe's Starmie fainted! Starmie has 323 hp, Counter must inflict 140.
I've been browsing around and could only find it's double HP damage but I thought it could be incoming Pokemon's Attack + Move Power.
Not that these are the mechanics, but what I would guess what happened on PO is that it used calculated damage rather than inflicted damage for Counter. It should be inflicted damage afaik. @Isa the rby counter professor
Ok, exactly Start of turn 1 Starmie used Thunder Wave! The foe's Gengar is paralyzed! It may be unable to move! The foe's Gengar used Seismic Toss! Starmie lost 100 HP! (30% of its health) Start of turn 2 Starmie used Thunder Wave! The foe's Gengar is already paralyzed. The foe's Gengar used Seismic Toss! Starmie lost 100 HP! (30% of its health) Start of turn 3 Starmie used Thunder Wave! The foe's Gengar is already paralyzed. The foe's Gengar used Seismic Toss! Starmie lost 100 HP! (30% of its health) Start of turn 4 Starmie used Thunder Wave! The foe's Gengar is already paralyzed. The foe's Gengar used Seismic Toss! Starmie lost 23 HP (7% of its health) Starmie fainted! Troller sent out Snorlax! Start of turn 5 amber lamps called Gengar back! amber lamps sent out Venusaur! Snorlax used Counter! The foe's Venusaur lost 55% of its health! amber lamps: Start of turn 5 amber lamps: amber lamps called Gengar back! amber lamps: amber lamps sent out Venusaur! amber lamps: The foe's Snorlax used Counter! amber lamps: Venusaur lost 200 HP! (55% of its health!)
I assume this is what the damage address is. I thought this was already discussed though, but I can't find where.
I had already asked about this somewhere but never got an appropriate answer :[ basically the question is: Is the damage dealt on the damage address or the amount of HP lost?
Found some more info here. http://pokemon-online.eu/threads/rby-innacurate-counter-mechanics.29513/ Also I've found something solid here. It says it double the HP damage you taken. http://pokemondb.net/pokebase/4489/counter-and-mirror-coat-damage
Neither link really says anything about what's going on right now that I can see. The second isn't about RBY either. Someone should test this unless @Crystal_ or @Isa know this is a bug with the simulator.
judging by lutra's post, and what i've heard in previous comments, lutra is correct counter counters the amount of HP lost, nothing else (unless substitute gimmicks)
If a sub is broken then it's the result of the damage calculation what matters, not the damage that the substitute had before taking the hit. http://pastebin.com/Lb7QnKVi See third from last point
I'm pretty sure what it says there is: "If the target dies to an attack, including confusion, make Counter double the amount of HP lost instead of damage calculated" So just making Counter double HP dealt is fine pretty much. "If the Substitute faints, don't change the value that Counter is doubling" So like, if the move used isn't counterable, like Tauros using Earthquake instead of Body Slam, then the value Countered should be already reset. If it was a Counterable move, then the value for Counter is not already reset and shouldn't be reset here either. Correct me if I'm interpreting this incorrectly @Crystal_
Earthquake can be countered. But yea, basically: - If you die, counter twice the hp you had before you died - In any other cases (including substitute), counter twice the damage calculated (as is the behavior now), even if that damage is 9999
If your Tauros KOs Chansey with Earthquake before the opponent's Chansey Seismic Tosses, then opponent brings in whatever, then both players switch, then you can use counter on your own Earthquake (or any move) against a switch-in Marco confirmed this in-game.
EDIT 2: Wow, my whole post is wrong lol. The last selected move address becomes Seismic Toss in both sides of a link battle the moment Chansey selects it, so the fact that Chansey selects it before dying DOES make a difference. I confused selecting a move with just passing the cursor over it. It's funny I still have trouble understanding all of this despite being the one who found it lmao. Spoiler: this is all wrong, wrong, wrong Let's see. I'm going to assume that he tested it in a link battle. There are many things that could've happened, in which the fact that Chansey selected Seismic Toss the turn it fainted makes no difference. The most likely scenario is that Chansey also used Seismic Toss the turn before being KO'ed by Earthquake, so that its last selected move is that "old" Seismic Toss. Another likely scenario is something like: Turn 1 - Player A's Pokemon uses a damaging normal/fighting type move - Player B's Tauros faints Player A's Pokemon Turn 2 - Player A sends Chansey - Player B's Tauros uses EQ on Chansey and faints it Or similarly: Turn 1 - Player A's Pokemon uses a damaging normal/fighting type move - Player B's Tauros does whatever Turn 2 - Player A withdraws current Pokemon and sends Chansey - Player B's Tauros uses EQ on Chansey and faints it In both cases Counter from player B will bounce back twice of EQ's damage provided no other move is used in-between. So far, it could've been any of these cases provided he didn't experience a desync. But there's also another option in which the fact that Chansey selected Seismic Toss DOES matter, with a desync glitch involved. Basically, Counter will hit in the Chansey side (because the last selected move was Seismic Toss), but Counter will miss in the Tauros side (because this side isn't notified about Seismic Toss being selected, so the previously used move e.g. Ice Beam/Softboiled/Twave is considered instead). I never bothered to report this Counter glitch here since desyncs were never going to be implemented in simulators plus it only makes sense when the move selection menu in the sim is exactly the same as the one in-game. But you can see how it works in this old video: https://www.youtube.com/watch?v=ftTalHMjPRY EDIT: My bad, since Seismic Toss was actually selected this is not an option.[/hide]
remove counter entirely ? profit! But no really, so we have to account for the last move selected, even if it doesn't execute. If by chance it doesn't execute, but is counterable, then the last damage dealt is used in counters calculation? Please correct me if I interpreted this incorrectly.
So am I right in thinking instead of this: Was the last move the opponent used a normal/fighting-type attack [i.e. physical/special] other than counter? If so, then counter deals double the damage on the damage address (that being, the last damage dealt - status moves reset the damage address however). it's this? : Was the last move the opponent selected a normal/fighting-type attack [i.e. physical/special] other than counter? If so, then counter deals double the damage on the damage address (that being, the last damage dealt - status moves reset the damage address however). Or is it more like: Was the last move the opponent used OR selected but could not execute due to fainting a normal/fighting-type attack [i.e. physical/special] other than counter? If so, then counter deals double the damage on the damage address (that being, the last damage dealt - status moves reset the damage address however). ??????
It's about whether the three requirements for Counter are met: Chansey selecting Seismic Toss before fainting (despite not being executed) means that 1. and 2. are passed. Tauros' EQ dealing damage and no other move being used before Counter means that 3. is passed too. Note that the player with Tauros could've still used one of the following moves without interrupting Counter's success, as the following are the moves that do not clear the contents in the damage address: Code (text): - Conversion - Haze - Teleport - Roar - Whirlwind - Mist - Focus Energy - Supersonic - Recover - Softboiled - Rest - Transform - Light Screen - Reflect - Toxic - Poison Gas - Poisonpowder - Thunder Wave - Stun Spore - Glare - Substitute - Mimic - Leech Seed - Splash Always considering that: And also note that whenever any move that goes through standard accuracy checks misses, the damage address is cleared, thus making a subsequent Counter miss. With the following considerations: @Fuzzysqurl This is correct. @Disaster Area The correct word would be selected, but what really matters here is the content of the last selected move address. It should usually contain the move being used even for multi turn moves like Wrap, Rage or Thrash, since although you probably didn't select the multi-turn move this turn, it'd still be your last selected move anyway. But there are exceptions, i.e. if you select a move but can't use it due to full paralysis, self confusion or the move being disabled after its selection. On the other hand, you can NOT select a move when you're asleep or frozen because the move selection menu doesn't pop up. Hopefully this post sums up everything there's to know lol.