ASB Damage and Energy Calculators
These are some simple calculators created with Instacalc for those who want the computer to handle their calculations. Most ASB damage/energy scales are simple enough that you don't really need a dedicated calculator, but if working from a written scale confuses you or you're just really damn lazy then these are here. They may well be a little awkward because I'm no math whiz and I just sort of blundered through creating them, but they do what they're supposed to do and I'll worry about making the math prettier later.
All equations and variables come from my personal damage/energy scales. You are free (and encouraged) to come up with your own scales, but then you will not be able to use a dedicated calculator unless you create one yourself. These are provided as tools for those who do not want to (or don't know how to) create their own scales. You are also welcome to modify my scales to suit your tastes but, again, the calculators do not account for that and you will need to modify them yourself. Any changes you make to the calculator's fields will not affect the calculators I have here and will automatically create a new calculator should you choose to save them, so these can be used as a springboard for your own work.
That said, if you do intend to use my scales as they are then you must not alter the variable names and equations that are already there. Changing anything other than the values of the variables (the stuff after the equal signs) indicated in the instructions will cause the calculator to give an incorrect result or no result at all.
If you find these calculators useful and want to refer back to them I would suggest that you bookmark this page and not the links to the individual calculators. If there is an error and I have to fix a calculator then the link will change; that's just how Instacalc works and there's nothing I can do about it. You may end up with an outdated or incorrect set of calculations if you bookmark the links themselves, so be warned.
Note: These calculators are embedded into the page from the Instacalc website. They may cause the page to be marked as "invalid" by an HTML validator; that is Instacalc's awkward HTML, not mine. Aside from the calculators, this page is valid XHTML 1.0 Transitional. If the calculators cause problems, fail to load or if you have Javascript disabled, a TinyURL link to each one is also provided. Use that instead.
...and, of course, if the calculators completely destroy the page, let me know and I'll do what I can to fix it.
Damage Calculator
This should be enough for most people, especially new referees trying to get approved, to work with. Simply change the numbers in the fields indicated by the instructions and the result will automatically appear next to the last field (R9).
Link to offsite damage calculator
Instructions
base (R1): The attack's base damage (ingame damage divided by 10 and rounded off).
STAB (R2): If the user is the same type as its move this is 1.25; if not, this is 1.
evo (R3): If user is lowest stage this is -1; if middle stage this is 0; if final/only stage this is 1.
foe (R4): If target is neutral to attack this is 1; if target is weak this is 1.5; if target is double-weak this is 2; if target resists this is .5; if target double-resists this is .25; if target is immune, why are you using a damage calculator? :B
uboost (R5): User's Attack/Sp. Attack level (whichever is relevant). Only change the number before the *2. A boost from Swords Dance would be 2, for example, while a drop from Aurora Beam would be -1. If the user's Atk/SpAtk has not been modified this is 0.
fboost (R6): Foe's Defense/Sp. Defense level (whichever is relevant). Only change the number before the *2. A boost from Amnesia would be 2, for example, while a drop from Crunch would be -1. If the foe's Def/SpDef has not been modified this is 0.
(R7): LEAVE THIS ALONE.
crit (R8): If the attack lands a critical hit enter "r7" (without the quotes); if the attack is not a critical this is 0.
damage (R9): LEAVE THIS ALONE. The number you will see to the right of this field (after you have finished with all other fields, that is) is the damage the attack will deal. If the result is 0, the target is not immune to the attack and you know you calculated everyting correctly (this may happen if unevolved Pokémon use weak attacks against targets with a defense boost, for example), increase the final damage to 1; no successful attack can ever do less than 1% damage.
The result provided in "damage" is not necessarily the final damage that will be dealt. Other factors, such as weather or the arena, can modify damage as well, and there simply isn't any way that a general calculator can account for them all. Use your common sense, your ASB's attack list and what you know about the games to tell you what you need to change and on which step that change must be made—for example, if the user used Charge last action and is now attacking with Thunderbolt, the base damage is doubled and you would enter 18 instead of 9 in the "base" field. If the target is partially obscured by a rock and only half of Flamethrower hits it, you would probably divide the number from "damage" by 2 for your real final result.
Energy Calculator
This calculator will not work for certain attacks, namely direct-healers like Rest and Recover, blockers like Protect or other moves like Counter and Metal Burst. They have no base damage and using PP to determine their energy cost will not produce a logical result. You will have to come up with your own methods of handling attacks like those, or ask another referee in your ASB what he or she does.
Link to offsite energy calculator
Instructions
base (R1): The base damage of the attack being used (ingame damage divided by 10 and rounded off). Remember that this is base damage, not the final damage you calculated. If the attack is non-damaging then this field MUST be 0.
(R2): LEAVE THIS ALONE.
PP (R3): If the attack is non-damaging (Leer, Attract, Rain Dance, etc.) then this is the attack's PP value as determined below. If the attack has a base damage then this field MUST be 0.
- 40pp = 1
- 35pp = 1
- 30pp = 2
- 25pp = 3
- 20pp = 4
- 15pp = 5
- 10pp = 6
- 5pp = 7
(R4): LEAVE THIS ALONE.
(R5): LEAVE THIS ALONE.
(R6): LEAVE THIS ALONE.
STAB (R7): If the attacker and its attack share a type, this is 1; if they do not, this is 0.
evo (R8): If user is lowest stage this is -1; if middle stage this is 0; if final/only stage this is 1.
uboost (R9): User's Attack/Sp. Attack level (whichever is relevant). Only change the number before the /2. A boost from Swords Dance would be 2, for example, while a drop from Aurora Beam would be -1. If the user's Atk/SpAtk has not been modified this is 0. If the attack is non-damaging then this field MUST be 0.
energy (R10): LEAVE THIS ALONE. The number you will see to the right of this field (after you have finished with all other fields, that is) is the energy cost of the attack. If the result is 0 and you know you calculated everyting correctly (this may happen with weak attacks used by fully-evolved Pokémon), increase the final energy to 1; no successfully executed attack can ever cost less than 1% energy, even if the attack misses its target or its effect fails.
The result provided in "energy" is not necessarily the final energy cost. Other factors, such as distance or the arena, can modify energy as well, and there simply isn't any way that a general calculator can account for them all. Use your common sense, your ASB's attack list and what you know about the games to tell you what you need to change and on which step that change must be made--for example, if the user used Charge last action and is now attacking with Thunderbolt, the base damage should be doubled and you would enter 18 instead of 9 in the "base" field. If the user is paralyzed and its attack requires a lot of movement, it won't be able to strike as efficiently without extra effort and you would probably add several points to the number in "energy" for your real final result. Some non-damaging attacks may seem like they cost too much or don't cost enough after running them through the calculator; for example, it doesn't make sense for Fake Tears, which is just crying, to cost as much as Dragon Dance, which requires more effort and movement, but they both have a cost of 4 in this calculator anyway. Again, use your common sense and make adjustments accordingly.
This page was created on 08/30/09 14:00:49 and last modified on 10/22/09 01:22:28.