Pokémon Scarlet/Violet Battle Stadium currently is using the same RNG seed for every battle.
This allows us to choose moves to ensure that OHKO moves such as Sheer Cold always hit!
Multiple setups will work -- an easy one is Fake Out + Sheer Cold as long as the opponent does not move before you.
The fixed RNG seed is why moves with under 91% accuracy always miss on the first turn, as was first noticed here: reddit.com/r/VGC/comments…
I will add that I haven't noticed this issue with wild battles and Tera Raids (online/offline), which do have proper random seeding. Others have reported Link Battles are fine. So far, it's only been demonstrated for Battle Stadium.
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Yet another math thread! This time, I review the SWSH capture formula.
While the math is based on formulas that have been around forever, I'll point out the new changes in Gen 8 and reveal the Max Raid catch rates.
(Now you'll know why GMax Pokémon were so hard to catch...)
I'll explain each step following this algorithm.
Order of operations and rounding calculations are necessary to replicate for a completely accurate catch calculator. I include technical resources at the end for those interested in this task.
A note before we start... I'll use this notation for a rounding step after a modifier is applied. SWSH uses modifiers that are a multiple or fraction of 4096 (e.g. 1024, 8192) and rounds the result to the nearest whole number.