Catch rate: Difference between revisions

→‎Capture method (Generation I): hmm. Explain what makes that last point so interesting.
(→‎Capture method (Generation I): hmm. Explain what makes that last point so interesting.)
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# If a [[Master Ball]] is used, the Pokémon is caught.
# If a [[Master Ball]] is used, the Pokémon is caught.
# If a {{ball|Poké}} is used, generate a random number from 0 to 255. If a {{ball|Great}} is used, generate a random number from 0 to 200. Otherwise, generate a random number from 0 to 150.
# If a {{ball|Poké}} is used, generate a random number from 0 to 255. If a {{ball|Great}} is used, generate a random number from 0 to 200. Otherwise (i.e. an Ultra Ball is used), generate a random number from 0 to 150.
# If the generated value is less than 25 and the Pokémon is asleep or frozen, the Pokémon is caught. If the generated value is less than 12 and the Pokémon is paralyzed, burned, or poisoned, the Pokémon is caught. If it is caught, skip all other steps.
# If the generated value is less than 25 and the Pokémon is asleep or frozen, the Pokémon is caught. If the generated value is less than 12 and the Pokémon is paralyzed, burned, or poisoned, the Pokémon is caught. If it is caught, skip all other steps.
# If the previous value (the generated value less than the status amount) is greater than the catch rate of the Pokémon, the Pokémon breaks free. Otherwise, generate a random value between 0 and 255. If ''f'' is greater or equal to this value, the Pokémon is caught. Otherwise, the Pokémon breaks free. If the Pokémon breaks free, do the following:
# If the previous value (the generated value minus the status amount) is greater than the catch rate of the Pokémon, the Pokémon breaks free. Otherwise, generate a random value between 0 and 255. If ''f'' (defined below) is greater or equal to this value, the Pokémon is caught. Otherwise, the Pokémon breaks free. If the Pokémon breaks free, do the following:
#* Compute ''d''. If ''d'' ≥ 256, the Ball shakes three times before it breaks free.
#* Compute ''d'' as shown below. If ''d'' ≥ 256, the Ball shakes three times before it breaks free.
#* Otherwise, compute ''d'' × ''f'' / 255. Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned. If this value is less than 10, the Ball misses the Pokémon completely. If it is less than 30, the Ball shakes once before it breaks free. If it is less than 70, the Ball shakes twice before it breaks free. Otherwise, the Ball shakes three times before it breaks free.
#* Otherwise, compute ''d'' × ''f'' / 255. Add 10 if the Pokémon is asleep or frozen, and add 5 if it is paralyzed, poisoned, or burned. If this value is less than 10, the Ball misses the Pokémon completely. If it is less than 30, the Ball shakes once before it breaks free. If it is less than 70, the Ball shakes twice before it breaks free. Otherwise, the Ball shakes three times before it breaks free.


The variables above are computed as follows:
The variables above are computed as follows:
* ''d'' = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.
* ''d'' = Catch rate × 100 / Ball Factor, where the Ball Factor is 255 for the Poké Ball, 200 for the Great Ball, and 150 for all other balls.
* ''f'' = (HP<sub>max</sub> * 255 / Ball Factor) / (HP<sub>current</sub> / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result). The Ball Factor is 8 if a Great Ball is used, and 12 otherwise. The resulting value may not be larger than 255, in which case 255 is used instead.
* ''f'' = (HP<sub>max</sub> * 255 / Ball Factor) / (HP<sub>current</sub> / 4), where all divisions are rounded down to the nearest integer (the denominator is set to 1 if it is 0 as a result). The Ball Factor is 8 if a Great Ball is used, and 12 otherwise. The resulting value is capped at a maximum of 255.
 


The formula thus has several curious properties that do not apply in later generations:
The formula thus has several curious properties that do not apply in later generations:
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* Under certain situations, a Great Ball is more effective than an Ultra Ball. In particular, Pokémon with high catch rates, no status, and above ½ HP may guarantee capture with a Great Ball but fail to do so with an Ultra Ball.
* Under certain situations, a Great Ball is more effective than an Ultra Ball. In particular, Pokémon with high catch rates, no status, and above ½ HP may guarantee capture with a Great Ball but fail to do so with an Ultra Ball.
* The effect of reducing HP diminishes with lower catch rates, and the effect of inflicting status diminishes with higher catch rates. Regardless of catch rate, reducing the HP does not increase chances of capture at less than ½ HP with Great Balls, and ⅓ HP with other balls.
* The effect of reducing HP diminishes with lower catch rates, and the effect of inflicting status diminishes with higher catch rates. Regardless of catch rate, reducing the HP does not increase chances of capture at less than ½ HP with Great Balls, and ⅓ HP with other balls.
* Inflicting a status effect gives the player a flat chance to catch the Pokémon, completely unrelated to its HP values.
* Inflicting a status ailment gives the player a flat chance (from 4.6% to 16.6%) to catch the Pokémon regardless of all other factors, making certain Pokémon easier to catch in Generation I than they are in later generations: A sleeping {{p|Mewtwo}} with full HP can be caught in about six Ultra Balls in Generation I, but from Generation II onwards the exact same circumstances would require about 64 Ultra Balls -- ten times as many.


==Capture formula (Generation I)==
==Capture formula (Generation I)==
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