Fishing: Difference between revisions

54 bytes added ,  11 September 2016
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→‎Generation VI: Shiny Charm...
(→‎Generation VI: Actually, I want the mechanics here rather than at Shiny Pokémon (which doesn't go into details for other mechanics))
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In [[Generation VI]], fishing mechanics remain mostly unchanged, with the removal of rippling water and the addition of consecutive fishing. The Old and Good Rods return in this Generation.
In [[Generation VI]], fishing mechanics remain mostly unchanged, with the removal of rippling water and the addition of consecutive fishing. The Old and Good Rods return in this Generation.


Consecutive fishing describes fishing repeatedly without moving from a given spot and repeatedly hooking a Pokémon. Hooking multiple Pokémon in a row increases the chances of hooking a [[Shiny Pokémon]], reaching a maximum chance of approximately 1% for a streak of 20 or more Pokémon. The game increases the chances of finding a Shiny Pokémon by generating extra [[personality value]]s in an attempt to find one that results in a Shiny Pokémon, with the number of attempts depending on the size of the current streak. For every Pokémon added to the streak up to 20 Pokémon, the game will make two extra attempts to find a Shiny personality value; i.e., the number of attempts at any given point in the streak is <code>1 + 2 * streak_size</code>, and caps at a maximum of 41 attempts when the streak is at least 20 Pokémon long.<ref>[http://mrnbayoh.github.io/pkmn6gen/chain_fishing_shiny/ Pokemon 6G Chain Fishing Probability Analysis]</ref>
Consecutive fishing describes fishing repeatedly without moving from a given spot and repeatedly hooking a Pokémon. Hooking multiple Pokémon in a row increases the chances of hooking a [[Shiny Pokémon]], reaching a maximum chance of approximately 1% for a streak of 20 or more Pokémon. The game increases the chances of finding a Shiny Pokémon by generating extra [[personality value]]s in an attempt to find one that results in a Shiny Pokémon, with the number of attempts depending on the size of the current streak. For every Pokémon added to the streak up to 20 Pokémon, the game will make two extra attempts to find a Shiny personality value; i.e., the number of attempts at any given point in the streak is <code>1 + 2 * streak_size</code>, and caps at a maximum of 41 attempts when the streak is at least 20 Pokémon long. This effect stacks with the [[Shiny Charm]]'s effect.<ref>[http://mrnbayoh.github.io/pkmn6gen/chain_fishing_shiny/ Pokemon 6G Chain Fishing Probability Analysis]</ref>


Fishing near rocks and other impassable spaces (not including spaces occupied by Trainers) will raise the chances of hooking Pokémon. The more sides (north, south, east, or west) around the space where the bobber lands that are blocked by such obstacles, the higher the chances of hooking a Pokémon are. A space of land may also count as an obstacle on one side of the bobber, so long as it is not the only one. If three sides are blocked, every cast will hook a Pokémon.
Fishing near rocks and other impassable spaces (not including spaces occupied by Trainers) will raise the chances of hooking Pokémon. The more sides (north, south, east, or west) around the space where the bobber lands that are blocked by such obstacles, the higher the chances of hooking a Pokémon are. A space of land may also count as an obstacle on one side of the bobber, so long as it is not the only one. If three sides are blocked, every cast will hook a Pokémon.