Catch rate: Difference between revisions

Master Balls have always bypassed the formula. Case in point, vs Metang in dark grass in Giant Chasm, where mod rates fall below 1.
mNo edit summary
(Master Balls have always bypassed the formula. Case in point, vs Metang in dark grass in Giant Chasm, where mod rates fall below 1.)
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{{m|Transform}} will change a Pokémon's catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.
{{m|Transform}} will change a Pokémon's catch rate to that of the target, and is the primary purpose for the existence of catch rates for species that can not be found in the wild. However, in Generation V this is no longer true.
Poké Balls that guarantee capture (the [[Master Ball]], [[Park Ball]], and [[Dream Ball]]) bypass the catching formula entirely.


== Capture Method (Generation I) ==
== Capture Method (Generation I) ==
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===Modified catch rate===
===Modified catch rate===
The modified catch rate, ''a'', is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.
The modified catch rate, ''a'', is the catch rate after various factors such as weakening the Pokémon and using stronger Poké Balls are taken into consideration.  A modified catch rate may never fall to 0 (that is, render a Pokémon impossible to capture), but (especially in [[Generation V]], but also appearing to some extent in [[Generation IV]]) may cause the modified rate to fall below its original unmodified catch rate.


====Generation II====
====Generation II====
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In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to ''a'', the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against ''b''.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.
In Generation II, a check occurs to determine whether the Pokémon is caught outright, and shake checks are only used if this check fails to determine the number of shakes before the Pokémon breaks free.  To determine if the Pokémon is caught outright, generate a random number between 0 and 255.  if this value is less than or equal to ''a'', the Pokémon is caught.  To perform a shake check, generate a random number between 0 and 255, and compare it against ''b''.  Do this three times or until the check fails, whichever comes first, to determine the number of shakes before the Pokémon breaks free.


====Generation III-IV onwards====
====Generation III-IV====
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against ''b''; the checks fail if the generated value is greater.
Unlike Generation II, the shake checks determine whether the Pokémon is caught, and if not, the number of shakes a Poké Ball will make before the Pokémon breaks free.  Four checks are performed, and all checks must pass in order for the Pokémon to be caught, and if the Pokémon breaks free, the number of times the Poké Ball shakes is equal to the number of passed checks.  To perform a shake check, generate random numbers between 0 and 65535, inclusive, and compare it against ''b''; the checks fail if the generated value is greater.


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| style="background: #fff; padding-right: 10px" | {{bag2|Master Ball}}
| style="background: #fff; padding-right: 10px" | {{bag2|Master Ball}}
| style="background: #fff; padding-right: 10px" | 255×
| style="background: #fff; padding-right: 10px" | -
| style="background: #fff; padding-right: 10px" | Never fails
| style="background: #fff; padding-right: 10px" | Never fails
|-  
|-  
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+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}<br>
+20 if used on Pokémon weighing between {{tt|451.5 lbs|204.8 kg}} and {{tt|677.3 lbs|307.2 kg}}<br>
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}<br>
+30 if used on Pokémon weighing between {{tt|677.3 lbs|307.2 kg}} and {{tt|903.0 lbs|409.6 kg}}<br>
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}
+40 if used on Pokémon weighing more than {{tt|903.0 lbs|409.6 kg}}<br/>
Modified catch rate may not fall below 1.
|-
|-
| style="background: #fff; padding-right: 10px" | {{bag2|Fast Ball}}
| style="background: #fff; padding-right: 10px" | {{bag2|Fast Ball}}
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|-  
|-  
| style="background: #fff; padding-right: 10px" | {{bag2|Park Ball}}
| style="background: #fff; padding-right: 10px" | {{bag2|Park Ball}}
| style="background: #fff; padding-right: 10px" | 255×
| style="background: #fff; padding-right: 10px" | -
| style="background: #fff; padding-right: 10px" | Never fails, [[Pal Park]] only
| style="background: #fff; padding-right: 10px" | Never fails, [[Pal Park]] only
|-  
|-  
| style="background: #fff; padding-right: 10px" | {{bag2|Dream Ball}}
| style="background: #fff; padding-right: 10px" | {{bag2|Dream Ball}}
| style="background: #fff; padding-right: 10px" | 255×
| style="background: #fff; padding-right: 10px" | -
| style="background: #fff; padding-right: 10px" | Never fails, [[Entralink]] only
| style="background: #fff; padding-right: 10px" | Never fails, [[Entralink]] only
|-
|-
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==Examples==
==Examples==
Most legendary Pokémon have a catch rate of three. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.
Most legendary Pokémon have a catch rate of 3. Assuming its HP is almost depleted and it is paralyzed, and Dusk Ball is used at night or in a cave, then the chance of catching the Pokémon with each ball in [[Generation IV]] is approximated by 3 * 3.5 * 1.5 / 255 = 15.75/255 ~ 6.2%, resulting in about 16 Dusk Balls required to catch the Pokémon on average.


If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.
If an Ultra Ball were used instead, then the chance drops to 3 * 2 * 1.5 / 255 = 9/255 ~ 3.5%, which amounts to about 28 Ultra Balls on average.
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==Trivia==
==Trivia==
* Most legendary Pokémon have a catch rate of 3 because it assures that ''a'' is always at least 1. This might be because the final result for ''a'' is rounded ''down'' when it is calculated, and to have a catch rate of zero would result in an error when trying to calculate ''b''.
* Some people claim to have discovered button combinations that increase a Pokémon's catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.
* Some people claim to have discovered button combinations that increase a Pokémon's catch rate; this is merely idle thought, as there is no method to improve catch rates other than the methods described above.


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