Catch rate: Difference between revisions

point out that the 2gen shake table is essentially a very low precision version of the formula used to calculate shake rate from 3gen and onwards
(point out that the 2gen shake table is essentially a very low precision version of the formula used to calculate shake rate from 3gen and onwards)
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First, a check is performed to determine whether the Pokémon is caught at all. A random number between 0 and 255 is generated, and if this number is less than or equal to ''a'', the Pokémon is caught.
First, a check is performed to determine whether the Pokémon is caught at all. A random number between 0 and 255 is generated, and if this number is less than or equal to ''a'', the Pokémon is caught.


Shake checks are only performed if the Pokémon is not caught. A single shake check consists of generating a random number between 0 and 255 and comparing it to ''b''. This is done at most three times, but if the number generated in a given shake check is greater than or equal to ''b'', no further shake checks will be performed. The number of times the ball shakes is the same as the number of shake checks that were performed.
Shake checks are only performed if the Pokémon is not caught. A single shake check consists of generating a random number between 0 and 255 and comparing it to ''b''. This is done at most three times, but if the number generated in a given shake check is greater than or equal to ''b'', no further shake checks will be performed. The number of times the ball shakes is the same as the number of shake checks that were performed. The table is essentially a very low-precision lookup table with numbers corresponding to the shake rate in later generations, so ultimately, aside from rounding errors (very bad ones in this case), the shake and capture rate remain similar between Generation II and the formula later used in Generation III.


==Capture method (Generation III-IV)==
==Capture method (Generation III-IV)==
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