kelvSYC
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I'd like to poll the forumers on expanding the list of Pokémon by catch rate to incorporate other statistics based on it: what should we include?
* Catch rate with a Heavy Ball
* Multipliers with Fast Balls or Net Balls
* Probability of catching one at full health with a Poké Ball
* Probability of catching one on the first turn with a Quick Ball
* Approximate probability of catching one at 1HP with a Poké Ball (approximate as the HP multiplier never fully reaches 1x, but for our calculations we will assume 1x, except for Shedinja as it's 1/3x or nothing in that case)
* Generation III Safari Zone adjusted catch rate (the catch rate used in the catching formula, which excludes the 1.5x Safari Ball multiplier, when you throw a Safari Ball at the Pokémon without rocks or bait taken into account; due to rounding error this is generally lower than the standard catch rate - as an example, Pikachu, in the 190 tier, has an adjusted rate of 178, which is below that of catching, say, a Machop, in the 180 tier, with a Great Ball outside the Safari Zone - it's only a ~2% difference, but still...)
* Probability of catching one with a Safari Ball, based on adjusted catch rate therein.
* Probability of catching one with a Safari Ball given a modifier (+1/-1 to +6/-6) in the Generation IV Safari Zone (in other words, the odds of catching that Safari Zone Beldum if you really really make it hard on yourself - BTW, it's 0.15% with a -6 Safari Ball.)
* Probability of catching a Pokémon in 30 Safari Balls or less.
* Number of Poké Balls needed to ensure a 50% chance of capturing the Pokémon (assuming HP remains constant)
* Smallest multiplier (ball x status x HP) which guarantees capture, if any (eg. You could guarantee capture if you use a Level Ball on a sleeping low-level full-health Munchlax, in the 50 tier with a 16x multiplier. You can't do it without a cheating device, mind you, but...)
* Catch rate with a Heavy Ball
* Multipliers with Fast Balls or Net Balls
* Probability of catching one at full health with a Poké Ball
* Probability of catching one on the first turn with a Quick Ball
* Approximate probability of catching one at 1HP with a Poké Ball (approximate as the HP multiplier never fully reaches 1x, but for our calculations we will assume 1x, except for Shedinja as it's 1/3x or nothing in that case)
* Generation III Safari Zone adjusted catch rate (the catch rate used in the catching formula, which excludes the 1.5x Safari Ball multiplier, when you throw a Safari Ball at the Pokémon without rocks or bait taken into account; due to rounding error this is generally lower than the standard catch rate - as an example, Pikachu, in the 190 tier, has an adjusted rate of 178, which is below that of catching, say, a Machop, in the 180 tier, with a Great Ball outside the Safari Zone - it's only a ~2% difference, but still...)
* Probability of catching one with a Safari Ball, based on adjusted catch rate therein.
* Probability of catching one with a Safari Ball given a modifier (+1/-1 to +6/-6) in the Generation IV Safari Zone (in other words, the odds of catching that Safari Zone Beldum if you really really make it hard on yourself - BTW, it's 0.15% with a -6 Safari Ball.)
* Probability of catching a Pokémon in 30 Safari Balls or less.
* Number of Poké Balls needed to ensure a 50% chance of capturing the Pokémon (assuming HP remains constant)
* Smallest multiplier (ball x status x HP) which guarantees capture, if any (eg. You could guarantee capture if you use a Level Ball on a sleeping low-level full-health Munchlax, in the 50 tier with a 16x multiplier. You can't do it without a cheating device, mind you, but...)