Dog of Hellsing
10-05-2009, 02:41 PM
Capture Rate
Because of concerns regarding how easy it might be to get Pokemon, we’ve decided to enforce a way to determine if a Pokemon is captured (as opposed to letting it be the Ranger’s choice).
The following are the base rates for Pokemon catching; these are the rates you use if a Pokemon has no status and the Trainer is using a Park Ball:
Pokemon @ 91-100% HP = 0% chance of capture
Pokemon @ 81-90% HP = 5% chance of capture
Pokemon @ 71-80% HP =10% chance of capture
Pokemon @ 61-70% HP =15% chance of capture
Pokemon @ 51-60% HP =20% chance of capture
Pokemon @ 41-50% HP =30% chance of capture
Pokemon @ 31-40% HP =40% chance of capture
Pokemon @ 21-30% HP =50% chance of capture
Pokemon @ 11-20% HP =60% chance of capture
Pokemon @ 1-10% HP =65% chance of capture
Pokemon @ 0 HP = 0% chance of capture
Basically, you’ll roll a 100-sided die. Depending on the Pokemon’s HP and the number rolled the Pokemon will either be captured or it won’t. For example, if the Pokemon is at 55% HP, it’s base capture rate is going to be 20%. If you roll 21 or higher the Pokemon is not caught; however, rolling 20 or below will result in it being captured.
There are modifiers that may increase or decrease the chances of a Pokemon being captured. They are Rank Modifiers, Quality Modifiers, Status Modifiers and Ball Modifiers, listed below:
=RANK MODIFIERS=
Based on the rank of the Pokemon, it can become more difficult to capture the Pokemon. The common rank is the standard, meaning for Pokemon of the common rank the Rank Modifier doesn't come into play.
Common: -0%.
Uncommon: -10%.
Intermediate: -15%.
Rare/Special: -25%.
=QUALITY MODIFIERS=
Based on the quality of the Trainer's posts, the Ranger can add up to a 30% bonus to increase the chance of capture. Also, if the Trainer did poorly, the Ranger can add up to a -30# penalty to decrease the chance of capture.
=STATUS MODIFIERS=
Freeze- 25% increase in chance to capture
Sleep, Toxic- 15% increase in chance to capture
Burn, Poison, Paralysis- 10% increase in chance to capture
If a Pokemon is at the 20% base capture rate and becomes Frozen, the chance to catch the Pokemon is increased to 25% (5 is 25% of 20; 5 + 20 = 25).
=BALL MODIFIERS=
Hyper Ball- 15% increase in chance to capture (doesn’t apply for third-stage Pokemon)
Super Ball- 10% increase in chance to capture
Park Ball- Standard Ball; doesn’t offer a modifier
A Frozen Pokemon with a 20% base capture rate has a Hyper Ball used on it, thus raising the chance of capture to 28% (15% of 20 is 3; 25 + 3 = 28).
Because Hyper Balls are the only Balls that can catch third-stage Pokemon, they do not give the 15% increase when used on third-stage Pokemon.
Here (http://www.math.com/students/calculators/source/3percent.htm) is a calculator to make it easier to find percentages. Use the first calc ("What is X% of X?"). Always round down if you get any final rates that are decimals (55.25% capture rate would be dropped to 55%).
All capture rolls must be witnessed by a URPG Staff member or another Ranger, who will then post in the Encounter Tracker + Capture Approval (http://pokemonelite2000.com/forum/showthread.php?p=2908750#post2908750) sticky approving the roll if it's a capture. Please note if you're going to be rolling for any Modifiers.
=====
If anyone would like to make calculators to make it easier to figure captures, please feel free to do so and send me a link when you’re done. If it works well I’ll go ahead and add a link here.
Because of concerns regarding how easy it might be to get Pokemon, we’ve decided to enforce a way to determine if a Pokemon is captured (as opposed to letting it be the Ranger’s choice).
The following are the base rates for Pokemon catching; these are the rates you use if a Pokemon has no status and the Trainer is using a Park Ball:
Pokemon @ 91-100% HP = 0% chance of capture
Pokemon @ 81-90% HP = 5% chance of capture
Pokemon @ 71-80% HP =10% chance of capture
Pokemon @ 61-70% HP =15% chance of capture
Pokemon @ 51-60% HP =20% chance of capture
Pokemon @ 41-50% HP =30% chance of capture
Pokemon @ 31-40% HP =40% chance of capture
Pokemon @ 21-30% HP =50% chance of capture
Pokemon @ 11-20% HP =60% chance of capture
Pokemon @ 1-10% HP =65% chance of capture
Pokemon @ 0 HP = 0% chance of capture
Basically, you’ll roll a 100-sided die. Depending on the Pokemon’s HP and the number rolled the Pokemon will either be captured or it won’t. For example, if the Pokemon is at 55% HP, it’s base capture rate is going to be 20%. If you roll 21 or higher the Pokemon is not caught; however, rolling 20 or below will result in it being captured.
There are modifiers that may increase or decrease the chances of a Pokemon being captured. They are Rank Modifiers, Quality Modifiers, Status Modifiers and Ball Modifiers, listed below:
=RANK MODIFIERS=
Based on the rank of the Pokemon, it can become more difficult to capture the Pokemon. The common rank is the standard, meaning for Pokemon of the common rank the Rank Modifier doesn't come into play.
Common: -0%.
Uncommon: -10%.
Intermediate: -15%.
Rare/Special: -25%.
=QUALITY MODIFIERS=
Based on the quality of the Trainer's posts, the Ranger can add up to a 30% bonus to increase the chance of capture. Also, if the Trainer did poorly, the Ranger can add up to a -30# penalty to decrease the chance of capture.
=STATUS MODIFIERS=
Freeze- 25% increase in chance to capture
Sleep, Toxic- 15% increase in chance to capture
Burn, Poison, Paralysis- 10% increase in chance to capture
If a Pokemon is at the 20% base capture rate and becomes Frozen, the chance to catch the Pokemon is increased to 25% (5 is 25% of 20; 5 + 20 = 25).
=BALL MODIFIERS=
Hyper Ball- 15% increase in chance to capture (doesn’t apply for third-stage Pokemon)
Super Ball- 10% increase in chance to capture
Park Ball- Standard Ball; doesn’t offer a modifier
A Frozen Pokemon with a 20% base capture rate has a Hyper Ball used on it, thus raising the chance of capture to 28% (15% of 20 is 3; 25 + 3 = 28).
Because Hyper Balls are the only Balls that can catch third-stage Pokemon, they do not give the 15% increase when used on third-stage Pokemon.
Here (http://www.math.com/students/calculators/source/3percent.htm) is a calculator to make it easier to find percentages. Use the first calc ("What is X% of X?"). Always round down if you get any final rates that are decimals (55.25% capture rate would be dropped to 55%).
All capture rolls must be witnessed by a URPG Staff member or another Ranger, who will then post in the Encounter Tracker + Capture Approval (http://pokemonelite2000.com/forum/showthread.php?p=2908750#post2908750) sticky approving the roll if it's a capture. Please note if you're going to be rolling for any Modifiers.
=====
If anyone would like to make calculators to make it easier to figure captures, please feel free to do so and send me a link when you’re done. If it works well I’ll go ahead and add a link here.