Capture Rate Calculator
The following will teach you how to operate the relatively simple calculator, as well as detailed information regarding the manual calculation. It will give you insight, and benefit both Rangers and Trainers, since it offers explanations on how the different modifiers affect the capture rate.
>>National Park Capture Rate Calculator (Made by ChainReaction01)
For the "Quality" and "Residual Characters" fields, you will need to put in a number of some kind, even if it's 0, or else you won't get a result.
"Quality" field = Quality Bonus modifier
"Min. Char?" = MCR Met
"Residual Char" = # of characters above/below the MCR the posts are
If the Trainer is under the MCR, put "No" in the "Min. Char?" field and then enter how many characters below they are (so if they are 799 below the MCR, select "No" and then put "799" in the"Residual Char" field).[/B]
Capture Rate Modifiers
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, youíll roll a 100-sided die. Depending on the Pokemonís HP and the number rolled the Pokemon will either be captured or it wonít. For example, if the Pokemon is at 55% HP, its 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:
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.
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.
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).
ApriBall- 15% increase in chance to capture (doesnít apply for third-stage Pokemon). Extra 15% increase in chance to capture, added at the end of calculation.
Hyper Ball- 15% increase in chance to capture (doesnít apply for third-stage Pokemon)
Super Ball- 10% increase in chance to capture
Park Ball- Standard Ball; doesnít 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 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 sticky approving the roll if it's a capture. Please note if you're going to be rolling for any Modifiers.
A Pokemon is at 74.55% HP. The base rate of capture for a Pokemon at 71-80% HP is 10, so the Trainer has a 10% chance of catching the Pokemon flat out.
The Trainer inflicts Burn and Sleep on the Pokemon. This increases the chance of capture to 12% (1 is 10% of 10, 1.5 is 15% of 10; 1 + 1.5 + 10 = 12.5, rounded down to 12). The Pokemon is an Intermediate Pokemon, and the Trainer uses a Super Ball. The Super Ball adds a 10% increase to the chance of capture, bringing the capture rate to 13% (1 is 10% of 10; 1 + 12 = 13). The Trainer did a good job on their posts, so the Ranger adds a 20% Quality Modifier, which brings the capture rate to 15% (2 is 20% of 10; 2 + 13 = 15). However, taking into account the Rank level of the Pokemon, we have to subtract 10% of the capture rate, dropping the actual chance of capture to 14% (1 is 10% of 10; 15 - 1 = 14).
As you can see, even with good effort, two status conditions, and a Super Ball, it doesn't really pay to try and catch a Pokemon with high HP.
A Pokemon is at 16% HP. The base rate of capture for a Pokemon at 11-20% HP is 60, so the Trainer has a 60% chance of catching the Pokemon flat out.
The Trainer inflicts Freeze on the Pokemon, which raises the capture rate to 75% (15 is 25% of 60; 15 + 60 = 75). The Pokemon is a first-stage Pokemon; the Trainer then uses a Hyper Ball, bringing the capture rate to 84% (9 is 15% of 60; 9 + 75 = 84). Finally, the Trainer didn't do so well for most of the RP, but did very good on the post that inflicted Freeze, so the Ranger decides to award them a 3% Quality Modifier. This brings the capture rate to 85% (1.79999 (lots of 9's XD) is 3% of 60; 1.79 + 84 = 85.79, rounded down to 85).
Clearly, it's better to try to catch Pokemon at lower health, and it helps a lot to get a Status condition on them. Using Super or Hyper Balls also increases your chances of a successful capture. Also, it pays to try and catch lower-level Pokemon instead of fully-evolved ones.
A Rare/Special Pokemon is at 50% HP. The base rate of capture for a Pokemon at 41-50% HP is 30, so the Trainer has a 30% chance of catching the Pokemon flat out.
Since it's a Rare/Special Pokemon, the Rank Modifier decreases the chance of capture by 40%, lowering it to 18% (40% of 30 is 12, 30 - 12 = 18). The Trainer inflicts Toxic and Paralysis on the Pokemon. The capture rate now rises to 25% (15% of 30 is 4.5 and 10% of 30 is 3, 18 + 4.5 + 3 = 25.5, rounded down to 25). The Trainer did will on his posts, and gets 20% for the Quality Modifier, raising the capture rate to 31% (20% of 30 is 6, 25 + 6 = 31). The Trainer uses a Super Ball, giving another 10% increase, raising the capture rate to 34% (10% of 30 is 3, 31 + 3 = 34).
As you can see, it is much harder to catch a Pokemon of high Rank; even with all the increasing Modifiers of the Status inflictions, Super Ball and Post Quality, the eventual capture rate of 34% is still only just higher than the base rate of 30%, due to the Pokemon being of such a high Rank.
Last edited by WinterVines; 04-12-2013 at 12:26 AM.
Reason: Updating calc link and putting in Borderline / ApriBalls