Pokemon. . Catch rate From Bulbapedia, the F‘ elleven encyclopedia. When a Fake Ball is thrown at a wild : m. the game was alternate based an the determine the
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Pokemon

Catch rate
From Bulbapedia, the F‘ elleven encyclopedia.
When a Fake Ball is thrown at a wild : m. the game was alternate based an the
determine the chances of catching that Pokeamon, The formula is as ,
ere
Hama, is the number of hit points the Pokeamon has at full health,
Hpa" sent is the numbers! hit points the Pokeamon has at the moment,
rate is the catch rate of the Pokemon,
belushi“ is the multiplier farms Puke Ball used, and
s is the multiplier fer anti status ailment the Pokeamon has (2 far sleep and
Given this formula, the maximum value for a (if the Frontman meld have El HP) wouid he
be IE * catch rate.
he is er equal to 266, then the Pokedream is caught. If mot, then calculate b
Then generate at random numbers between ti and , inclusive. If the random nuenue
were nus the number cl random numbers that are heathen b. Nate that he
Therefore, the probability p of catching a Pokeamon, given the values a and b calculated -
It' s serious business.
...
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User avatar #3 - waaw (10/10/2012) [-]
They forgot to add in that it adds 1% chance every time you hit the A button while the ball is wobbling.
#2 - almightydough (10/10/2012) [+] (2 replies)
And we take it seriously
#5 - waffies (10/10/2012) [-]
I learned how IV's and EV's worked, learned the catch rate of legendaries, and the chances of getting a Female starter, and just gave up on Poke-math after that
User avatar #13 - TheBrickShitter (10/11/2012) [-]
**** that **** . Down + B = 100% catch.
User avatar #10 - gemleonn (10/11/2012) [+] (2 replies)
Also, due to this formula, there is a small chance the masterball can fail. Though the odds are astronomical, somewhere around 0.0004.
#9 - jowiman (10/11/2012) [+] (5 replies)
It really makes a lot of sense.  They first made a function to work out how easy it is to catch the particular pokemon.  this is "a".  if a is high enough (255 is the biggest number stored in a byte), the pokemon is caught.  if not, they need a way of randomly deciding if it stays in after each shake.  they wanted the probability of capture to be almost 1 if "a" is almost 255, and almost 0 if a is also low.  because it needs to pass 4 tests to be caught (before first shake and then after each of the 3 shakes), we need the 4th root of whatever the final probability should be (hence all the goddamn square root signs).  they basically used a linear function (Probability of capture is proportional to "a"), and then found a value ("b") which corresponds to a number between 0 and 65535 (biggest number representable by 2 bytes), so that the probability we want is the same as the ratio of numbers below "b" to 65535.     
   
TL;DR if you were tasked at making the capture rate maths, you'd probably come up with something like this anyway.     
   
pic unrelated
It really makes a lot of sense. They first made a function to work out how easy it is to catch the particular pokemon. this is "a". if a is high enough (255 is the biggest number stored in a byte), the pokemon is caught. if not, they need a way of randomly deciding if it stays in after each shake. they wanted the probability of capture to be almost 1 if "a" is almost 255, and almost 0 if a is also low. because it needs to pass 4 tests to be caught (before first shake and then after each of the 3 shakes), we need the 4th root of whatever the final probability should be (hence all the goddamn square root signs). they basically used a linear function (Probability of capture is proportional to "a"), and then found a value ("b") which corresponds to a number between 0 and 65535 (biggest number representable by 2 bytes), so that the probability we want is the same as the ratio of numbers below "b" to 65535.

TL;DR if you were tasked at making the capture rate maths, you'd probably come up with something like this anyway.

pic unrelated
User avatar #12 - DJKitty ONLINE (10/11/2012) [-]
Man, so complicated
hey beny, help me out
-5
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