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Author Topic: Catching Pokémon
kelv
Farting Nudist
Member # 843

posted 11-24-2001 11:58 AM      Profile for kelv   Email kelv   Send New Private Message      Edit/Delete Post  Reply With Quote 
(Safari Zone) Does anyone have any idea on how bait and rocks mathematically affect the chances of capturing/running away?

What determines when you encounter a Pokémon in the grass/caves/etc?

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I am me. That is all I am.


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Pokemaniac Will
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Member # 2395

posted 11-30-2001 10:23 PM      Profile for Pokemaniac Will   Email Pokemaniac Will   Send New Private Message      Edit/Delete Post  Reply With Quote 
I'm not sure but....

Bait lowers the chances of them running away but makes them harder to capture. Rocks do the opposite, raises the chances of them running away but makes them easier to capture. Tauros runs away either way, so you might as well make a GSC-Tradeback.

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"Hello, Newman." -Jerry Seinfeld
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Feel free to E-mail me at Pokemaniac WiII@AOL.Com.


From: Somewhere in Kanto | Registered: Nov 2001  |  IP: Logged
kelv
Farting Nudist
Member # 843

posted 11-30-2001 10:39 PM      Profile for kelv   Email kelv   Send New Private Message      Edit/Delete Post  Reply With Quote 
Pokemaniac Will:
Bait lowers the chances of them running away but makes them harder to capture. Rocks do the opposite, raises the chances of them running away but makes them easier to capture.

Well, duh, I'm not a newbie. I know how it works IN QUALITATIVE TERMS (what you given me), but has anyone figured out IN QUANTITATIVE TERMS how rocks and bait affect the catch rate and how effective is the safari ball?

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I am me. That is all I am.


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Pokemaniac Will
Farting Nudist
Member # 2395

posted 11-30-2001 10:51 PM      Profile for Pokemaniac Will   Email Pokemaniac Will   Send New Private Message      Edit/Delete Post  Reply With Quote 
Oh, that. Well, in that case I'm stumped.

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"Hello, Newman." -Jerry Seinfeld
-------------------------------------
Feel free to E-mail me at Pokemaniac WiII@AOL.Com.

From: Somewhere in Kanto | Registered: Nov 2001  |  IP: Logged
Meowth346
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Member # 166

posted 12-01-2001 04:04 AM      Profile for Meowth346   Author's Homepage        Edit/Delete Post  Reply With Quote 
SAFARI ZONE
Offhand (read: I may be remembering wrong), if I remember right, the Rock does a *2 to the Catch Rate (the value that makes Caterpie easy to catch, but Mewtwo difficult to catch). So, if you found (for example) Mewtwo in the Safari Zone, its Catch Rate is 3/255. Use a Rock and Mewtwo's Catch Rate is now 6/255. Another Rock, and it's 12/255, 24/255, 48/255, 96/255, 192/255, 255/255. So, it'd take 6 Rocks to ensure that you'd capture Mewtwo without fail.

If I remember right, again, it's a Pokémon's Speed stat that determine's their fleeing from battle. I forget how Bait effects this, but Bait does a *1/2 to the Catch Rate.

So, for example:
Chansey (Catch Rate) 30/255
Rock
Chansey 60/255
Rock
Chansey 120/255
Bait
Chansey 60/255
Rock
Chansey 120/255
Rock
Chansey 240/255
Rock
Chansey 255/255
Bait
Chansey 240/255 (note that it's not half of the first value, but, rather, *2*2*1/2*2*2*2*1/2, or *2*2*2, or *8. So, it becomes 30(/255)*8=240/255.

240/255 is a percentage. Change it to decimal for 16/17=0.9411 . Then, multiply for 100 for a percentage, and the catch rate (after three Rocks against Chansey, basically,) us 94% Catch Rate. Factor in the Catch Rate, and Chansey's fairly catchable (for a Full % of HP and OK Status Pokémon).

GRASS/WATER/CAVES
Encountering Pokémon in the water or a cave works exactly like in the grass. The only differance is that grass is usually accompanied by normal ground which doesn't have a battle event, whereas all of the water/cave groundd is designed to allow a battle to commence randomly.

This is done by calculating a random number (dependant on the area). When that number is reached, a battle occurs, randomly chosen a Pokémon from a list of Pokémon/evels that have a % chance of being chosen. RGBY has 10 possible Pokémon per area, GSC 7 per time of day (Morn, Day, Nite) per area.

--Meowth346

[ 12-01-2001: Message edited by: Meowth346 ]


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kelv
Farting Nudist
Member # 843

posted 12-01-2001 08:37 AM      Profile for kelv   Email kelv   Send New Private Message      Edit/Delete Post  Reply With Quote 
I see. I know for a fact that the faster Pokémon in a wild battle can run away, so it's safe to assume bait reduces speed and rocks increase speed either using the double/half relationship or like a speed mod.

But how effective is a safari ball?

But I'm not clear about the grass thing. Is it calculating a random number, and it controls a countdown, and when it reaches zero, assuming it's in the grass in the grass areas, you encounter a wild Pokémon? Or does it work differently?

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I am me. That is all I am.


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SongBear88
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Member # 2145

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posted 12-02-2001 04:30 PM      Profile for SongBear88   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
It makes them easier to catch. Imagine it. The safari ball would catch the pokemon with ease.
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Meowth346
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Member # 166

posted 12-02-2001 09:46 PM      Profile for Meowth346   Author's Homepage        Edit/Delete Post  Reply With Quote 
If I rememebr right, Safari Ball=Ultra Ball. It tells on my website (for the Park Ball, which is the same as a Safari Ball in terms of numbers.)

Each step you take generates a new random number to determine if there's a battle or not.

--Meowth346


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