![pokemon sleep status catching pokemon sleep status catching](https://www.gamerguides.com/assets/guides/134/161745-1512691200.jpg)
However, the capture formula needs to divide by 3M, which can easily be considerably more than 255. The Game Boy was a rather limited system, and the division routines used by the first- and second-generation Pokémon games can only divide by 8-bit numbers (integers between 0 and 255 inclusive). Thus, by lowering the Pokémon's HP you can nearly triple your chances of capturing it, assuming it does not have a status condition.īut there is a slight snag here.
![pokemon sleep status catching pokemon sleep status catching](https://lparchive.org/Pokemon-Shield/Update%2003/22-shield_3_yjourney_3.jpg)
Pokemon sleep status catching full#
When the Pokémon is at full health, the formula will roughly simplify to max(C / 3, 1) + S, and as you whittle down its HP, the value will rise linearly towards a theoretical limit of max(C, 1) + S (the Pokémon would need to be at 0 HP to reach the limit, but the lower its current HP, the closer it gets). M (Maximum HP) and H (Current HP)Īs the formula is intended, these values are very straightforward: they are simply the maximum and current HP of the Pokémon you are trying to catch. The variables plugged into the formula are based on the Pokémon's hit points (M and H), catch rate (C) and status condition if any (S), where the C value may also be modified by the kind of ball you are using. In G/S/C, the chance of a successful capture is then simply (X + 1)/256, meaning an X of 255 automatically yields a guaranteed capture. The final capture rate X can range from 1 to 255 (if it's higher than 255 at the end of the calculation, it is made 255 instead). However, if you're using a Level Ball, most of the calculation will be skipped, and the formula is instead just The formula used for for the final capture rate in the second-generation games for most balls bears a clear resemblance to the third- and fourth-generation formula: G/S/C paved the way for the later games by replacing R/B/Y's fairly intricate algorithm with a more straightforward calculation in most cases: first, the game derives a final capture rate by plugging some variables into a set mathematical formula, and then the final capture rate is used to determine whether the capture will be successful. Catch Rate Calculator The Catch Rate Formula.
![pokemon sleep status catching pokemon sleep status catching](https://i.pinimg.com/736x/fa/b2/b6/fab2b61f52d233257548b7087a52bedd.jpg)
This will usually not be specifically included in the mathematical formulas on this page, but whenever you perform any action within a particular formula that results in a non-integer, you should round it down before performing the next action in the formula if you want to get a perfect result. In practice, this essentially means that they round all numbers down, including at every intermediate step in a calculation. Please note that the Pokémon games prior to the fifth generation only work with integers. If you don't care about the math, I also have a G/S/C catch rate calculator that you can use to just calculate your chances of capturing a Pokémon in G/S/C.
![pokemon sleep status catching pokemon sleep status catching](https://staticg.sportskeeda.com/editor/2021/04/d1e97-16182023840879-800.jpg)
Thanks to Ultimate Pokémon Center for the original analysis and getting me curious about things, iimarckus for indulging my curiosity for clarifications, magical for being interested, giving second opinions and determining how the game behaves when it divides by zero, and pret for the pokecrystal disassembly.Īlthough the original G/S/C don't see much play nowadays, the capture mechanics of the second generation are still of some interest - not only to geeks like me, but also simply as a historical stepping stone between the R/B/Y algorithm and the more refined formulas of the later games.