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Comments (4)

DraKay avatar DraKay commented on September 7, 2024

Uhm I want to remember that there were like a 5% of cach rate variation already...

from pokeclicker.

AevitasDragonkin avatar AevitasDragonkin commented on September 7, 2024

It's -3% to +3% variation

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CARSOR876 avatar CARSOR876 commented on September 7, 2024

Uhm I want to remember that there were like a 5% of cach rate variation already...

There is a small variation, but that's nothing like critical captures. In the base games, having a Pokémon on low health, asleep, and having a lot of unique dex entries made the catch rate on most Pokemon 70% or higher. With the absence of 2 of those features, it would have to work differently, but the small variation is not the same.

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HungryWalnut avatar HungryWalnut commented on September 7, 2024

Being more specific about how Critical Captures work in the actual games is that depending on the amount of unique Pokemon caught, the chance of a Critical Capture increases.
At 600+ Pokemon, it's maxed out at about 47% of the time being a Critical Capture.
In Gen 6, this effectively only occurs after the regular capture check, meaning it's (up to) 47% of captures that otherwise failed. A 50% chance to catch would be 84%.

In addition to this, there is another key component to Critical Captures, which is that when they occur, the ball only shakes once. This would obviously save small amounts of time in the long run if it was implemented, and that would be nice to have too.

from pokeclicker.

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