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  1. Like
    Cubes got a reaction from SolvianRanzuline in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  2. Like
    Cubes got a reaction from itsnyne in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  3. Like
    Cubes got a reaction from L0vsC0 in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  4. Like
    Cubes got a reaction from FrostWing in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  5. Like
    Cubes got a reaction from Rwne in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  6. Like
    Cubes got a reaction from Undrdatree in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  7. Like
    Cubes got a reaction from Kovac in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  8. Like
    Cubes got a reaction from Starembre in The complete Rare Candy guide!   
    A Rare Candy is a non-tradeable item that levels up your pokemon by 1 level. Thus, the only real way to obtain them is to make runs through the game.
    With the full introduction of the islands, we now have access to 14 Rare Candies, and this guide will show/tell you where they are (This guide was inspired by Neekz)


    [/url]That video shows 13 of the locations. The last 1 is:
    - In Lost Cave next to Resort Gorgeous on 5 Island (in the cave, go Right>Up>Down>Down>Right>Left>Down>Left, not hidden)
    In written form, they are
    - At the bottom-right corner of 1F of Mount Moon (not hidden)
    - In Cerulean City, in the Flower Patch in the backyard with the flowers, go through house to get there (hidden on tile in-between flowers)
    - On the route from Cerulean to Rock Tunnel (hidden in the upper-right part before the grass patch)
    - In Pokemon Tower, on the floor before Mr. Fuji (not hidden)
    - In Celadon, in the Rocket Hideout, on B3F in the moving tile puzzle (not hidden)
    - On the Route between Vermillion and Saffron, in the upper right corner next to the guard house (hidden on a tile in-between the 2 ledges)
    - On Cycling Road, on the right-most side about halfway down (hidden in the middle of the grey road, 1 tile up from the 3rd brown sign on the left (It's your 3rd sign if going down)
    - On the Route between the Right Snorlax and Fuschia (hidden in the first grass patch 5 tiles down, 3 in)
    - In Fuschia, in the Warden's house blocked by boulder (not hidden)
    - In Silph Co tower, 10F in the bottom left with 2 other pokeballs, its the bottom-most one (not hidden)
    - In Pokemon Mansion 3F (hidden down a 2 tile passageway to the right of the drop down area, tile is near the wall)
    - In Victory Road, in the first room, the left pokeball in the boulder puzzle to the north (not hidden)
    - On 2 Island, behind the Blast Burn/Frenzy Plant/Hydro Cannon tutor's house (hidden on the right-most tile)
    As to how you should use Rare Candies, here are some tips:
    - Save your Rare Candies until they're exactly what you need to get to your target level (30,50,100). For example, if you're trying to level Aerodactyl from 70 to 100 and you have 14 Rare Candies, you should train him normally to level 86, then use the Rare Candies. It's much more efficient.
    - Sweepers are relatively easy to level, while walls, tanks, and utility pokemon are much harder. Save your Rare Candies for these pokemon, as it saves you so much time.
    - Certain pokemon take more experience than others to get to 100. Typically, stronger pokemon take more experience than weaker pokemon. Save Rare Candies for those harder pokemon
  9. Like
    Cubes got a reaction from orpheus0safire in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  10. Like
    Cubes got a reaction from Pineapple in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  11. Like
    Cubes got a reaction from Akshit in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  12. Like
    Cubes got a reaction from JSTUD in The complete Rare Candy guide!   
    A Rare Candy is a non-tradeable item that levels up your pokemon by 1 level. Thus, the only real way to obtain them is to make runs through the game.
    With the full introduction of the islands, we now have access to 14 Rare Candies, and this guide will show/tell you where they are (This guide was inspired by Neekz)


    [/url]That video shows 13 of the locations. The last 1 is:
    - In Lost Cave next to Resort Gorgeous on 5 Island (in the cave, go Right>Up>Down>Down>Right>Left>Down>Left, not hidden)
    In written form, they are
    - At the bottom-right corner of 1F of Mount Moon (not hidden)
    - In Cerulean City, in the Flower Patch in the backyard with the flowers, go through house to get there (hidden on tile in-between flowers)
    - On the route from Cerulean to Rock Tunnel (hidden in the upper-right part before the grass patch)
    - In Pokemon Tower, on the floor before Mr. Fuji (not hidden)
    - In Celadon, in the Rocket Hideout, on B3F in the moving tile puzzle (not hidden)
    - On the Route between Vermillion and Saffron, in the upper right corner next to the guard house (hidden on a tile in-between the 2 ledges)
    - On Cycling Road, on the right-most side about halfway down (hidden in the middle of the grey road, 1 tile up from the 3rd brown sign on the left (It's your 3rd sign if going down)
    - On the Route between the Right Snorlax and Fuschia (hidden in the first grass patch 5 tiles down, 3 in)
    - In Fuschia, in the Warden's house blocked by boulder (not hidden)
    - In Silph Co tower, 10F in the bottom left with 2 other pokeballs, its the bottom-most one (not hidden)
    - In Pokemon Mansion 3F (hidden down a 2 tile passageway to the right of the drop down area, tile is near the wall)
    - In Victory Road, in the first room, the left pokeball in the boulder puzzle to the north (not hidden)
    - On 2 Island, behind the Blast Burn/Frenzy Plant/Hydro Cannon tutor's house (hidden on the right-most tile)
    As to how you should use Rare Candies, here are some tips:
    - Save your Rare Candies until they're exactly what you need to get to your target level (30,50,100). For example, if you're trying to level Aerodactyl from 70 to 100 and you have 14 Rare Candies, you should train him normally to level 86, then use the Rare Candies. It's much more efficient.
    - Sweepers are relatively easy to level, while walls, tanks, and utility pokemon are much harder. Save your Rare Candies for these pokemon, as it saves you so much time.
    - Certain pokemon take more experience than others to get to 100. Typically, stronger pokemon take more experience than weaker pokemon. Save Rare Candies for those harder pokemon
  13. Like
    Cubes got a reaction from Camtaro in The complete Rare Candy guide!   
    A Rare Candy is a non-tradeable item that levels up your pokemon by 1 level. Thus, the only real way to obtain them is to make runs through the game.
    With the full introduction of the islands, we now have access to 14 Rare Candies, and this guide will show/tell you where they are (This guide was inspired by Neekz)


    [/url]That video shows 13 of the locations. The last 1 is:
    - In Lost Cave next to Resort Gorgeous on 5 Island (in the cave, go Right>Up>Down>Down>Right>Left>Down>Left, not hidden)
    In written form, they are
    - At the bottom-right corner of 1F of Mount Moon (not hidden)
    - In Cerulean City, in the Flower Patch in the backyard with the flowers, go through house to get there (hidden on tile in-between flowers)
    - On the route from Cerulean to Rock Tunnel (hidden in the upper-right part before the grass patch)
    - In Pokemon Tower, on the floor before Mr. Fuji (not hidden)
    - In Celadon, in the Rocket Hideout, on B3F in the moving tile puzzle (not hidden)
    - On the Route between Vermillion and Saffron, in the upper right corner next to the guard house (hidden on a tile in-between the 2 ledges)
    - On Cycling Road, on the right-most side about halfway down (hidden in the middle of the grey road, 1 tile up from the 3rd brown sign on the left (It's your 3rd sign if going down)
    - On the Route between the Right Snorlax and Fuschia (hidden in the first grass patch 5 tiles down, 3 in)
    - In Fuschia, in the Warden's house blocked by boulder (not hidden)
    - In Silph Co tower, 10F in the bottom left with 2 other pokeballs, its the bottom-most one (not hidden)
    - In Pokemon Mansion 3F (hidden down a 2 tile passageway to the right of the drop down area, tile is near the wall)
    - In Victory Road, in the first room, the left pokeball in the boulder puzzle to the north (not hidden)
    - On 2 Island, behind the Blast Burn/Frenzy Plant/Hydro Cannon tutor's house (hidden on the right-most tile)
    As to how you should use Rare Candies, here are some tips:
    - Save your Rare Candies until they're exactly what you need to get to your target level (30,50,100). For example, if you're trying to level Aerodactyl from 70 to 100 and you have 14 Rare Candies, you should train him normally to level 86, then use the Rare Candies. It's much more efficient.
    - Sweepers are relatively easy to level, while walls, tanks, and utility pokemon are much harder. Save your Rare Candies for these pokemon, as it saves you so much time.
    - Certain pokemon take more experience than others to get to 100. Typically, stronger pokemon take more experience than weaker pokemon. Save Rare Candies for those harder pokemon
  14. Like
    Cubes got a reaction from sunriver in The complete Rare Candy guide!   
    A Rare Candy is a non-tradeable item that levels up your pokemon by 1 level. Thus, the only real way to obtain them is to make runs through the game.
    With the full introduction of the islands, we now have access to 14 Rare Candies, and this guide will show/tell you where they are (This guide was inspired by Neekz)


    [/url]That video shows 13 of the locations. The last 1 is:
    - In Lost Cave next to Resort Gorgeous on 5 Island (in the cave, go Right>Up>Down>Down>Right>Left>Down>Left, not hidden)
    In written form, they are
    - At the bottom-right corner of 1F of Mount Moon (not hidden)
    - In Cerulean City, in the Flower Patch in the backyard with the flowers, go through house to get there (hidden on tile in-between flowers)
    - On the route from Cerulean to Rock Tunnel (hidden in the upper-right part before the grass patch)
    - In Pokemon Tower, on the floor before Mr. Fuji (not hidden)
    - In Celadon, in the Rocket Hideout, on B3F in the moving tile puzzle (not hidden)
    - On the Route between Vermillion and Saffron, in the upper right corner next to the guard house (hidden on a tile in-between the 2 ledges)
    - On Cycling Road, on the right-most side about halfway down (hidden in the middle of the grey road, 1 tile up from the 3rd brown sign on the left (It's your 3rd sign if going down)
    - On the Route between the Right Snorlax and Fuschia (hidden in the first grass patch 5 tiles down, 3 in)
    - In Fuschia, in the Warden's house blocked by boulder (not hidden)
    - In Silph Co tower, 10F in the bottom left with 2 other pokeballs, its the bottom-most one (not hidden)
    - In Pokemon Mansion 3F (hidden down a 2 tile passageway to the right of the drop down area, tile is near the wall)
    - In Victory Road, in the first room, the left pokeball in the boulder puzzle to the north (not hidden)
    - On 2 Island, behind the Blast Burn/Frenzy Plant/Hydro Cannon tutor's house (hidden on the right-most tile)
    As to how you should use Rare Candies, here are some tips:
    - Save your Rare Candies until they're exactly what you need to get to your target level (30,50,100). For example, if you're trying to level Aerodactyl from 70 to 100 and you have 14 Rare Candies, you should train him normally to level 86, then use the Rare Candies. It's much more efficient.
    - Sweepers are relatively easy to level, while walls, tanks, and utility pokemon are much harder. Save your Rare Candies for these pokemon, as it saves you so much time.
    - Certain pokemon take more experience than others to get to 100. Typically, stronger pokemon take more experience than weaker pokemon. Save Rare Candies for those harder pokemon
  15. Like
    Cubes got a reaction from Newdisplayname in Clefairy Cup   
    IGN: Skazord
  16. Like
    Cubes got a reaction from SenorLudicolo in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
  17. Like
    Cubes got a reaction from Pryce in PokeMMO Stories: How you became known   
    I did good shit in the guide tavern. Then I got bored and left.
  18. Like
    Cubes got a reaction from DopestDope in Clefairy Cup   
    IGN: DopestDope
  19. Like
    Cubes got a reaction from skazord in Clefairy Cup   
    IGN: Skazord
  20. Like
    Cubes got a reaction from Dratini in FUCK YEAH SEAKING [FYS]   
    She (and we) died of incompetence and bias, what are you talking about.
  21. Like
    Cubes got a reaction from iGoobert in The complete Rare Candy guide!   
    A Rare Candy is a non-tradeable item that levels up your pokemon by 1 level. Thus, the only real way to obtain them is to make runs through the game.
    With the full introduction of the islands, we now have access to 14 Rare Candies, and this guide will show/tell you where they are (This guide was inspired by Neekz)


    [/url]That video shows 13 of the locations. The last 1 is:
    - In Lost Cave next to Resort Gorgeous on 5 Island (in the cave, go Right>Up>Down>Down>Right>Left>Down>Left, not hidden)
    In written form, they are
    - At the bottom-right corner of 1F of Mount Moon (not hidden)
    - In Cerulean City, in the Flower Patch in the backyard with the flowers, go through house to get there (hidden on tile in-between flowers)
    - On the route from Cerulean to Rock Tunnel (hidden in the upper-right part before the grass patch)
    - In Pokemon Tower, on the floor before Mr. Fuji (not hidden)
    - In Celadon, in the Rocket Hideout, on B3F in the moving tile puzzle (not hidden)
    - On the Route between Vermillion and Saffron, in the upper right corner next to the guard house (hidden on a tile in-between the 2 ledges)
    - On Cycling Road, on the right-most side about halfway down (hidden in the middle of the grey road, 1 tile up from the 3rd brown sign on the left (It's your 3rd sign if going down)
    - On the Route between the Right Snorlax and Fuschia (hidden in the first grass patch 5 tiles down, 3 in)
    - In Fuschia, in the Warden's house blocked by boulder (not hidden)
    - In Silph Co tower, 10F in the bottom left with 2 other pokeballs, its the bottom-most one (not hidden)
    - In Pokemon Mansion 3F (hidden down a 2 tile passageway to the right of the drop down area, tile is near the wall)
    - In Victory Road, in the first room, the left pokeball in the boulder puzzle to the north (not hidden)
    - On 2 Island, behind the Blast Burn/Frenzy Plant/Hydro Cannon tutor's house (hidden on the right-most tile)
    As to how you should use Rare Candies, here are some tips:
    - Save your Rare Candies until they're exactly what you need to get to your target level (30,50,100). For example, if you're trying to level Aerodactyl from 70 to 100 and you have 14 Rare Candies, you should train him normally to level 86, then use the Rare Candies. It's much more efficient.
    - Sweepers are relatively easy to level, while walls, tanks, and utility pokemon are much harder. Save your Rare Candies for these pokemon, as it saves you so much time.
    - Certain pokemon take more experience than others to get to 100. Typically, stronger pokemon take more experience than weaker pokemon. Save Rare Candies for those harder pokemon
  22. Like
    Cubes got a reaction from Kupokun in The complete Rare Candy guide!   
    A Rare Candy is a non-tradeable item that levels up your pokemon by 1 level. Thus, the only real way to obtain them is to make runs through the game.
    With the full introduction of the islands, we now have access to 14 Rare Candies, and this guide will show/tell you where they are (This guide was inspired by Neekz)


    [/url]That video shows 13 of the locations. The last 1 is:
    - In Lost Cave next to Resort Gorgeous on 5 Island (in the cave, go Right>Up>Down>Down>Right>Left>Down>Left, not hidden)
    In written form, they are
    - At the bottom-right corner of 1F of Mount Moon (not hidden)
    - In Cerulean City, in the Flower Patch in the backyard with the flowers, go through house to get there (hidden on tile in-between flowers)
    - On the route from Cerulean to Rock Tunnel (hidden in the upper-right part before the grass patch)
    - In Pokemon Tower, on the floor before Mr. Fuji (not hidden)
    - In Celadon, in the Rocket Hideout, on B3F in the moving tile puzzle (not hidden)
    - On the Route between Vermillion and Saffron, in the upper right corner next to the guard house (hidden on a tile in-between the 2 ledges)
    - On Cycling Road, on the right-most side about halfway down (hidden in the middle of the grey road, 1 tile up from the 3rd brown sign on the left (It's your 3rd sign if going down)
    - On the Route between the Right Snorlax and Fuschia (hidden in the first grass patch 5 tiles down, 3 in)
    - In Fuschia, in the Warden's house blocked by boulder (not hidden)
    - In Silph Co tower, 10F in the bottom left with 2 other pokeballs, its the bottom-most one (not hidden)
    - In Pokemon Mansion 3F (hidden down a 2 tile passageway to the right of the drop down area, tile is near the wall)
    - In Victory Road, in the first room, the left pokeball in the boulder puzzle to the north (not hidden)
    - On 2 Island, behind the Blast Burn/Frenzy Plant/Hydro Cannon tutor's house (hidden on the right-most tile)
    As to how you should use Rare Candies, here are some tips:
    - Save your Rare Candies until they're exactly what you need to get to your target level (30,50,100). For example, if you're trying to level Aerodactyl from 70 to 100 and you have 14 Rare Candies, you should train him normally to level 86, then use the Rare Candies. It's much more efficient.
    - Sweepers are relatively easy to level, while walls, tanks, and utility pokemon are much harder. Save your Rare Candies for these pokemon, as it saves you so much time.
    - Certain pokemon take more experience than others to get to 100. Typically, stronger pokemon take more experience than weaker pokemon. Save Rare Candies for those harder pokemon
  23. Like
    Cubes got a reaction from marsbars in FUCK YEAH SEAKING [FYS]   
    She (and we) died of incompetence and bias, what are you talking about.
  24. Like
    Cubes got a reaction from Cubswin0042 in Speed Tier Lvl 50   
    Edit for Sevii islands Altering Cave pokemon!
    To best use this guide, you should ctrl+f the pokemon you want to know about.
    Here are some important speeds to consider (assuming 31 IV's.). Note 252 means 252 EV's, while a blank means no EV's. My suggestion is to use this chart to see where your current pokemons' speed stats stands, and see if you want to make changes. Or at the very least, remember what you can and can not beat, and what you might have a shot at beating given less than perfect IV's.
    God Tier
    - 211 - +Nature/252 Electrode (Godtrode, really)
    Tier 1
    - 200 - +Nature/252 Aero, Crobat, Jolteon
    - 192 - 252 Electrode
    - 189 - +Nature/252 Alakazam, Dugtrio
    - 183 - +Nature/252 Starmie, Persian
    - 182 - 252 Aero, Crobat, Jolteon
    - 178 - +Nature/252 Gengar, Tauros, Espeon, Jumpluff
    - 172 - 252 Alakazam, Dugtrio
    - 172 - +Nature/252 Scyther, Electabuzz, Rapidash
    - 167 - 252 Starmie, Persian
    - 167 - +Nature/252 Ninetails, Tentacruel, Charizard, Dodrio, Raichu, Slaking, Salamence
    Points of Interest:
    -Electrode needs +Nature with some EV's to outspeed the Aero speed group, but doesn't need +Nature to outspeed all Alakazam.
    -Max speed Starmie will outspeed neutral nature Aero/Crobat.
    -Max Speed Scyther speed-ties with neutral nature Alakazam
    -Max Speed Raichu speed-ties with neutral nature Starmie.
    Tier 2
    - 162 - 252 Gengar, Tauros, Espeon, Jumpluff
    - 161 - +Nature/252 Primeape, Arcanine, Jynx (not possible at the moment), Houndoom, Xatu, Plusle, Minun
    - 159 - +Nature/252 Magmar
    - 157 - 252 Scyther, Electabuzz, Rapidash
    - 156 - +Nature/252 Mr. Mime, Kangaskhan, Jynx (highest possible at the moment.)
    - 152 - 252 Ninetails, Tentacruel, Charizard, Dodrio, Raichu, Slaking, Salamence
    - 150 - +Nature/252 Golduck, Nidoking, Kingdra, Pinsir, Heracross, Misdreavus, Aipom, Stantler
    - 147 - 252 Primeape, Arcanine, Jynx (not possible at the moment), Houndoom, Xatu, Plusle, Minun
    - 146 - +Nature/252 Gyarados
    Points of Interest:
    - Don't forget that Jynx has fixed IV's right now, so for now go by the lower speed Jynx.
    - Primeape can never catch Tauros or Espeon with 252.
    - Golduck can never catch Ninetails or Charizard with 252.
    - Nidoking can never catch Tentacruel or Raichu with 252.
    Tier 3
    - 145 - +Nature/252 Venusaur, Kabutops, Glalie, Grumpig
    - 145 - 252 Magmar
    - 143 - +Nature/252 Blastoise
    - 142 - 252 Mr. Mime, Kangaskhan, Jynx (where she actually is)
    - 139 - +Nature/252 Smeargle, Absol
    - 137 - 252 Golduck, Nidoking, Kingdra, Pinsir, Heracross, Misdreavus, Aipom, Stantler
    - 134 - +Nature/252 Poliwrath, Victreebell, Noctowl, Politoed, Magneton, Mightyena, Ludicolo, Breloom, Dragonair
    - 133 - 252 Gyarados
    - 132 - 252 Venusaur, Kabutops, Glalie, Grumpig
    - 130 - 252 Blastoise
    - 128 - +Nature/252 Sandslash, Banette, Scizor, Roselia
    - 127 - 252 Smeargle, Absol
    - 123 - +Nature/252 Masquerain
    - 122 - 252 Poliwrath, Victreebell, Noctowl, Politoed, Magneton, Mightyena, Ludicolo, Breloom, Dragonair
    - 120 - Slaking
    - 117 - 252 Sandslash, Banette, Scizor, Roselia
    - 117 - +Nature/252 Cacturne, Ursaring
    - 115 - Xatu
    - 113 - +Nature/252 Pupitar
    - 113 - Magmar
    - 112 - +Nature/252 Donphan, Azumarill, Bellossom, Mawile
    - 112 - 252 Masquerain
    Points of Interest:
    - Gyarados needs 134 speed to outspeed all Pokemon (except Electrode) after 1 DD. Unfortunately, this requires a +Nature, since without it his max his 133. However, it might be worth the risk that Aero/Jolt/Crobat don't have 30-31 in speed, because then you outrun at 133 with max EV's, neutral nature. Tough choice.
    - That 134 Speed is also the threshold for what Salac Berry users need to beat out Aero, Jolt, Crobat.
    Tier 4
    - 107 - 252 Cacturne, Ursaring, Ampharos
    - 106 - +Nature/252 Marowak, Octillery, Granbull
    - 105 - Kingdra (w/ 31 in IV), Misdreavus, Heracross, Stantler
    - 103 - 252 Pupitar
    - 102 - 252 Donphan, Piloswine, Azumarill, Bellosssom, Vileplume, Mawile
    - 101 - +Nature/252 Togetic
    - 101 - Gyarados, Recommended for Agility/Chlorophyll/Swift Swim users
    - 100 - Venusaur, Glalie, Grumpig
    - 98 - Blastoise
    - 97 - 252 Marowak, Octillery, Granbull
    - 92 - 252 Togetic
    - 90 - Cloyster, Skarmory, Magneton, Poliwrath, Politoed, Victreebell, Ludicolo, Dragonair
    - 87 - Hypno
    - 85 - Umbreon, Vaporeon, Banette, Roselia
    - 80 - Weezing, Lapras
    - 75 - Blissey, Machamp, Exeggcutor, Cacturne, Ursaring, Ampharos
    - 71 - Pupitar
    - 70 - Muk, Donphan, Piloswine, Azumarill, Bellossom, Vileplume, Mawile, Aggron
    Points of Interest:
    -101 is the minimum speed you would need to have to outspeed the entire metagame with one agility (except Electrode). If you do want to outspeed Electrode, you should push to 106 speed.
    - Not relevant right now, but Skamory gets Taunt priority over a bunch of important pokes
    -At this point, there's not much use to a +Nature Marowak, unless you really want to outspeed bulky, no speed Gyarados.
    -Not much else here. It might be worth it to put enough speed EV's for Machamp to outrun Vaporeon/Umbreon, Lapras/Weezing, and Blissey.
    Tier 5
    - 65 - Golem, Marowak, Octillery, Granbull
    - 60 - Rhydon, Forretress, Togetic
    - 55 - Quagsire
    - 50 - Slowbro, Slowking, Snorlax, Steelix
    - 45 - Dusclops
    - 25 - Shuckle
    Points of Interest:
    A few EV's can help Slowbro outrun Snorlax, and vice versa.
  25. Like
    Cubes got a reaction from PayneTrain in Of the Safari Zone (Or, curse you Chansey!): A strategy guide   
    TL;DR - For rare pokemon in the Safari Zone, the best strategy is to use 1 Bait and then throw a lot of balls. If the Pokemon stops eating and is watching carefully, throw 1 more bait then keep throwing balls. If you have 1-3 balls left, you should just throw balls without bait.
    Best place to catch:
    Chansey- Surf across water in the entrance, go to north area.
    Scyther/Pinsir- Entrance
    Kangaskhan- Go right from entrance
    Tauros- Surf across water in the entrance, go to west area.
    Dratini/Dragonair (The catch rate is the same)- Super Rod at any body of water
    Using Repels - Using a level 26 pokemon with repels will not let you encounter Chansey per se, but it will let you avoid a bunch of pokemon in-between. It's a good time saver, if you don't want to spend the time running away from pokemon, but you won't catch Chansey any faster step-wise. (Credits to heated, reazh, and darkside)
    Edit: added what to do in case Pokemon stops eating; added best places to catch pokemon; added what to do in case of 1-3 balls left; added repels.
    Ok, so I was going through safari zone trying to catch rare Pokemon, wondering "What's the best strategy?". Googling gave me no answers, so I dug a little deeper. All formulas can be sourced to Bulbapedia.
    A little background: every pokemon has it's own catch rate, which determines how easy or hard it is to catch. Legendaries are hard, while Pidgey is a breeze. For every pokemon, you determine a modified catch rate (using catch rate, health, status, etc), and with this you can determine the probability of catching said pokemon. The key to remember- the higher the catch rate, the higher the probability of catching the pokemon.
    Normally, if the Safari Zone was just a regular wild zone, the following would apply: all pokemon are at full health, with no status conditions.For a pokemon at full health, no status, the "modified catch rate" is 1/3(catch rate).
    Let's take for example, Chansey, of course. Chansey has a catch rate of 30. Normally, the modified catch rate is 1/3(30)x1.5 = 15. (Why x1.5? This factors in the safari ball properly, which is x1.5 the Pokeball.)
    But, the safari zone is tricky, and adds in more factors! The catch rate is multiplied by 100/1275, and then rounded down, to get a "safari-catch factor". Here is where the safari zone screws you! Doing the math for Chansey,the rounding down gives you a safari-catch factor of just 2. Normally, when you throw the ball, it multiplies back by 1275/100, then rounds down, giving you a catch rate of just 25. Fuck that noise! Screw you safari zone.
    Plugging in this new catch rate into our formula, we get 1/3(25)x1.5 = 12.5. But we have to round down (again), so it's actually 12.
    Now we have a safari-modified catch rate for Chansey, 12. Using Bulbapedia's formula, we have a probability of approximately 4.7% of catching Chansey per ball thrown.
    "But Cubes," you ask, "what about bait and rocks? How do those affect things?"
    Very interestingly, in fact. What happens is that rocks double the safari-zone factor and bait halves it. Taking Chansey as an example for all the rare pokemon, with bait, her safari-catch factor is a measly 1, and we get a catch rate of just 12, and a modified catch rate of just 6. Your odds of catching Chansey are 2.4% per ball thrown.
    As for rocks, a sneaky cool thing happens for Chansey. The safari-catch factor doubles, becoming 4, and then when you multiply by 1275/100, we get a catch rate of 51, and a modified catch rate of 25.
    Did you see what happened? It's slightly more than double the regular modified catch rate, and this affects things. The odds of catching Chansey becomes 9.8% per ball thrown with the rock effect.
    Now you must be thinking, rocks all the way! But, we've forgotten about escapes, and this is where the rock fails us. (Now unfortunately, I couldn't find escape rates for the pokemon, but it shouldn't affect the outcome.) When angry, a pokemon is twice as likely to escape. But when busy eating, the pokemon is 1/4 less likely to escape, a big difference.
    So, you see that you get 4 bait balls every time you throw 1 rock ball, and when you add up the percentages, you get 9.8% rock vs. 9.6% bait, and . But we also have to take into account the first turn. The pokemon is angry/eating after the first turn, and so you are ~7-8 times as likely to be able to throw your first bait ball before even throwing your first rock ball, and this tilts the favor in the bait's favor.
    How the escape factor works is that the escape rate(which is an integer) is multiplied by 5, and then affected by rock/bait to get a final rate. Then a random number between 0-99 is generated. If this number is lower than the final rate, the pokemon escape. For a rare pokemon, the rate is either 8 or 9 (I'm not sure), but let's say 9. Then the normal final rate is 45, and there's a 55% chance your pokemon will stay per turn. While angry, the rate becomes 90, and you only have a 10% chance of the Pokemon staying. While eating, the rate becomes 11 (rounded down), and you have an 89% chance of the pokemon staying per turn.
    Factoring this in, you get-
    an 11% chance to be able to throw rock and 1 ball consecutively- 1.15% chance of capture;
    a 55% chance to be able to throw 2 regular balls consecutively- 7.29% chance of capture;
    a 50% chance to be able to throw bait and 3 balls, followed by a bait and 2 more balls consecutively- 8.26% chance of capture.
    So as you can see, rock is a TERRIBLE strategy, and bait better than just throwing balls. I can explain the math I did behind this if anyone wants me to.
    How many baits should you use? Just 1. When using multiple baits, the effect on the safari-capture factor stacks, but the escape factor does not. In short, each additional bait halves your catch chance while doing nothing to the escape chance.
    Another factor in bait's favor- the Safari Zone restrictions. You only get 30 balls and 500 steps. But Chansey (and other rare Pokemon) are so rare that your steps will run out before your balls do. So a strategy that maximizes the amount of balls thrown per catch attempt is the most efficient use of your hard-earned 500 Pokedollars. This doesn't apply when catching dratini/dragonair though, since you can stay still the whole time.
    I'm willing to explain anything. If a formula/fact/number comes out of nowhere, it is most likely pulled from Bulbapedia, either from http://bulbapedia.bu...wiki/Catch_rate or from http://bulbapedia.bu...nto_Safari_Zone.
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