This calculator helps you estimate the probability of successfully catching a Pokémon in PokéMMO based on various in-game factors. Understanding catch rates can significantly improve your shiny hunting and team building efforts.
Found on Bulbapedia or Serebii for each Pokémon species.
The catch rate in Pokémon games, including PokéMMO, is determined by a complex formula. This calculator simplifies that by taking key inputs and applying the relevant multipliers. The core idea is that the higher your modifier values (e.g., better ball, lower HP, status effect), the higher your chance of catching the Pokémon.
Formula Breakdown:
The general formula used in many Pokémon games is:
Then, this modifier is used to determine the chance of breaking out of the ball, with a higher modifier leading to a higher catch chance. Our calculator focuses on the main factors affecting this modifier.
Input Explanations:
Pokémon Level: The level of the wild Pokémon you are trying to catch.
Base Catch Rate: A species-specific value representing how inherently difficult the Pokémon is to catch. This is a fundamental stat.
Your Pokémon's Level: In some games/scenarios, your Pokémon's level can influence catch rates, though its effect might be minor compared to other factors.
Status Affliction: Inflicting Sleep or Freeze doubles the catch rate (x2 multiplier). Other status conditions like Poison, Burn, or Paralysis offer a smaller boost (x1.5 multiplier).
Ball Type Multiplier: Different Poké Balls have varying effectiveness. Master Balls have a near 100% catch rate, while specialized balls like Net Balls, Dive Balls, and Timer Balls offer significant boosts under specific conditions.
Current HP %: The lower the wild Pokémon's health, the higher your catch chance. This calculator assumes you input the percentage of HP remaining (e.g., 25 for 25% HP).
Disclaimer:
PokéMMO may have slight variations or specific implementations of these formulas. This calculator provides a good approximation based on common Pokémon mechanics. Factors like friendship or specific event mechanics are not included.
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function calculateCatchRate() {
var pokemonLevel = parseFloat(document.getElementById("pokemonLevel").value);
var baseCatchRate = parseFloat(document.getElementById("baseCatchRate").value);
var yourPokemonLevel = parseFloat(document.getElementById("yourPokemonLevel").value);
var statusAfflictionMultiplier = parseFloat(document.getElementById("statusAffliction").value);
var ballTypeMultiplier = parseFloat(document.getElementById("ballType").value);
var hpPercent = parseFloat(document.getElementById("hpPercent").value);
// Validate inputs
if (isNaN(pokemonLevel) || isNaN(baseCatchRate) || isNaN(yourPokemonLevel) || isNaN(statusAfflictionMultiplier) || isNaN(ballTypeMultiplier) || isNaN(hpPercent)) {
document.getElementById("result").innerHTML = "Please enter valid numbers for all fields.";
return;
}
if (pokemonLevel <= 0 || baseCatchRate <= 0 || yourPokemonLevel <= 0 || hpPercent 100) {
document.getElementById("result").innerHTML = "Please enter valid positive values (HP % must be between 1 and 100).";
return;
}
// Simplified HP calculation
// In a real game, MaxHP is derived from the Pokémon's stats and level.
// For simplicity here, we'll assume MaxHP is roughly proportional to BaseCatchRate and Level.
// A common approximation is MaxHP = (2 * BaseStat + IV + EV/4) * Level / 100 + 10
// Since we don't have BaseStat, IV, EV, we'll use a placeholder logic.
// Let's assume MaxHP is roughly 50 * (pokemonLevel / 50) for a "standard" Pokémon.
// This is a simplification for demonstration.
var estimatedMaxHP = 50 * (pokemonLevel / 50) + 10; // Basic estimation
var currentHP = estimatedMaxHP * (hpPercent / 100);
// Simplified catch rate formula based on common mechanics.
// The formula can vary slightly between games/generations.
// This attempts to capture the spirit of the calculation.
// A common formula structure involves:
// Modifier = (((3 * MaxHP – 2 * CurrentHP) * BaseCatchRate * BallModifier * StatusModifier) / (3 * MaxHP))
// Then, a LevelModifier might apply.
// Let's use a common simplified approach focusing on the core modifiers:
// catch_rate = ( ( (3 * max_hp – 2 * current_hp) * base_catch_rate * ball_multiplier * status_multiplier ) / (3 * max_hp) )
// This gives a "raw" modifier.
// The actual catch probability is derived from this, often involving a "shake" check.
// For simplicity, we'll present a "catch modifier score" and an estimated percentage.
var hpModifierComponent = (3 * estimatedMaxHP – 2 * currentHP) / (3 * estimatedMaxHP);
if (hpModifierComponent 100) {
estimatedCatchPercentage = 100;
}
if (estimatedCatchPercentage < 0) {
estimatedCatchPercentage = 0;
}
var resultHTML = "Estimated Catch Rate: " + estimatedCatchPercentage.toFixed(2) + "%";
if (ballType.value == "6") { // Master Ball
resultHTML = "Master Ball used! Catch Rate: 100%";
}
document.getElementById("result").innerHTML = resultHTML;
}