NoviceOfRoleplay
One Thousand Club
You are good @Toogee
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Use average unless you roll for criticalToogee said:@NoviceOfRoleplay @DemonKitten
1. So when I use damage calculator for battles, it gives me a min, average, and max values. Which one do I use or is it my choice? Three-sided die?
2. On catching: there's no mention of having to weaken a pokemon. Could I just do a capture without risking a battle? That probably would have been helpful with that tailow
Forgot about the catching part, yeah, technically you could but weakening it increases your chanceToogee said:@NoviceOfRoleplay @DemonKitten
1. So when I use damage calculator for battles, it gives me a min, average, and max values. Which one do I use or is it my choice? Three-sided die?
2. On catching: there's no mention of having to weaken a pokemon. Could I just do a capture without risking a battle? That probably would have been helpful with that tailow
Technically speaking, yes, but what is 200% catch rate?Toogee said:@NoviceOfRoleplay @DemonKitten
So what happens if the capture rate is over 100? For example, the capture rates of all pokemon on Route 1 range from 200-255. Are they all auto captures?
I'm not sure what you mean by the question. Can you clarify?DemonKitten said:Technically speaking, yes, but what is 200% catch rate?
Novel, catch rate is to 255 not 100 so we should do it at 255.NoviceOfRoleplay said:Yes, they would be auto captures. @Toogee
That will work for now, I will look around fixing itToogee said:@NoviceOfRoleplay @DemonKitten
I didn't see anything on status ailments in the battle tutorial (other than confusion). Since thundershock has a 10% chance of paralysis, I took my best guess and rolled a 10-faced die. Rolling a 10 = paralysis. Let me know if I have to reroll.
I'm guessing roll a 100-sided die. If roll is greater than 25, the attack goes through. 25 or less: full paralysis.In general, a paralyzed Pokémon runs a 25% risk of losing their turn due to full paralysis. In addition, the afflicted Pokémon's Speed decreases to 25%.