Catch- and drop chances
I'll try to give you a short description of how catch% are calculated.
!wopicatch
- Initial chance: 0%
- Adding the used ball
- Wopiball: +35%
- Silver Wopiball: +55%
- Golden Wopiball: +80%
- Trash Ball: +1%
- Snowball: +45%
- 100% ball (Yoinkball): Guaranteed catch
-
Adding equipped items (the game will have equippable items that give you boosts for a limited time. you can equip up to 3 at the same time)
- (list of items will probably too long as soon we created some)
- There will be global effects and challenges in events (Like, +15% on every username starting with an A)
- -2% for every successful catch of the user in your Wopibox - yes, catching multiple of the same user is harder. The penalty might be capped for some special items.
Past the calculation, following rules are applied:
- Minimum catch%: 1% - so if catch% goes below 1% or in the negative, it'll be bumped to 1% (or higher, if an item is used/active which raises this cap)
- Maxiumum catch%: 90% - so if catch% goes over 90% (for example, by equipping catch% boost items while using a Golden Wopiball), it will be capped to 90%
- If a 100% ball is used (Yoinkball), the 90% maxiumum catch% is ignored and the catch is guaranteed.
Shiny%
There is a 1 in a 1000 chance to catch a shiny. If an item gives +10 shiny probability, it raises to 11 in 1000. Shiny probabilty is capped at 200 in 1000.