Catch Rates and Rings

Afterglow Ampharos

Ampharos are the ultimate kid's bed. They have a b
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    So, we all know that hitting in the center of the coloured ring nets you bonus EXP.
    Nice for a big ring, Great for a middle ring, Excellent for a ring so small it's implausible to hit its center.

    1) I've also heard that along with this EXP bonus, the catch rate is improved accordingly with Nices, Greats, and Excellents.

    2) Similarly, a curveball nets you bonus EXP, and some people say it also improves catch rate, some people say it does not.

    3) I have personally noticed that the catch rate APPEARS to improve when the circle is small, EVEN IF you miss the center. I could be totally wrong on this however.

    I wanted to gather some information from other users about these three parts. Which of these conditions do or do not improve the likelihood that a wild Pokémon will stay in the ball?
     
    Here is what i believe, because this is what i get the most from other players, here and in reallife.

    There are different ways to increase your catch chance, and for hard to catch pokemon all of these can help and all of them stack.

    - Moving up the quality of the pokeball from regular to superball to hyperball, with a bonus for each upgrade.
    - Curveball throw
    - Nice, great or excellent throw, the higher the better
    - Use a berry, if it breaks out, use another berry.

    I think the list is complete, so i do not think the odds get better if the circle is small and you do not hit it.

    Combining curveball with a hit into a small circle is really difficult. So i use all the other methods, precise straight throws, to catch more pokemon with less balls and to maximize my chances to get the ones i really want.

    I see that the most difficult pokemon can be ridiculously hard to catch, like for example a 6% flee rate and a 16% capture rate.

    This looks accurate and complete: https://pokemongo.gamepress.gg/catch-mechanics

    There i find for example:

    Ball Capture Rate can be further modified with the following multipliers:
    Name Multiplier
    Razzberry x1.5*
    Curve Ball x1.2*
    Nice Throw x1.1*
    Great Throw x1.3*
    Excellent Throw x1.5
    * Tentative until further testing
    Final Capture Rate = Ball Capture Rate * Multipliers
     
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