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Base Catch Rate Calculation #79
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there is no additional info needed by Golbat in order to calculate Pokemon catch rates. As described in a comment on the referenced PR, the only thing Golbat needs to provide is the Pokemon's CP multiplier, which it already does. The frontend then has to collect its base capture rate from the gamemaster, and additionally catch modifiers from 3rd party sources. |
Sorry, my bad, Golbat does not provide CPM, but it does provide level. a Level->CPM mapping is provided in the gamemaster, so one additional step for the frontend to get that |
The level-CPM mapping is also in Ohbem. Also we should probably remove the fields from the database. (24 bytes per row is no joke!) |
They are nullable so will take no space if null (it’s a bitmap that says whether fields are null or not and unless you spill into a new byte…) |
(also does anyone really care about knowing the capture rates??) |
i doubt it |
Would prefer to just scrub all projects of this data. Never have I heard of someone using this data to make an informed decision. If it's a spawn they want, they're going to try for it regardless. |
This was nice because it gave you insight into the catch difficulty. Extreme example, when Niantic puts Legendaries in the wild during events and you see the base catch rate is 0%. |
Also, it’s more a barometer for the users. “Catch rate is low, def use a golden razz and ultra ball.” Or, “looks like this catch is pretty much guaranteed. No need to turn off the auto catcher.” |
#72
we removed capture_1, capture_2, capture_3 from processing because those values are not relevant for users. also worker can influence the capture rate with catch medals, so it's not always the base catch rate
we will need a way to keep track of the base catch rate, and then we can do some calculations in the frontends or poracle :)
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