Each Species in this system is likely to have its own Catch Rate, which broadly determines the difficulty of capturing that creature (lower is harder to catch, higher is easier to catch). Like the video games, Foundry will simulate both the thrown Ball "shaking" and account for "Critical Captures".
When a creature is targeted while your Actor is selected, you may attempt to Capture it with a Ball or other Capture Tool you possess. First, you must "Fling" or "Use" (or another appropriate Action) the Ball/tool on the target. Once that Action is successful, to must calculate the Catch Rate for this Capture attempt.
The Catch Rate calculation is completely automated, just like with Attacks you will be prompted with a dialog window as you continue with the capture to input any additional, miscellaneous multipliers or override other values as instructed by the GM.
When a Capture is being resolved, the Ball "shakes" 3 times before catching the target. Practically, this is the result of four successful Shake Checks. A Shake Check is a standard d100 roll, its DC influenced by the calculated Catch Rate.
But before rolling these Shake Checks, the system will determine if the Capture is a Critical Capture. A Critical Capture is also a standard d100, with its DC determined by a number of factors, including the number of Species already caught by the user and other miscellaneous modifiers (including the effects of your Perks). If this roll succeeds, the number of Shake Checks required for successful Capture drops from 4 to 1.
And if you succeed on all of the necessary Shake Checks, the target is successfully Caught!
The order of operations for Captures is as follows:
- Target the creature to be Captured.
- Select the Actor that will be attempting the Capture.
- Use the appropriate Action with the Capture Tool you are using (usually "Fling" or "Use").
- Once resolving the appropriate Action, use the Capture Action, selecting the Capture Tool.
a. The Catch Rate calculation occurs, prompting you to input miscellaneous multipliers as needed.
b. The Critical Capture roll occurs, with a prompt to input miscellaneous multipliers as needed.
c. The Shake Check(s) occur, with a prompt to input miscellaneous multipliers as needed.
- If all of the necessary Shake Checks are passed, the creature is Caught!
Who is this section for?
This section of the page contains all the mathematical formulas used by the system to make calculations in regards to captures, as well as explanations on what each of their values mean.
This section is NOT intended for every user to read and learn how things work, as all this complicated math is handled by the system, after all we want you to focus on enjoying the game, not doing Math homework.
However, some of you may wish to explore the Math more in-depth, to form a higher understanding of the rules, fact-check us, or even help figure out balancing!
That is why these sections exist.
DCShake=⌊100∗(255CatchRate)3/16⌋
DCCritCatch=357/10CatchRate∗min(8,1+caughtSpec/75)∗bonusMisc+1
Where:
- caughtSpec – number of species caught by the user.
- bonusMisc – all other bonuses to Critical Captures.
CatchRate=(3∗HPM3∗HPM−2∗HPc)∗rate∗bonusBall∗bonusStatus∗bonusStage∗bonusLevel∗bonusMisc
Where:
- HPM – target’s max HP.
- HPc – target’s current HP.
- rate – target’s Species Capture rate.
- bonusBall – bonus from used Ball's Catch Rating.
- bonusStatus – bonus from Status Afflictions the target has (see below).
- bonusStage – bonus from Stat Stages the target has (see below).
- bonusLevel – bonus/penalty based on level difference between the thrower and target (see below).
- bonusMisc – all other Catch Rate bonuses.
bonusStatus=1.225Maj∗1.05Min
Where:
- Maj – number of Major Afflictions the target is afflicted with.
- Min – number of Minor Afflictions the target is afflicted with.
bonusStage=1.02−netStage
Where:
- netStage – net quantity of stage changes (ATK, DEF, SPATK, SPDEF, SPD, ACC, EVA).
bonusLevel=0.75((ΔLevel+5)÷5)
Where:
- ΔLevel – Target's Level minus capturer's Level.