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  1. #1
    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default Information for Rangers


    Credit to Morru Magnum


    This is a thread containing information important to Rangers. Here you'll find info on Wages, a guide for making Log posts, and other such things. It is also copyrighted to Dog of Hellsing and other Staff's input

    =====

    1) RANGER WAGES


    Of course this is what you're all worried about XD. Rangers make money for every post they make, but the amounts change depending on quality of your Battle Posts and whether or not each post is a Battle Post (see below for details).

    Ranger Wages:
    ChainReaction01
    Bumblebee
    WinterVines

    2) ENCOUNTER ROLLS


    At the beginning of any trip into the Park, the Ranger must either a) ask someone from the below list to roll 15 encounters, then PM all 15 to the Ranger or b) make a chatroom, invite someone from the below list, roll 15 encounters and keep the list handy. Either way, whoever rolled or watched must post in the Encounter Tracker thread. If an item such as a Voice Disc or Repellent is used, rerolls left must be redone the same way and posted.

    Encounter Approvers:
    Dog of Hellsing
    Ranger Staff
    URPG Moderators
    URPG Officials

    3) BATTLE STATISTICS


    During a battle, you must include Battle Statistics somewhere in each of your posts. This is akin to how refs post Pokemon stats at the end of every turn.

    The following is an example taken from my Trial Run RP with Yoda:

    Originally Posted by Me
    Battle Statistics:

    BATTLE STATISTICS:

    Scizor: 86.91% [Spe-1][Used Bullet Punch]
    Glaceon: 67.96%[Used Blizzard]

    4) BATTLE POSTS AND NON-BATTLE POSTS/RANGER WAGES II



    Every post that contains Battle Statistics is considered a Battle Post. Depending on the quality of your Battle Posts, you may or may not get all the wages you're entitled to each month. If your Posts are sloppy, extremely short, lack realism, and so on, you'll be hurting your chances of receiving full pay. On the other hand, fleshed-out, fair, realistic Posts will help ensure you get all the money you're entitled to. Non-battle Posts (also known as regular posts) also earn a Ranger money. The payout amounts and method are as follows:

    Every Wages period, whoever is doing Wages will check four of each Ranger's posts: the first and last in any given RP, a Battle Post, and a random post. Depending on the quality of these four posts, the Ranger will receive:

    Non-Battle Posts
    $500 for each Non-Battle Post if 3-4 posts are of poor quality
    $750 for each Non-Battle Post if 2 posts are of fair quality and 2 are of poor quality
    $1,000 for each Non-Battle Post if 3-4 posts are of fair quality


    Battle Posts
    $1,000 for each Battle Post if 3-4 posts are of poor quality
    $1,500 for each Battle Post if 2 posts are of fair quality and 2 are of poor quality
    $2,000 for each Battle Post if 3-4 posts are of fair quality


    Team Runs:

    Rangers get double pay plus 500 extra for each post they make, according to the quality of the roleplay. Rangers must note which posts are posts made for a Team RP in their logs to ensure Team RP wages are paid. If a Trainer leaves/is escorted from a Team RP and it becomes a normal one, the Ranger’s pay returns to normal. If this happens clearly state which post ends the Team RP so as not to be overpaid.

    5) TRAINER STATS


    At the end of each post, Rangers must include the following information:

    Trainer Name
    Location
    Area Effects (Remaining Encounters, as well as things such as Repellents or certain Pokemon Abilities)
    Pokemon Stats (Include Nature, Ability, HP, and any changes in stats/status condition)
    Total Items
    Total Captured Pokemon

    It can be in any order you want, and you can include other things if you like, but these are the main things you need to keep track of during the RP.

    The following is an example of Trainer Stats from my Trial Run RP with Dragoness:

    Originally Posted by Me
    Trainer Stats:

    Trainer: Dragon

    Location: Mt. Deckbi

    Area Effects:
    Encounters Remaining: 15

    Pokemon Stats:
    -Hardy Female Gabite (No EMs, Sand Veil Ability) 100%
    -Calm Male Gyarados (TM Fire Blast, Intimidate Ability) 100% <Currently out of Ball / Currently engaged in battle>

    Total Items: x2 Full Heal ; x2 Hyper Potion ; x5 Park Balls ; x3 Super Balls ; x1 Hyper Ball

    Total Captured Pokemon: n/a
    Note: It's the Ranger's decision to count encounters before or after each Encounter ends. In this example, Dragoness had encountered a Sandshrew, but you can see the Encounters Remaining is still at 15. This is because I wasn't going to subtract an Encounter until after the battle. Do it whichever is easier for you.

    6) POSTING LOGS


    Rangers have Logs, just like Refs, which helps those doing Ranger Wages decide how much money each Ranger gets every wages period. The following info is needed for each Log:

    Link to RP
    RP Log Number
    Trainer Name
    Location
    Links to Non-Battle Posts: Post #1 ; Post #2 ; Post #3 ; etc, etc, etc
    Pokemon (T) v Pokemon (W)
    Links to Battle Posts: Post #1 ; Post #2, Post #3 ; etc, etc, etc
    Paid Till Here link

    Include a link to the first post of each RP you do, so those doing Ranger Wages don't have to search through page upon page to track down all your RPs. Every RP you take part in has its own Log. So if you've taken two Trainers through the Park and accept another, you would be on Log Number 3. The Trainer Name is the name of the member, NOT their RP character name. Location should be self-explanatory. Pokemon (T) means the Trainer's Pokemon and Pokemon (W) means the Wild Pokemon. Finally, the Links to Battle Posts are just that; links to each Battle Post that take place in the RP. Doing Logs by RP instead of by individual posts allows those doing Ranger Wages to quickly scan through the RPs you been in to check and make sure all claimed Battle Posts are, indeed, Battle Posts. After each Wages period, edit the Paid Till Here link to show the last post you were paid to. This lets Rangers quickly, easily, and accurately find which post you will start being paid from next Wages period.

    The following is an example of a Ranger Log:

    Originally Posted by Me
    RP Log #1
    Trainer Name: Dragoness
    Location: Mt. Deckbi
    Links to Non-Battle Posts: Post #1 ; Post #2 (Battle)
    Gyarados v Sandshrew
    Links to Battle Posts: Post #1 ; Post #2 ; Post #3 ; Post #4
    When either the Trainer's or the Wild Pokemon change, you can edit the Pokemon (T) v Pokemon (W) section and then pick up the Battle Post count from where you left off before:

    Originally Posted by Me
    RP Log #1
    Trainer Name: Dragoness
    Location: Mt. Deckbi
    Links to Non-Battle Posts: Post #1 ; Post #2 (Battle) Post #3 ; Post #4 (Battle)
    Gyarados v Sandshrew
    Links to Battle Posts: Post #1 ; Post #2 ; Post #3 ; Post #4

    Gabite v Geodude
    Links to Battle Posts: Post #5 ; Post #6, etc etc etc
    You can also begin a new count if you'd rather do it that way.


    Note that in that example, I did not include a link to the RP or a Paid Till Here link. This is because the example was taken from an RP where these things weren't enforced. You MUST include these things in each post of your Log.

    7) LABELING POSTS

    All posts made by a Ranger must either be labeled BP (for Battle Post) or NBP (for Non-Battle Post; you can also use something else, like NP or NB). This way, Rangers can easily see what kind of post they are giving Wages for.

    =====

    I believe this is it for now. PM/IM/VM me if I've forgotten anything, and have fun doing your Rangerly duties!
    Last edited by WinterVines; 14th January 2014 at 05:12 PM. Reason: team run pay

  2. #2
    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default Rolling Pokemon Encounters

    Rolling Pokemon Encounters


    We use a set method for rolling for Pokemon Encounters here at the Park. Rangers will roll a twenty-sided dice to determine rank and then roll for individual Pokemon.

    1-5 = Common
    6-9 = Uncommon
    10-13 = Borderline
    14-16 = Intermediate
    17-18= Rare
    19 = Special
    20 = Legend

    Also, if a person encounters THREE OR MORE of any single Pokemon, the Ranger can reroll ONE TIME for each of those encounters after the second. So if a Trainer is running into four Caterpie, I can reroll for two of those. These rerolls are final and cannot be re-rerolled.
    Last edited by WinterVines; 14th January 2014 at 05:13 PM.

  3. #3
    Shōrai no Kaizoku-ō Trainer17's Avatar
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    Default Capture Rate

    Capture Rate Calculator


    The following will teach you how to operate the relatively simple calculator, as well as detailed information regarding the manual calculation. It will give you insight, and benefit both Rangers and Trainers, since it offers explanations on how the different modifiers affect the capture rate.

    >>National Park Capture Rate Calculator (Made by ChainReaction01)

    For the "Quality" and "Residual Characters" fields, you will need to put in a number of some kind, even if it's 0, or else you won't get a result.

    "Quality" field = Quality Bonus modifier
    "Min. Char?" = MCR Met
    "Residual Char" = # of characters above/below the MCR the posts are

    If the Trainer is under the MCR, put "No" in the "Min. Char?" field and then enter how many characters below they are (so if they are 799 below the MCR, select "No" and then put "799" in the"Residual Char" field).

    Capture Rate Modifiers


    The following are the base rates for Pokemon catching; these are the rates you use if a Pokemon has no status and the Trainer is using a Park Ball:

    Pokemon @ 91-100% HP = 0% chance of capture
    Pokemon @ 81-90% HP = 5% chance of capture
    Pokemon @ 71-80% HP =10% chance of capture
    Pokemon @ 61-70% HP =15% chance of capture
    Pokemon @ 51-60% HP =20% chance of capture
    Pokemon @ 41-50% HP =30% chance of capture
    Pokemon @ 31-40% HP =40% chance of capture
    Pokemon @ 21-30% HP =50% chance of capture
    Pokemon @ 11-20% HP =60% chance of capture
    Pokemon @ 1-10% HP =65% chance of capture
    Pokemon @ 0 HP = 0% chance of capture

    Basically, you’ll roll a 100-sided die. Depending on the Pokemon’s HP and the number rolled the Pokemon will either be captured or it won’t. For example, if the Pokemon is at 55% HP, its base capture rate is going to be 20%. If you roll 21 or higher the Pokemon is not caught; however, rolling 20 or below will result in it being captured.

    There are modifiers that may increase or decrease the chances of a Pokemon being captured. They are Rank Modifiers, Quality Modifiers, Status Modifiers and Ball Modifiers, listed below:

    =RANK MODIFIERS=
    Based on the rank of the Pokemon, it can become more difficult to capture the Pokemon. The common rank is the standard, meaning for Pokemon of the common rank the Rank Modifier doesn't come into play.
    Common: -0%.
    Uncommon: -10%.
    Borderline: -15%.
    Intermediate: -20%.
    Rare: -25%.
    Special: -25%.

    =QUALITY MODIFIERS=
    Based on the quality of the Trainer's posts, the Ranger can add up to a 30% bonus to increase the chance of capture. Also, if the Trainer did poorly, the Ranger can add up to a -30# penalty to decrease the chance of capture.

    =STATUS MODIFIERS=
    Freeze- 25% increase in chance to capture
    Sleep, Toxic- 15% increase in chance to capture
    Burn, Poison, Paralysis- 10% increase in chance to capture

    If a Pokemon is at the 20% base capture rate and becomes Frozen, the chance to catch the Pokemon is increased to 25% (5 is 25% of 20; 5 + 20 = 25).

    =BALL MODIFIERS=
    ApriBall- 15% increase in chance to capture (doesn’t apply for third-stage Pokemon). Extra 15% increase in chance to capture, added at the end of calculation.
    Hyper Ball- 15% increase in chance to capture (doesn’t apply for third-stage Pokemon)
    Super Ball- 10% increase in chance to capture
    Park Ball- Standard Ball; doesn’t offer a modifier

    A Frozen Pokemon with a 20% base capture rate has a Hyper Ball used on it, thus raising the chance of capture to 28% (15% of 20 is 3; 25 + 3 = 28).

    Because Hyper Balls are the only Balls that can catch third-stage Pokemon, they do not give the 15% increase when used on third-stage Pokemon.

    Here is a calculator to make it easier to find percentages. Use the first calc ("What is X% of X?"). Always round down if you get any final rates that are decimals (55.25% capture rate would be dropped to 55%).

    All capture rolls must be witnessed by a URPG Staff member or another Ranger, who will then post in the Encounter Tracker + Capture Approval sticky approving the roll if it's a capture.

    =====

    EXAMPLES


    A Pokemon is at 74.55% HP. The base rate of capture for a Pokemon at 71-80% HP is 10, so the Trainer has a 10% chance of catching the Pokemon flat out.

    The Trainer inflicts Burn and Sleep on the Pokemon. This increases the chance of capture to 12% (1 is 10% of 10, 1.5 is 15% of 10; 1 + 1.5 + 10 = 12.5, rounded down to 12). The Pokemon is an Intermediate Pokemon, and the Trainer uses a Super Ball. The Super Ball adds a 10% increase to the chance of capture, bringing the capture rate to 13% (1 is 10% of 10; 1 + 12 = 13). The Trainer did a good job on their posts, so the Ranger adds a 20% Quality Modifier, which brings the capture rate to 15% (2 is 20% of 10; 2 + 13 = 15). However, taking into account the Rank level of the Pokemon, we have to subtract 10% of the capture rate, dropping the actual chance of capture to 14% (1 is 10% of 10; 15 - 1 = 14).

    As you can see, even with good effort, two status conditions, and a Super Ball, it doesn't really pay to try and catch a Pokemon with high HP.

    ---

    A Pokemon is at 16% HP. The base rate of capture for a Pokemon at 11-20% HP is 60, so the Trainer has a 60% chance of catching the Pokemon flat out.

    The Trainer inflicts Freeze on the Pokemon, which raises the capture rate to 75% (15 is 25% of 60; 15 + 60 = 75). The Pokemon is a first-stage Pokemon; the Trainer then uses a Hyper Ball, bringing the capture rate to 84% (9 is 15% of 60; 9 + 75 = 84). Finally, the Trainer didn't do so well for most of the RP, but did very good on the post that inflicted Freeze, so the Ranger decides to award them a 3% Quality Modifier. This brings the capture rate to 85% (1.79999 (lots of 9's XD) is 3% of 60; 1.79 + 84 = 85.79, rounded down to 85).

    Clearly, it's better to try to catch Pokemon at lower health, and it helps a lot to get a Status condition on them. Using Super or Hyper Balls also increases your chances of a successful capture. Also, it pays to try and catch lower-level Pokemon instead of fully-evolved ones.

    ---

    A Rare/Special Pokemon is at 50% HP. The base rate of capture for a Pokemon at 41-50% HP is 30, so the Trainer has a 30% chance of catching the Pokemon flat out.

    Since it's a Rare/Special Pokemon, the Rank Modifier decreases the chance of capture by 40%, lowering it to 18% (40% of 30 is 12, 30 - 12 = 18). The Trainer inflicts Toxic and Paralysis on the Pokemon. The capture rate now rises to 25% (15% of 30 is 4.5 and 10% of 30 is 3, 18 + 4.5 + 3 = 25.5, rounded down to 25). The Trainer did will on his posts, and gets 20% for the Quality Modifier, raising the capture rate to 31% (20% of 30 is 6, 25 + 6 = 31). The Trainer uses a Super Ball, giving another 10% increase, raising the capture rate to 34% (10% of 30 is 3, 31 + 3 = 34).

    As you can see, it is much harder to catch a Pokemon of high Rank; even with all the increasing Modifiers of the Status inflictions, Super Ball and Post Quality, the eventual capture rate of 34% is still only just higher than the base rate of 30%, due to the Pokemon being of such a high Rank.
    Last edited by WinterVines; 14th January 2014 at 05:15 PM.

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