@bmenrigh_pogo We brute force those:
for (i = 0;; i++)
if (i % 1009 == 694 && i % 1013 == 934 && i % 1019 == 732 && i % 1021 == 95) { return i; }
@JagexSupport can someone please look into my account "Bluez" false banned for RWT buyer, ive got a 40b bank, 1.2bxp and have played for over 10 years. please just someone look into it.
@bmenrigh_pogo Let me know how it goes. My figure does depend on spawn density so it's not exactly the most sound figure to go off, but without just testing for an hour I can't think of a way to measure the impact of jumpy mons on catch times
@bmenrigh_pogo I think you're being overly optimistic. The 7 figure is just something I tested in a spawn dense area (spotlight hour) with no AR, over the duration of a single hour of gameplay full concentration. I have no more data beyond that, but I think most players would also take longer.
@bmenrigh_pogo Oh top of this, chaining excellents at best gives you 900/hr excellents, without AR chaining is impossible capping you near 300/hr excellents, a third of the rate.
@bmenrigh_pogo Without the lock the average catch on a wild mon is 7 seconds, and this is a lot worse on lured mons. With lock the average catch is 3.5 seconds, doubling your catch rate [2/3]
@Shinybluezoo@bmenrigh_pogo@KarWaiPogo This is what we used to do for every catch before "remember last Pokeball" was a feature, to use other balls. It ends up being just as quick to catch if you select ball, but it does require more inputs and gets tiresome quickly