Capture rewards

Lucky checks, reward amounts and reward presentation.

A successful capture can lead to reward amounts, Lucky or Superlucky checks, and an animation that distributes existing rewards into waves. Those are different stages. The sections below keep the chance checks separate from reward quantities and display behavior.

Amounts after a capture

These expressions calculate reward quantities, not the chance of the capture succeeding.

Capture reward amountREWARD-01

output = 10 × target_level + sparkling_addition + boss_addition
sparkling_addition = 2,000 when enabled; otherwise 0
boss_addition = 1,000 when enabled; otherwise 0

The Sparkling and boss additions apply independently when their supplied status tests are enabled.

Capture EXP amountREWARD-02

output = round(40 × target_level^0.20 + sparkling_addition + boss_addition)
sparkling_addition = 100 when enabled; otherwise 0
boss_addition = 100 when enabled; otherwise 0

The result is rounded by the shared round helper; its exact tie rule is not established here.

Threshold checks

A counter-dependent ratio still needs eligibility and counter updates outside the expression.

Prismana-flow threshold ratioREWARD-03

ratio = 0.03 when count < 10,500; otherwise 1

Below 10,500 the expression returns 0.03; at or above 10,500 it returns 1. Intermediate branches repeat the same 0.03. The additional energy argument is unused. These values match the published Nurture trigger explanation, but the counter's update/reset chain is not established here.

Prismana-weather threshold ratioREWARD-04

ratio = 0.006 when count < 10,500; otherwise 1

The same 10,500 threshold is paired with a 0.006 ordinary ratio. Which live counter feeds this expression remains a separate question.

Lucky and Superlucky rolls

Weekly obtained counts change the ordinary ratios and guarantee thresholds.

Lucky counter ratioREWARD-05

Weekly lucky count Counter zero/below Below threshold Threshold reached
Fewer than 10 0 0.01 1 at 200
10 or more 0 0.005 1 at 400

Missing counters default to zero. This describes the ratio from supplied counters, not the complete eligibility or counter-reset process.

Superlucky counter ratioREWARD-06

Weekly superlucky count Ordinary ratio Guarantee threshold
0 0.002 500
1 0.001 1000
2 or more 0.0005 3000

A zero or negative counter returns zero before a threshold; missing counters default to zero. The rates and thresholds match the official explanation numerically.

Reward energy

The tier and amount are returned together.

Tier and energy pairREWARD-07

For a uniform draw over [0,1), the interval widths give the distribution below. The returned tier and amount are a pair, not separate independent rolls.

Draw interval Tier Amount Interval share
Below 0.40 1 275 40%
0.40 to below 0.90 2 300 50%
0.90 to below 0.95 3 350 5%
0.95 or higher 4 500 5%

Fixed tier and energy pairREWARD-08

tier = 4
amount = 1,500

This returns a fixed pair, not a randomized roll.

How rewards are displayed

This routine receives existing item totals and splits them into display waves.

Reward-wave display allocationREWARD-09

This longer routine receives a supplied lucky-result category, an energy-level category and an existing map of item totals. It chooses a compatible display configuration; unsupported categories, malformed totals or an impossible split return an empty result.

It reserves per-wave minimum quantities, perturbs weights, floors proportional allocations and distributes the integer remainder around a random starting position. It then splits wave quantities into display points. A shared item-side quality roll selects a quantity band; the largest point receives the side quality, while other points can leap upward without exceeding it. The output describes each wave's side quality, item, total quantity and point-quality list.

The conditional leap-step distribution is 70%/25%/5% for one/two/three quality steps after a leap triggers. The ordinary leap setting is 0.4; point-count ranges, wave counts, side-quality bands and weights vary by configuration. These internal display draws do not establish a 40% chance of a lucky capture or generate the supplied item totals.

Worked examples

At target level 32 with both status additions enabled, the amount expression gives 3,320, and the EXP expression gives round(80 + 100 + 100) = 280. A lucky supplied counter of 199 with fewer than ten obtained that week gives 0.01; 200 gives 1. These examples do not establish when the game increments the counter.

Official comparison

The official probability page gives eligibility and weekly-counter context. Thresholds and reward amounts agree numerically; the complete live counter-management path remains unverified.

Do not treat the display routine as a loot table. Counter update order, eligibility, batching, resets and server-side reward issuance require separate evidence. Sparkling style changes are covered in the separate Sparkling reference topic.

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