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Evade: Difference between revisions

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(Rearranged order of operations, added example DS calculation)
(Added Evade Mastery and Duck and Weave info)
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'''Evade''', a part of the Evade/[[Block]]/[[Parry]] defensive system against physical and [[bolt]] attacks, is a form of defense that will activate before a character makes a combat roll. With a successful evasion the attack will completely miss the target. Even if an attack is successful, evade still contributes to a character's overall [[defensive strength]] which acts to reduce damage from an attack. The possibility of evading an attack is increased through training in the [[dodge]], [[agility]] and [[intuition]] skills, and maintaining low [[encumbrance]], among other factors. [[Shield]]s and most [[armor]] make it more difficult to evade an attack, especially larger shields and heavier armor.
'''Evade''', a part of the Evade/[[Block]]/[[Parry]] defensive system against physical and [[bolt]] attacks, is a form of defense that will activate before a character makes a combat roll. With a successful evasion the attack will completely miss the target. Even if an attack is successful, evade still contributes to a character's overall [[defensive strength]] which acts to reduce damage from an attack. The possibility of evading an attack is increased through training in the [[dodge]], [[agility]] and [[intuition]] skills, and maintaining low [[encumbrance]], among other factors. [[Shield]]s and most [[armor]] make it more difficult to evade an attack, especially larger shields and heavier armor.


The [[Dodge]] skill is a primary factor in avoiding an attack entirely. While in [[stance]] offensive, a character, singled (1 rank per level) in dodge, has approximately a 5% chance of evading an attack against a like-level foe. A character double trained (2 ranks per level) has a 10% chance and a character triple trained (3 ranks per level) has a 15% chance for an outright evasion. These percentages increase as a character moves to more defensive stances. The chance of an outright evasion also depends on a character's [[agility]]/[[intuition]] skill bonuses, [[encumbrance]], and certain spells such as [[Mass Blur (911)]], [[Mobility (618)]] and [[Song of Mirrors (1019)]].
The [[Dodge]] skill is a primary factor in avoiding an attack entirely. While in [[stance]] offensive, a character, singled (1 rank per level) in dodge, has approximately a 5% chance of evading an attack against a like-level foe. A character double trained (2 ranks per level) has a 10% chance and a character triple trained (3 ranks per level) has a 15% chance for an outright evasion. These percentages increase as a character moves to more defensive stances. The chance of an outright evasion also depends on a character's [[agility]]/[[intuition]] skill bonuses, [[encumbrance]]. Certain spells such as [[Mass Blur (911)]], [[Mobility (618)]], [[Song of Mirrors (1019)]], and the [[combat maneuver]]s [[Evade Mastery]] (available to [[warrior]]s, [[rogue]]s and [[monk]]s) and [[Duck and Weave]] (available to rogues and monks) will also improve the chance to evade an attack.


There is no available formula to determine the exact chance that an attack will be evaded, but level of the defender vs level of the attacker is an important factor. Also, [[Ranged Weapons|weapons]] and [[bolt]]s are harder to evade than [[melee]] attacks, even though there's a [[defensive strength|DS]] bonus against such attacks.
There is no available formula to determine the exact chance that an attack will be evaded, but level of the defender vs level of the attacker is an important factor. Also, [[Ranged Weapons|weapons]] and [[bolt]]s are harder to evade than [[melee]] attacks, even though there's a [[defensive strength|DS]] bonus against such attacks.

Revision as of 23:59, 7 May 2012

Evade, a part of the Evade/Block/Parry defensive system against physical and bolt attacks, is a form of defense that will activate before a character makes a combat roll. With a successful evasion the attack will completely miss the target. Even if an attack is successful, evade still contributes to a character's overall defensive strength which acts to reduce damage from an attack. The possibility of evading an attack is increased through training in the dodge, agility and intuition skills, and maintaining low encumbrance, among other factors. Shields and most armor make it more difficult to evade an attack, especially larger shields and heavier armor.

The Dodge skill is a primary factor in avoiding an attack entirely. While in stance offensive, a character, singled (1 rank per level) in dodge, has approximately a 5% chance of evading an attack against a like-level foe. A character double trained (2 ranks per level) has a 10% chance and a character triple trained (3 ranks per level) has a 15% chance for an outright evasion. These percentages increase as a character moves to more defensive stances. The chance of an outright evasion also depends on a character's agility/intuition skill bonuses, encumbrance. Certain spells such as Mass Blur (911), Mobility (618), Song of Mirrors (1019), and the combat maneuvers Evade Mastery (available to warriors, rogues and monks) and Duck and Weave (available to rogues and monks) will also improve the chance to evade an attack.

There is no available formula to determine the exact chance that an attack will be evaded, but level of the defender vs level of the attacker is an important factor. Also, weapons and bolts are harder to evade than melee attacks, even though there's a DS bonus against such attacks.

Evade DS Formula

The first step in determining the evade DS bonus is to calculate the Base Value.

Dodge Ranks + (Agility Bonus) + trunc(Intuition Bonus / 4) = Base Value

The second step is to enter the Base Value into the Evade DS formula along with the value of the other factors (see lists below).

Base Value × Armor Hindrance × Shield Penalty × Stance Modifier  = Evade DS

Note 1: Truncate results to integer values after each operation in the formula.
Note 2: There is a 50% bonus to the evade DS against ranged attacks. (Evade DS * 1.5)

Example

The Evade DS for a character with:

  • Dodge Ranks: 60
  • Agility Bonus: 20
  • Intuition Bonus: 18
  • Armor: Brigandine Armor (.94 factor)
  • Shield size: Medium (.70 factor)
  • Stance: Advanced (.80 factor)

Step 1 (Base Value) Calculations:

60 + 20 + trunc(18 / 4) =  84 Base Value

Step 2 (Evade DS) Calculations:

84(Base Value) × .94(Armor Hindrance) × .70(Shield Penalty) × .80(Advanced Stance) =  43 DS 

Without truncating after each operation there would be an incorrect result of 44 DS.

Armor Hindrance Factors

The Armor Hindrance values to be used in the formula are:

  • Normal clothing (AsG 1): 1.00
  • Robes (AsG 2): 1.00
  • Light Leather (AsG 5): 1.00
  • Full Leather (AsG 6): 1.00
  • Reinforced Leather (AsG 7): 0.98
  • Double Leather (AsG 8): 0.97
  • Leather Breastplate (AsG 9): 0.97
  • Cuirbouilli Leather (AsG 10): 0.96
  • Studded Leather (AsG 11): 0.95
  • Brigandine Armor (AsG 12): 0.94
  • Chain Mail (AsG 13): 0.94
  • Double Chain (AsG 14): 0.93
  • Augmented Chain (AsG 15): 0.92
  • Chain Hauberk (AsG 16): 0.91
  • Metal Breastplate (AsG 17): 0.90
  • Augmented Breastplate (AsG 18): 0.88
  • Half Plate (AsG 19): 0.85
  • Full Plate (AsG 20): 0.83

Note: Armor hindrance is equal to half the armor's action penalty.

Shield Penalty Factors

The Shield Penalty values to be used in the formula are:

  • Small shield: 0.78
  • Medium shield: 0.70
  • Large shield: 0.62
  • Tower shield: 0.54

Stance Modifier Factors

The Stance Modifier values to be used in the formula are:

  • Offensive: 0.75
  • Advanced: 0.80
  • Forward: 0.85
  • Neutral: 0.90
  • Guarded: 0.95
  • Defensive: 1.00

See Also

References