Dodging: Difference between revisions

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The '''Dodge''' [[skill]] is the primary skill of the [[Evade]] portion of the Evade/[[Block]]/[[Parry]] system which helps determine a character's overall [[Defensive Strength]] against [[melee]], [[ranged]] and [[bolt]] [[AS]] attacks. Because of the training point costs and skill ranks available per level, dodge is often a staple of the more physical professions while magic users will often forego it entirely. The decision for how much dodge training a character will have is usually a function of a character's particular training path.
The '''Dodge''' [[skill]] is one of three parts of the Evade/Block/Parry system of [[GemStone IV]], therefore being one of three skills that will increase a character's Defensive Strength.

<I>Note: The [[DS]] formula that uses dodge as a primary skill can be found on the [[Evade]] page along with other information regarding dodging (evading) attacks.</I>


== Ranks and Training Costs ==
== Ranks and Training Costs ==

Dodging makes a clear distinction of which classes "should" train in it, being severely expensive for a pure, moderately costly for a semi, and relatively cheap for a square, especially a rogue.
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==Defensive Strength==
==See Also==
Dodge is the least stance dependent of the three skills, only having a 25% reduction in DS when in an offensive stance. The formula is as follows:

Dodge Ranks + (Agility Bonus) + (Intuition Bonus / 4) = Base Dodge
While:
Stance Modifier = 0.75 + (Stance / 4)

'''Shield Penalty''' The modifiers for shields are as follows:
* Small: 0.78
* Medium: 0.70
* Large: 0.62
* Tower: 0.54

'''Armor Hindrance''' is given by 1+(Action Penalty/200). For example a metal breastplate (which has an Action Penalty of -20) would have an Armor Hinderance of 1 + (-20/200) = 0.9.

The resulting formula:
Base Dodge &times; Stance Modifier &times; Shield Penalty &times; Armor Hindrance = Dodge DS
<I>Note: There is a 50% bonus to this DS if the attacker is using a ranged weapon.</I>


[[Evade]]
==Evading==
Dodge skill also aids a character in avoiding an attack entirely. The higher the character trains in dodge, the higher his chances of dodging the attack. A character singled in Dodge has approximately a 5% chance of dodging an attack outright in stance offensive. A character double trained in Dodge has a 10% chance, and tripled has a 15%. The exact values also depend on stance, Agility bonuses, Intuition bonuses, encumbrance, and spells such as [[Mass Blur (911)|Mass Blur]]. There is no available formula to determine the exact chance that an attack will be evaded, but character level plays into this greatly. Also, ranged weapons and bolts are harder to dodge than a melee attack, even though there's a DS bonus against such attacks (See the [[Dodging#Defensive Strength|Defensive Strength]] section above).


==References==
==References==

Revision as of 18:28, 14 April 2011

The Dodge skill is the primary skill of the Evade portion of the Evade/Block/Parry system which helps determine a character's overall Defensive Strength against melee, ranged and bolt AS attacks. Because of the training point costs and skill ranks available per level, dodge is often a staple of the more physical professions while magic users will often forego it entirely. The decision for how much dodge training a character will have is usually a function of a character's particular training path.

Note: The DS formula that uses dodge as a primary skill can be found on the Evade page along with other information regarding dodging (evading) attacks.

Ranks and Training Costs

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 3 3 - 2 2 2 1 1 - 1 1
Training Point Cost 2/2 4/2 - 6/6 5/3 7/5 20/20 20/20 - 20/20 20/20

See Also

Evade

References