Dodging: Difference between revisions

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'''Dodging''' is the primary [[skill]] of the [[Evade]] portion of the Evade-[[Block]]-[[Parry]] system which helps determine a character's ability to avoid attacks and the overall [[Defensive Strength]] (DS) against [[melee]], [[ranged]] and [[bolt]] attack rolls. Although the terms dodge and evade are often used interchangeably they are not the same. Dodging is a trainable skill that is one of the factors used to determine a character's evade defensive bonus.
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.

Because of the training point costs and skill ranks available per level, dodging 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.

Dodging has ''no effect'' on [[standard maneuver roll]] (SMR) version 1 checks, whether creature maneuvers or various spells like [[Major Elemental Wave (435)]]. Some specific spells like [[Grasp of the Grave (709)]] may take the skill into account, and Dodging is a primary skill in [[SMRv2]].

''For DS calculations relating to Evade/Dodge, see the [[Evade]] article.''


== 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.
{{skill|
{{skill|
| Bardranks = 2 || Bardcost = 6/6
| Bardranks = 2 || Bardcost = 6/6
| Clericranks = 1 || Clericcost = 20/20
| Clericranks = 1 || Clericcost = 20/20
| Empathranks = 1 || Empathcost = 20/20
| Empathranks = 1 || Empathcost = 20/20
| Monkranks = 3 || Monkcost = 1/1
| Paladinranks = 2 || Paladincost = 5/3
| Paladinranks = 2 || Paladincost = 5/3
| Rangerranks = 2 || Rangercost = 7/5
| Rangerranks = 2 || Rangercost = 7/5
| Rogueranks = 3 || Roguecost = 2/2
| Rogueranks = 3 || Roguecost = 2/1
| Sorcererranks = 1 || Sorcerercost = 20/20
| Sorcererranks = 1 || Sorcerercost = 20/20
| Warriorranks = 3 || Warriorcost = 4/2
| Warriorranks = 3 || Warriorcost = 4/2
Line 15: Line 22:
|}}
|}}


==Resources==
==Defensive Strength==
*[[Evade]] (effects of Dodging skill and DS calculations)
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:
*[[Duck and Weave]]

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

'''Shield Penalty''' The modifies for shields are as follows:
* small shield: 0.78,
* medium shield: 0.70,
* large shield: 0.62,
* tower shield: 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 × Stance Modifier × Shield Penalty × Armor Hindrance = Dodge DS
<I>Note: There is a 50% bonus to this DS if the attacker is using a ranged weapon.</I>

==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==
*http://www.play.net/gs4/info/combatguide.asp#factors
*http://www.play.net/gs4/info/combatguide.asp#factors
*http://www.play.net/gs4/info/skills.asp#dodging
*http://www.play.net/gs4/info/skills.asp#dodging

Latest revision as of 21:03, 19 June 2017

Dodging is the primary skill of the Evade portion of the Evade-Block-Parry system which helps determine a character's ability to avoid attacks and the overall Defensive Strength (DS) against melee, ranged and bolt attack rolls. Although the terms dodge and evade are often used interchangeably they are not the same. Dodging is a trainable skill that is one of the factors used to determine a character's evade defensive bonus.

Because of the training point costs and skill ranks available per level, dodging 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.

Dodging has no effect on standard maneuver roll (SMR) version 1 checks, whether creature maneuvers or various spells like Major Elemental Wave (435). Some specific spells like Grasp of the Grave (709) may take the skill into account, and Dodging is a primary skill in SMRv2.

For DS calculations relating to Evade/Dodge, see the Evade article.

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 3 2 2 2 1 1 - 1 1
Training Point Cost 2/1 4/2 1/1 6/6 5/3 7/5 20/20 20/20 - 20/20 20/20

Resources