Dodging: Difference between revisions

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(Added note that Dodging can modify some SMRs.)
(Removed the duplicated DS formula information.)
 
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'''Dodge''' is the primary [[skill]] of the [[Evade]] portion of the Evade/[[Block]]/[[Parry]] system which helps determine a character's overall [[Defensive Strength]] (DS) against [[melee]], [[ranged]] and [[bolt]] [[Attack strength|AS]] attacks. Although the terms dodge and evade are often used interchangebly they are not the same. Dodge is a trainable skill that is one of the factors used to determine a character's evade defensive bonus.
'''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, 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.
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.


Despite the skill's name, Dodge has ''no effect'' on most [[standard maneuver roll]] checks, whether creature special skills or various spells like [[Major Elemental Wave (435)]] or [[Boil Earth (917)]]. Some specific maneuvers like [[Grasp of the Grave (709)]] may take the skill into account.
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 ==
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|}}
|}}


==Resources==
==Dodge Ranks and Evade==
*[[Evade]] (effects of Dodging skill and DS calculations)

*[[Duck and Weave]]
The [[Dodge]] skill is a primary factor in [[Evade|evading]] an attack entirely. While in [[stance]] offensive, a character, singled trained (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)]].

==Dodge DS Formula (vs Melee Attacks)==

The first step in determining the Dodge [[Defensive strength|DS]] bonus is to calculate the Base Value.

<div {{prettydiv|margin-right=50%}}>Dodge Ranks + ([[Agility|AGI]] Bonus) + [[trunc]]([[Intuition|INT]] Bonus &divide; 4) = Base Value</div>

The second step is to enter the Base Value into the Dodge DS formula with the values of the other factors (see tables below).

<div {{prettydiv|margin-right=32%}}>((Base Value &times; Armor Hindrance &times; Shield Factor) - Shield Size Penalty)) &times; Stance Modifier = Dodge DS</div>

<I>Note 1: Truncate results to integer values after each operation in the formula.</I><br>

===Example I===

Dodge DS for a character with:
*Dodge Ranks: 60
*Agility Bonus: 20
*Intuition Bonus: 18
*Armor: Brigandine Armor (0.94 factor)
*Shield size: Medium (0.70 factor)
*Stance: Advanced (0.80 factor)

====Step 1 (Base Value) Calculations:====

<div {{prettydiv|margin-right=67%}}>60 + 20 + trunc(18 &divide; 4) = 84 Base Value</div>

====Step 2 (Dodge DS) Calculations:====

<div {{prettydiv|margin-right=40%}}>84(Base Value) &times; .94(Armor Hindrance) &times; .70(Shield Factor) &times; .80(ADV Stance) = 43 DS</div>

<I>Without truncating after each operation there would be an incorrect result of 44 DS.</I>

===Example II===

Dodge DS for a character with:
*Dodge Ranks: 60
*Agility Bonus: 20
*Intuition Bonus: 18
*Armor: Brigandine Armor (0.94 factor)
*Shield size: Tower (0.54 factor)
*Shield size penalty: -10
*Stance: Advanced (0.80 factor)

====Step 1 (Base Value) Calculations:====

<div {{prettydiv|margin-right=70%}}>60 + 20 + trunc(18 &divide; 4) = 84 Base Value</div>

====Step 2 (Dodge DS) Calculations:====

<div {{prettydiv|margin-right=60%}}>((84 &times; 0.94 &times; 0.54) - 10)) &times; 0.80(ADV Stance) = 25 DS</div>

==Dodge DS Formula (vs Ranged Attacks)==

<tt>(Base Value &times; Armor Hindrance &times; Shield Factor &times; Stance Modifier) &times; 1.5 = Dodge DS</tt>

<small>Note: Truncate after each operation. '''Round up''' final result.</small>

==Armor Hindrance Factors==

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

{|{{prettytable}}
|-style = "background:#DDD; color: blue"
!ASG
!Name
!Hindrance<br>Factor
|
!ASG
!Name
!Hindrance<br>Factor
|-align=center
|1
|Normal Clothing
|1.00
|
|12
|Brigandine armor
|0.94
|-align=center
|2
|Robes
|1.00
|
|13
|Chain mail
|0.94
|-align=center
|5
|Light leather
|1.00
|
|14
|Double chain
|0.93
|-align=center
|6
|full leather
|1.00
|
|15
|Augmented chain
|0.92
|-align=center
|7
|Reinforced leather
|0.98
|
|16
|Chain hauberk
|0.91
|-align=center
|8
|Double leather
|0.97
|
|17
|Metal breastplate
|0.90
|-align=center
|9
|Leather breastplate
|0.97
|
|18
|Augmented breastplate
|0.88
|-align=center
|10
|Cuirbouilli leather
|0.96
|
|19
|Half plate
|0.85
|-align=center
|11
|Studded leather
|0.95
|
|20
|Full plate
|0.83
|}

<small>Note: Armor hindrance is equal to half the armor's action penalty.</small>
{{top}}

==Shield Factors==

The '''Shield Factors''' to be used in the formula are:

{|{{prettytable}}
|-style = "background:#DDD; color: blue"
!Size
!Shield Factor
|-align=center
|Small
|0.78
|-align=center
|Medium
|0.70
|-align=center
|Large
|0.62
|-align=center
|Tower
|0.54
|}

<small>Note: The shield factors are derived from the following shield penalties: 22% (small), 30% (medium), 38% (large) and 46% (tower).</small>

==Shield Size Penalty (melee)==

For melee attacks only, there is a penalty to dodge DS depending on the size of your shield, if any:

{|{{prettytable}}
|-style = "background:#DDD; color: blue"
!Size || Penalty
|-
| Small || 0
|-
| Medium || 0
|-
| Large || 5
|-
| Tower || 10
|}

==Stance Modifiers==

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

{|{{prettytable}}
|-style = "background:#DDD; color: blue"
!Stance
!Modifier
|-align=center
|Offensive
|0.75
|-align=center
|Advanced
|0.80
|-align=center
|Forward
|0.85
|-align=center
|Neutral
|0.90
|-align=center
|Guarded
|0.95
|-align=center
|Defensive
|1.00
|}

==[[Encumbrance]] Penalty==

There is a 1% penalty to dodge [[DS]] for each 1% encumbered body weight.

===Encumbrance Penalty Example===

A character with a body weight of 200 lbs. and a defensive [[stance]] dodge DS of +100 will sustain a penalty of -1 DS for every 2 lbs. of encumbered weight. With 200 lbs. of encumbered weight, dodge DS will be zero. There is no additional penalty (negative dodge DS) when encumbrance is greater than total body weight.

<small>Note: There is no [[block]] or [[parry]] encumbrance DS penalty.</small>

==See Also==

[[Evade]]

==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