Dodging: Difference between revisions

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== Ranks and Training Costs ==
== Ranks and Training Costs ==
Dodging makes a clear distiction 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.
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
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Stance Modifier = 0.75 + (Stance / 4)
Stance Modifier = 0.75 + (Stance / 4)


'''Shield Penalty''' is 0.8 with a small shield, 0.7 with a medium shield, 0.6 for a large shield, and 0.5 for a tower shield. '''Armor Hinderance''' is half the Action Penalty subtracted in percentage, so metal breastplate (Action Penalty of -20) would be -10% or 0.9.
'''Shield Penalty''' is 0.8 with a small shield, 0.7 with a medium shield, 0.6 for a large shield, and 0.5 for a tower shield. '''Armor Hindrance''' is half the Action Penalty subtracted in percentage, so metal breastplate (Action Penalty of -20) would be -10% or 0.9.


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


==Evading==
==Evading==
Dodge skill also aids a character to avoid an attack entirely. The higher the character trains in dodge, the higher his changes of dodging the attack. A character singled in Dodge has appoximately a 5% chance of dodging an attack outright. 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, armor hindrance, 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).
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 15:44, 4 September 2007

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.

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.

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

Defensive Strength

Dodge is the least stance dependant 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 is 0.8 with a small shield, 0.7 with a medium shield, 0.6 for a large shield, and 0.5 for a tower shield. Armor Hindrance is half the Action Penalty subtracted in percentage, so metal breastplate (Action Penalty of -20) would be -10% or 0.9.

The resulting formula:

Base Dodge × Stance Modifier × Shield Penalty × Armor Hindrance = Dodge DS

Note: There is a 50% bonus to this DS if the attacker is using a ranged weapon.

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. 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 Defensive Strength section above).

References