Evade: Difference between revisions

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'''Evade''', a part of the [[Evade/Block/Parry system]], is a form of defense generated by a character's ability to completely avoid an attack by merely moving out of the way. The primary [[skill]] involved with evasion is [[Dodging]]; the two [[statistic]]s that impact evasion are [[agility]] and [[intuition]], with agility being twice as effective as intuition. Of evade, [[block]], and [[parry]], evasion is affected the least by a character's stance, offering 75% in an offensive stance - the usual defensive strength derived from being in a defensive stance, as seen by the following equations:
'''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.

Dodge Ranks + (Agility Bonus) + (Intuition Bonus / 4) = Base Dodge
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. 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)]].
'''While:'''

Stance Modifier = 0.75 + (Stance / 4)
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 and bolts are harder to evade than melee attacks, even though there's a [[defensive strength|DS]] bonus against such attacks.
'''The resulting formula:'''

Base Dodge × Stance Modifier × Shield Penalty × Armor Hindrance = Dodge DS
==Evade Formula==
:<I>Note: There is a 50% bonus to the [[defensive strength]] gained from evasion if the attacker is using a [[ranged]] attack.</I>

'''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 first step in determining the DS bonus from evade 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 other factors whose values are listed below.

Base Value &times; Stance Modifier &times; Shield Penalty &times; Armor Hindrance = Evade DS

<I>Note 1: Truncate the integer results after each operation in the formula.</I><br>
<I>Note 2: There is a 50% bonus to the evade DS against [[ranged]] attacks.</I>

===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

===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

===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

<I>Note: Armor hindrance is equal to half the armor's action penalty.</I>

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





[[Category:Basic Mechanics]]
[[Category:Basic Mechanics]]

Revision as of 17:44, 14 April 2011

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. 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).

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 and bolts are harder to evade than melee attacks, even though there's a DS bonus against such attacks.

Evade Formula

The first step in determining the DS bonus from evade 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 other factors whose values are listed below.

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

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

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

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

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.

References