Evade: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
mNo edit summary
No edit summary
Line 5: Line 5:
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|weapons]] and [[bolt]]s are harder to evade than [[melee]] attacks, even though there's a [[defensive strength|DS]] bonus against such attacks.
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|weapons]] and [[bolt]]s are harder to evade than [[melee]] attacks, even though there's a [[defensive strength|DS]] bonus against such attacks.


==Evade DS Formula==
==Dodge DS Formula==


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


Dodge Ranks + (Agility Bonus) + trunc(Intuition Bonus / 4) = Base Value
<tt>Dodge Ranks + ([[Agility|AGI]] Bonus) + trunc([[Intuition|INT]] Bonus &divide; 4) = Base Value</tt>


The second step is to enter the Base Value into the Evade DS formula along with the value of the other factors (see lists below).
The second step is to enter the Base Value into the Dodge DS formula and the values of the other factors (see lists below).


Base Value &times; Armor Hindrance &times; Shield Penalty &times; Stance Modifier = Evade DS
<tt>Base Value &times; Armor Hindrance &times; Shield Factor &times; Stance Modifier = Dodge DS</tt>


<I>Note 1: Truncate results to integer values after each operation in the formula.</I><br>
<I>Note 1: Truncate results to integer values after each operation in the formula.</I><br>
<I>Note 2: There is a 50% bonus to the evade DS against [[ranged]] attacks. (Evade DS * 1.5)</I>
<I>Note 2: There is a 50% bonus vs [[ranged]] attacks. (Dodge DS &times; 1.5)</I>


===Example===
===Example===


The Evade DS for a character with:
Dodge DS for a character with:
*Dodge Ranks: 60
*Dodge Ranks: 60
*Agility Bonus: 20
*Agility Bonus: 20
Line 30: Line 30:
====Step 1 (Base Value) Calculations:====
====Step 1 (Base Value) Calculations:====


60 + 20 + trunc(18 / 4) = 84 Base Value
<tt>60 + 20 + trunc(18 &divide; 4) = 84 Base Value</tt>


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


84(Base Value) &times; .94(Armor Hindrance) &times; .70(Shield Penalty) &times; .80(Advanced Stance) = 43 DS
<tt>84(Base Value) &times; .94(Armor Hindrance) &times; .70(Shield Factor) &times; .80(ADV Stance) = 43 DS</tt>


<I>Without truncating after each operation there would be an incorrect result of 44 DS.</I>
<I>Without truncating after each operation there would be an incorrect result of 44 DS.</I>
Line 42: Line 42:
The '''Armor Hindrance''' values to be used in the formula are:
The '''Armor Hindrance''' values to be used in the formula are:


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


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


==Shield Penalty Factors==
==Shield Factor==


The '''Shield Penalty''' values to be used in the formula are:
The '''Shield Factor''' values to be used in the formula are:


{|{{prettytable}}
*Small shield: 0.78
|-style = "background:#DDD; color: blue"
*Medium shield: 0.70
!Size
*Large shield: 0.62
!Shield Factor
*Tower shield: 0.54
|-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>
==Stance Modifier Factors==

==Stance Modifiers==


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


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


==See Also==
==See Also==

Revision as of 21:20, 5 February 2013

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 and agility skills, a character's intuition stat , 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 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. Certain spells such as Mass Blur (911), Mobility (618), Song of Mirrors (1019), and the combat maneuvers Evade Mastery (available to warriors, rogues and monks) and Duck and Weave (available to rogues and monks) will also improve the chance to evade an attack.

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

Dodge DS Formula

The first step in determining the Dodge DS bonus is to calculate the Base Value.

Dodge Ranks + (AGI Bonus) + trunc(INT Bonus ÷ 4) = Base Value

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

Base Value × Armor Hindrance × Shield Factor × Stance Modifier = Dodge DS

Note 1: Truncate results to integer values after each operation in the formula.
Note 2: There is a 50% bonus vs ranged attacks. (Dodge DS × 1.5)

Example

Dodge DS for a character with:

  • Dodge Ranks: 60
  • Agility Bonus: 20
  • Intuition Bonus: 18
  • Armor: Brigandine Armor (.94 factor)
  • Shield size: Medium (.70 factor)
  • Stance: Advanced (.80 factor)

Step 1 (Base Value) Calculations:

60 + 20 + trunc(18 ÷ 4) =  84 Base Value

Step 2 (Dodge DS) Calculations:

84(Base Value) × .94(Armor Hindrance) × .70(Shield Factor) × .80(ADV Stance) =  43 DS 

Without truncating after each operation there would be an incorrect result of 44 DS.

Armor Hindrance Factors

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

ASG Name Hindrance
Factor
ASG Name Hindrance
Factor
1 Normal Clothing 1.00 12 Brigandine armor 0.94
2 Robes 1.00 13 Chain mail 0.94
5 Light leather 1.00 14 Double chain 0.93
6 full leather 1.00 15 Augmented chain 0.92
7 Reinforced leather 0.98 16 Chain hauberk 0.91
8 Double leather 0.97 17 Metal breastplate 0.90
9 Leather breastplate 0.97 18 Augmented breastplate 0.88
10 Cuirbouilli leather 0.96 19 Half plate 0.85
11 Studded leather 0.95 20 Full plate 0.83

Note: Armor hindrance is equal to half the armor's action penalty.

Return to the top of this page.

Shield Factor

The Shield Factor values to be used in the formula are:

Size Shield Factor
Small 0.78
Medium 0.70
Large 0.62
Tower 0.54

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

Stance Modifiers

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

Stance Modifier
Offensive 0.75
Advanced 0.80
Forward 0.85
Neutral 0.90
Guarded 0.95
Defensive 1.00

See Also

References