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There are several ways that dodge is modified. You can increase you chance ''to dodge'' by increasing your [[dodge rating]], [[defense]], or [[agility]] which will all increase your effective chance to dodge or dodge percent(%). You can decrease your chance ''to be dodged'' with [[expertise]]. Expertise is only modified from [[expertise rating]]. Your chance to dodge a hit as well as have your hits be dodged is affected by the level of your opponent. Different classes and talent [[spec]]ializations will also vary the amount of dodge a player has. |
There are several ways that dodge is modified. You can increase you chance ''to dodge'' by increasing your [[dodge rating]], [[defense]], or [[agility]] which will all increase your effective chance to dodge or dodge percent(%). You can decrease your chance ''to be dodged'' with [[expertise]]. Expertise is only modified from [[expertise rating]]. Your chance to dodge a hit as well as have your hits be dodged is affected by the level of your opponent. Different classes and talent [[spec]]ializations will also vary the amount of dodge a player has. |
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− | == Approximations == |
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− | The base chance is a constant specific to each class. The base value is then adjusted by a class-specific factor multiplied by that character's agility. The base values range from 0% to around 3% based on class. The rogue, for example, gets no base dodge chance because only the rogue's agility is used. A priest, on the other hand, is around base 3% dodge before agility because priests do not have a lot of agility. The agility factors for each class at level 60 are roughly 0.05% per point of agility, give or take up to 0.005% by class. Rogues and druids get more chance to dodge per point of agility; around 0.07% to 0.08% per point. |
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− | This value is then modified by the rating difference of the combatants. If the target is a mob then this is adjusted by 0.1% per point of rating difference. If the target is a player then it’s 0.04% per point. |
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− | == Combat == |
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− | In combat, you will notice that your Dodge percentage matches what you see on your tooltips. Miss chance and Critical chance are unmodified by Dodge, so you're not "wasting" Dodge on misses nor are you able to Dodge a Critical. This may seem odd to some folks if they are expecting a "if hit, then check if Dodge, then check..." type system. WoW, like many other games, uses a [[Attack table|table based melee combat scheme]] (where one roll determines outcome of a swing), so percentages are absolute. Note that spell attacks work differently, with different outcome chances applied separately. |
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− | Note that when a player attacks a mob from behind, the mob can still dodge. However, when a mob attacks a player from behind, the player cannot dodge. Therefore, it's important that players always face mobs that are attacking them. |
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− | Your parsed Dodge won't necessarily match your tooltip if you're fighting creatures higher or lower in level to you. See the Defense formula above to understand. |
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− | Your target will not be able to dodge if they are afflicted by "stun" (not incapacitation). |
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== Formulas == |
== Formulas == |
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+ | {{Construction}} |
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− | {| class="darktable" align="right" style="text-align: center;" |
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+ | <div style="float:right; padding-right:1em"> |
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+ | {| class="darktable sortable" |
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|- |
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+ | ! Class !! Lv80 ''R<sub>d</sub>'' !! Base<br/>Dodge% |
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− | ! colspan="4" | Derivations |
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|- |
|- |
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− | ! Class !! Base (D)odge !! AGI:D Ratio !! D Rating:D Ratio |
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⚫ | |||
|- |
|- |
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− | | |
+ | | Hunter || 75.187970 || -5.450000 |
− | |-class="alt" |
+ | |- class="alt" |
− | | |
+ | | Rogue || 41.493776 || -0.590000 |
|- |
|- |
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− | | |
+ | | Priest || 52.083333 || 3.183000 |
− | |-class="alt" |
+ | |- class="alt" |
− | | |
+ | | Deathknight || 73.529412 || 3.463600 |
|- |
|- |
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− | | |
+ | | Shaman || 52.083333 || 1.675000 |
− | |-class="alt" |
+ | |- class="alt" |
− | | |
+ | | Mage || 51.282051 || 3.457500 |
|- |
|- |
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− | | |
+ | | Warlock || 52.083333 || 2.035000 |
− | |-class="alt" |
+ | |- class="alt" |
− | | |
+ | | Druid || 41.666667 || 4.951000 |
+ | |}</div> |
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− | |- |
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− | | Warrior || 0.75% || 30 || 18.9231 |
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− | |} |
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+ | The amount of dodge you have is affected by your [[class]], [[level]], [[talent]]s, [[agility]], [[dodge rating]], [[defense rating]], and [[defense skill]]. |
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− | Your chance to dodge an attack is a percentage calculated using the following general formula: |
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+ | Dodge generally goes into two pools that are added together: undiminished and diminished dodge. Your undiminished dodge includes your class's base dodge, dodge from any talents (such as [[Anticipation]]), and the dodge your receive from your base agility. |
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− | *'''Dodge% = Base dodge + ([[Attributes#Agility|AGI]] / AGI:Dodge ratio) + (Dodge Rating / DR:Dodge ratio) + Talent and Race contributions + ((Defense skill - Attacker's attack skill) * 0.04)''' |
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+ | <div style="float:left; padding-right: 1em"> |
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− | Both the Base dodge and AGI:Dodge ratio values depend on the character's class. Please note that the AGI:Dodge ratio also depends on the character level. |
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+ | {{Formula|<math>\mbox{Dodge percent} = b + t + A_b + d</math> |
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+ | :<math>b = \mbox{Base dodge}</math> |
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+ | :<math>t = \mbox{dodge from talents}</math> |
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+ | :<math>A_b = \mbox{dodge contributed from base agility}</math> |
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+ | :<math>d = \mbox{diminished dodge}</math>}} |
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+ | </div> |
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+ | During this section, a level 80 protection paladin with 400/400 defense skill will be used to demonstrate the formulas. Because the example is a paladin, ''b'' has the value of 3.2685, ''t'' is 5 from 5/5 [[Anticipation (paladin talent)|Anticipation]] talents, ''A<sub>b</sub>'' is 1.7664, and ''d'' was 14.3295. These sum to 24.36% which matches the dodge found on the character screen. Additional discussion about dodge from agility and diminishing returns will be explained below. |
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− | The table to the right lists these two factors that were derived for level 70 characters of each class. |
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− | The Dodge Rating contribution (introduced in [[patch 2.0.1]]) is provided by items that bestow a Dodge Rating bonus. At level 60, every 12 points of Dodge Rating adds +1% to your Dodge chance. At level 70, every 18.9 points of Dodge Rating adds +1% to your Dodge chance. |
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− | Any talent granting +Dodge directly contributes as a percentage bonus; e.g. 5 Talent Points in Lightning Reflexes grant a rogue a straight +5% bonus to his or her Dodge chance. As for the race contribution, it is either +1% (for night elves) or 0% (for every other race). |
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− | Finally, the last part of the formula written above takes into account the "level" difference between the defender and the attacker, or to be more precise, the difference between the defender's Defense skill and the attacker's Attack skill, which translates into a Weapon skill for players, and level * 5 for monsters. Each point of Defense a player has over the attacker's Attack skill adds 0.04% Dodge; on the other hand, each point of Defense a player has below the attacker's Attack skill cuts 0.04% Dodge. |
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− | |||
− | === Example === |
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− | {| class="darktable" align="right" style="text-align: center;" |
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− | |+ Level 60 Values for AGI:Dodge |
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− | |- |
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− | ! Class !! Base dodge !! AGI:Dodge ratio |
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− | |- |
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− | | Druid || 0.9% || 20 |
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− | | Hunter || 0.0% || 26.5 |
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− | |- |
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− | | Mage || 3.2% || 19.444 |
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− | |-class="alt" |
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− | |- |
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− | | Priest || 3.0% || 20 |
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− | |-class="alt" |
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− | | Rogue || 0.0% || 14.5 |
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− | |- |
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− | | Shaman || 1.7% || 19.697 |
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− | |-class="alt" |
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− | | Warlock || 2.0% || 20 |
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− | |- |
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− | |} |
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− | |||
− | For example, a level 60 night elf warrior with a Dodge Rating of 48, 350 Defense skill, and 150 Agility fighting a level 61 mob would have: |
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− | *Base dodge = 0% |
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− | *Agility contribution = (150 / 20) = 7.5% |
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− | *Dodge Rating contribution = 4% |
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− | *Talent contribution = 0% |
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− | *Racial contribution = 1% |
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− | *Defense contribution = (350 - (61 * 5)) * 0.04 = 1.8% (A mob's weapon skill is assumed to be its level * 5) |
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− | *'''Total Dodge% = 0% + 7.5% + 4% + 0% + 1% + 1.8% = 14.3%''' |
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== Abilities == |
== Abilities == |
Revision as of 18:21, 7 June 2009
Dodge | |
---|---|
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Properties | |
Class | All |
School | Physical |
Cooldown | None |
Dodge is a form of melee mitigation where the entire melee swing is avoided. Dodge is a passive ability possessed by all players for all classes and races. However this stat is the most important to players fulfilling a tanking role. Only close range melee attacks can be dodged; a ranged attack or a spell cannot be dodged. Players can only dodge attacks if they are facing their opponent, however a mob can dodge attacks that are from behind. Incapacitated targets (stunned for example) cannot dodge.
There are several ways that dodge is modified. You can increase you chance to dodge by increasing your dodge rating, defense, or agility which will all increase your effective chance to dodge or dodge percent(%). You can decrease your chance to be dodged with expertise. Expertise is only modified from expertise rating. Your chance to dodge a hit as well as have your hits be dodged is affected by the level of your opponent. Different classes and talent specializations will also vary the amount of dodge a player has.
Formulas
Template:Construction
Class | Lv80 Rd | Base Dodge% |
---|---|---|
Warrior | 73.529412 | 3.463600 |
Paladin | 52.083333 | 3.268500 |
Hunter | 75.187970 | -5.450000 |
Rogue | 41.493776 | -0.590000 |
Priest | 52.083333 | 3.183000 |
Deathknight | 73.529412 | 3.463600 |
Shaman | 52.083333 | 1.675000 |
Mage | 51.282051 | 3.457500 |
Warlock | 52.083333 | 2.035000 |
Druid | 41.666667 | 4.951000 |
The amount of dodge you have is affected by your class, level, talents, agility, dodge rating, defense rating, and defense skill.
Dodge generally goes into two pools that are added together: undiminished and diminished dodge. Your undiminished dodge includes your class's base dodge, dodge from any talents (such as [Anticipation]), and the dodge your receive from your base agility.
Template:Formula
During this section, a level 80 protection paladin with 400/400 defense skill will be used to demonstrate the formulas. Because the example is a paladin, b has the value of 3.2685, t is 5 from 5/5 Anticipation talents, Ab is 1.7664, and d was 14.3295. These sum to 24.36% which matches the dodge found on the character screen. Additional discussion about dodge from agility and diminishing returns will be explained below.
Abilities
There are many class abilities that modify dodge or are related to dodging. Abilities that are learned through talents are listed in the talents section above.
Ability | Class | Tree | Ranks | Description |
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[Army of the Dead] | Death Kight | Unholy | 1 | Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to his Dodge plus Parry chance. |
[Aspect of the Dragonhawk] | Hunter | Beast Mastery | 2 | The hunter takes on the aspects of a dragonhawk, increasing ranged attack power by 300 and chance to Dodge by 18%. Only one Aspect can be active at a time. |
[Aspect of the Monkey] | Hunter | Beast Mastery | 1 | The hunter takes on the aspects of a monkey, increasing chance to Dodge by 18%. Only one Aspect can be active at a time. |
[Evasion] | Rogue | Combat | 2 | Increases the rogue's Dodge chance by 50% and reduces the chance ranged attacks hit the rogue by 25%. Lasts 15 sec. |
[Overpower] | Warrior | Arms | 1 | Instantly overpower the enemy, causing weapon damage. Only useable after the target Dodges. The Overpower cannot be blocked, Dodged or parried. |
[Revenge] | Warrior | Protection | 9 | Instantly counterattack an enemy for (1454 + AP * 0.207) to (1776 + AP * 0.207) damage. Revenge is only usable after the warrior blocks, Dodges or parries an attack. |
[Rune Strike] | Death Knight | Frost | 1 | Strike the target for 150% weapon damage plus (150 * AP * 10 / 10000). Only usable after the Death Knight dodges or parries. Can't be Dodged, blocked, or parried. This attack causes a high amount of threat. |
Talents
These are the talents that modify dodge or are related to dodging.
Talent | Class | Tree | Ranks | Description |
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Anticipation | Deathknight | Unholy | 5 | Increases your Dodge chance by 5%. |
Anticipation | Warrior | Protection | 5 | Increases your Dodge chance by 5%. |
Anticipation | Paladin | Protection | 5 | Increases your Dodge chance by 5%. |
Anticipation | Shaman | Enhancement | 3 | Increases your chance to Dodge by an additional 3%, and reduces the duration of all [Disarm] effects used against you by 50%. This does not stack with other Disarm duration reducing effects. |
[Blessing of Sanctuary] | Paladin | Protection | 1 | Places a Blessing on the friendly target, reducing damage taken from all sources by 3% for 10 min. In addition, when the target blocks, parries, or Dodges a melee attack the target will gain 2% of maximum displayed mana. Players may only have one Blessing on them per Paladin at any one time. |
Catlike Reflexes | Hunter | Beast Mastery | 3 | Increases your chance to Dodge by 3% and your pet's chance to Dodge by an additional 9%. |
[Counterattack] | Hunter | Survival | 6 | A strike that becomes active after parrying an opponent's attack. This attack deals (AP * 0.2 + 342) damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, Dodged, or parried. |
[Feral Swiftness] | Druid | Feral | 2 | Increases your movement speed by 30% in Cat Form and increases your chance to Dodge while in [Cat Form], [Bear Form] and Dire Bear Form by 4%. |
[Frost Strike] | Deathknight | Frost | 6 | Instantly strike the enemy, causing 60% weapon damage plus 150 as Frost damage. Can't be Dodged, blocked, or parried. |
[Ghostly Strike] | Rogue | Subtlety | 1 | A strike that deals 125% weapon damage and increases your chance to Dodge by 15% for 7 sec. Awards 1 combo point. |
[Improved Aspect of the Monkey] | Hunter | Beast Mastery | 3 | Increases the Dodge bonus of your [Aspect of the Monkey] and [Aspect of the Dragonhawk] by 6%. |
[Improved Defensive Stance] | Hunter | Beast Mastery | 2 | While in [Defensive Stance] all spell damage is reduced by 6% and when you Block, Parry or Dodge an attack you have a 100% chance to become Enraged, increasing Physical damage caused by 10% for 12 sec. |
[Lightning Reflexes] | Rogue | Combat | 3 | Increases your Dodge chance by 6% and gives you 10% melee haste. |
[Natural Reaction] | Druid | Feral | 3 | Increases your Dodge while in [Bear Form] or [Dire Bear Form] by 6%, and you regenerate 3 rage every time you Dodge while in Bear Form or Dire Bear Form. |
[Surprise Attacks] | Rogue | Combat | 1 | Your finishing moves can no longer be Dodged, and the damage dealt by your [Sinister Strike], [Backstab], [Shiv], [Hemorrhage] and [Gouge] abilities is increased by 10%. |
[Turn the Tables] | Rogue | Assassination | 3 | Whenever anyone in your party or raid blocks, Dodges, or parries an attack your chance to critically hit with all combo moves is increased by 6% for 8 sec. |
[Unfair Advantage] | Rogue | Combat | 2 | Whenever you Dodge an attack you gain an Unfair Advantage, striking back for 100% of your main hand weapon's damage. This cannot occur more than once per second. |
[Weapon Mastery] | Warrior | Arms | 2 | Reduces the chance for your attacks to be Dodged by 2% and reduces the duration of all [Disarm] effects used against you by 50%. This does not stack with other Disarm duration reducing effects. |
Enchants
This is a listing of enchantments that provide dodge. For a complete list of all enchantments, see the enchantments by slot article.
Trinkets
This is a listing of high level trinkets that provide a large amount of dodge rating. A complete list of all dodge trinkets can be found here.
Item | iLevel | Level | Instance | Mode | Details | Dodge | Use |
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Heart of Iron | 226 | 80 | Ulduar | Heroic | Ignis the Furnace Master | - | Use: Increases Dodge rating by 432 for 20 sec. (2 Min Cooldown) |
[The General's Heart] | 226 | 80 | Ulduar | Heroic | General Vezax | 107 | |
[Furnace Stone] | 219 | 80 | Ulduar | Normal | Ignis the Furnace Master | 105 | |
[Defender's Code] | 213 | 80 | Naxxramas | Heroic | Zone | - | Use: Increases Dodge by 455 for 20 sec. (2 Min Cooldown) |
[Valor Medal of the First War] | 200 | 80 | Naxxramas | Normal | 40 | 84 | Use: Increases Dodge rating by 335 for 20 sec. (2 Min Cooldown) |
[Figurine - Monarch Crab] | 200 | 75 | - | - | Jewelcrafting (400) | - | Use: Increases Dodge rating by 300 for 10 sec. (1 Min Cooldown) |
Indestructible Alchemist's Stone | 200 | 75 | - | - | Alchemy (400) | 50 | |
[Shadowmoon Insignia] | 141 | 70 | Black Temple | - | Gurtogg Bloodboil | 32 | |
[Figurine - Empyrean Tortoise] | 125 | 70 | - | - | Jewelcrafting (375) | - | Use: Increases Dodge rating by 165 for 20 sec. (2 Min Cooldown) |
[Commendation of Kael'thas] | 115 | 70 | Magister's Terrace | Heroic | Priestess Delrissa | - | Equip: Melee attacks which reduce you below 35% health cause you to gain 152 Dodge rating for 10 sec. Cannot occur more than once every 30 sec. |
[Moroes' Lucky Pocket Watch] | 115 | 70 | Karazhan | - | Moroes | 38 | Use: Increases Dodge rating by 300 for 10 sec. (2 Min Cooldown) |
[Figurine - Dawnstone Crab] | 115 | 70 | - | - | Jewelcrafting (370) | - | Use: Increases Dodge rating by 125 for 20 sec. (2 Min Cooldown) |
[Charm of Alacrity] | 93 | 1 | - | - | [58] Voidwalkers Gone Wild | - | Use: Increases Dodge rating by 192 for 10 sec. (1 Min Cooldown) |
[Vigilance Charm] | 62 | 57 | Dire Maul | - | Immol'thar | 24 |
Historical
These values were correct as of patch 1.12, but have not been tested since. They are, however, presumably still valid for level 60 characters.
See also
- Combat
- Combat rating system
- miss, evade, parry, block, absorb, and immune: Other ways to avoid damage.
External links
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