Difference between revisions of "Evasion"

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''This page is about the character trait. For the brand, see the article [[Evasion (brand)]]''
 
''This page is about the character trait. For the brand, see the article [[Evasion (brand)]]''
  
'''Evasion''' (often abbreviated to '''EV''') is a number that measures the ability of a character or of a [[monster]] to avoid melee attacks, ranged attacks, and magical beam attacks. When an attack is resolved, a target's current EV is rolled and compared to the attack's [[to-hit]] roll, factoring in any relevant situational modifiers. Only if the to-hit roll matches or beats the EV roll does the attack succeed.
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'''Evasion''' (often abbreviated to '''EV''') is a number that measures the ability of a character or of a [[monster]] to avoid melee, ranged, and magical beam attacks. When an attack is resolved, a target's current EV is rolled and compared to the attack's [[to-hit]] roll, factoring in any relevant situational modifiers. Only if the to-hit roll matches or beats the EV roll does the attack succeed.
  
 
== Player EV ==
 
== Player EV ==
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| [[Ice Form]] || -2
 
| [[Ice Form]] || -2
 
|-
 
|-
| [[Dragon Form]], [[Tree Form]] || -8
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| [[Hydra Form]] || -4
 +
|-
 +
| [[Dragon Form]] || -6
 
|-
 
|-
 
|}
 
|}
  
However, if you are paralysed or your [[dexterity]] is below 1, your EV is reduced to:
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However, if you are paralysed, petrified, in [[tree form]], or your [[dexterity]] is below 1, your EV is reduced to:
  
   2 + size_factor/2 + [[Phase Shift]] bonus + ([[repulsion field]] bonus)
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   2 + size_factor/2 + ([[repulsion field]] bonus)
  
 
In this case, minimum EV is 1. No other factors apply.
 
In this case, minimum EV is 1. No other factors apply.
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==Stepdown==
 
==Stepdown==
Before adding any magical bonus, a stepdown function is applied to your evasion. This function reduces your evasion a bit if it is more than 30.
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Finally, if you have the [[vertigo]] effect, a -5 modifier to your EV is applied.
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Before adding other modifiers, a stepdown function is applied to your evasion. This function reduces your evasion a bit if it is more than 30.
 
  EV = (EV<30? EV : 10 + 20*log(1 + (EV-10)/20)/log(2))
 
  EV = (EV<30? EV : 10 + 20*log(1 + (EV-10)/20)/log(2))
 
[[Image:evasion_stepdown.png]]
 
[[Image:evasion_stepdown.png]]
  
=== Magic ===
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===Post-stepdown modifiers===
  
Various magical effects can grant bonuses to EV. These are added directly to your EV total after the above calculations.
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Various effects can modify EV after the stepdown is applied. These are added directly to your EV total after the above calculations.
  
 
* [[Potion of agility]]: +5 EV.
 
* [[Potion of agility]]: +5 EV.
 
* Weapons with the [[evasion_(brand)|evasion]] ego: +5 EV.
 
* Weapons with the [[evasion_(brand)|evasion]] ego: +5 EV.
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* [[ring of evasion|Rings of evasion]] provide their exact bonus or penalty to your EV.
 +
* Some [[list of unrands|unrand]]s provide a bonus or penalty to your EV, as well as randart rings with a ring of EV as the base type.
 
* [[Demonspawn_mutations#Icy_Blue_Scales|Icy blue scales]] or [[Demonspawn_mutations#Molten Scales|molten scales]] mutations: -1 EV.
 
* [[Demonspawn_mutations#Icy_Blue_Scales|Icy blue scales]] or [[Demonspawn_mutations#Molten Scales|molten scales]] mutations: -1 EV.
 
* [[Jiyva_mutations#Gelatinous_Body|Gelatinous body]] mutation: +1 at level 2, +2 at level 3.
 
* [[Jiyva_mutations#Gelatinous_Body|Gelatinous body]] mutation: +1 at level 2, +2 at level 3.
* [[ring of evasion|Rings of evasion]] provide their exact bonus or penalty to your EV.
 
* [[List of unrands|Some unrand]]s provide a bonus or penalty to your EV (as well as randart rings with a ring of EV as the base type).
 
* The [[Statue Form]] spell has a -10 EV penalty.
 
* The [[Phase Shift]] spell grants a +8 EV bonus while active.
 
 
* The [[Repulsion Field]] [[mutation]] grants an EV bonus even when you are paralysed.
 
* The [[Repulsion Field]] [[mutation]] grants an EV bonus even when you are paralysed.
* Being [[web|entangled]] or [[petrify|petrifying]] halves your evasion.
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* [[Ru]] worshippers who sacrifice health to reduce EV are penalised by -3, -6, or -9 depending on degree.
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* Being [[web|entangled]] or [[petrify]]ing halves your evasion.
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* Being affected by a [[shambling mangrove]]'s grasping roots multiplies evasion by 2/3.
  
 
=== Other racial modifiers ===
 
=== Other racial modifiers ===
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* If are being [[constricted]], you suffer a -3 EV penalty.
 
* If are being [[constricted]], you suffer a -3 EV penalty.
 
* If you cannot see your attacker (i.e. they are [[invisible]] and you cannot [[see invisible]]), you suffer a -10 EV penalty against that attacker.
 
* If you cannot see your attacker (i.e. they are [[invisible]] and you cannot [[see invisible]]), you suffer a -10 EV penalty against that attacker.
* If you are "delayed" (i.e. you are busy carrying out a multi-turn action), you suffer a -5 EV penalty.
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* If you are going down [[stairs]] while being attacked, you suffer a -5 EV penalty.
  
 
== Monster EV ==
 
== Monster EV ==
  
A monster's EV is a fixed number dependent on monster type. Note that some monsters may wear equipment that increases or reduces their EV.
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A monster's base EV is a fixed number dependent on monster type. This base can be modified by armour, jewellery, and various status effects.
  
 
== To-hit versus EV ==
 
== To-hit versus EV ==
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* If the to-hit roll is greater than or equal to the EV roll, the attack hits. Otherwise, it misses.
 
* If the to-hit roll is greater than or equal to the EV roll, the attack hits. Otherwise, it misses.
  
[[Category:Stats]] [[Category:Game mechanics]]
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[[Category:Stats]]
[[Category:Crystal Ball Articles]] <!-- grasping roots -->
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[[Category:Game mechanics]]

Revision as of 02:49, 6 July 2016

Version 0.18: This article may not be up to date for the latest stable release of Crawl.

This page is about the character trait. For the brand, see the article Evasion (brand)

Evasion (often abbreviated to EV) is a number that measures the ability of a character or of a monster to avoid melee, ranged, and magical beam attacks. When an attack is resolved, a target's current EV is rolled and compared to the attack's to-hit roll, factoring in any relevant situational modifiers. Only if the to-hit roll matches or beats the EV roll does the attack succeed.

Player EV

The calculation to determine a character's total EV is complex and factors in many different skills and attributes.

Base EV

The player's base EV is calculated as follows:

 10 + size_factor

"Size factor" is the number of steps away from "medium" (i.e. Human) size. Larger species (Trolls, Ogres, Centaurs, Nagas) have a negative size factor while smaller species (Kobolds, Halflings, Spriggans) have a positive size factor.

Species Size factor
Troll, Ogre, Centaur, Naga -2
Kobold, Halfling +2
Spriggan, Felid +4
Otherwise 0

Some transformations override the racial size factor:

Form Size factor
Spider Form, Bat Form, Porcupine Form, Wisp Form, Fungus Form +4
Pig Form +2
Ice Form -2
Hydra Form -4
Dragon Form -6

However, if you are paralysed, petrified, in tree form, or your dexterity is below 1, your EV is reduced to:

 2 + size_factor/2 + (repulsion field bonus)

In this case, minimum EV is 1. No other factors apply.

Dodging

The Dodging skill provides a bonus to your EV as follows:

dodge_bonus = (7 + Dodging × ev_Dex) / (20 - size)
ABAEVP= body_armour_encumbrance_rating - body_armour_encumbrance_rating*size_factor/8
dodge_penalty = max(0, (10*ABAEVP - 30)/str)
final_dodge_bonus = max(0, dodge_bonus - dodge_penalty)

Notes:

  • "ABAEVP" stands for Adjusted Body Armour EVasion Penalty.
  • Dexterity is passed through a stepdown function, that compresses any value above 24.

Armour and shield EV penalties

After adding base EV and Dodging's bonus together, the EV penalties from armour and shields are then subtracted.

The armour penalty is equal to your AEVP. Only body armour and bardings (both for Nagas and Centaurs) have any penalties. "AEVP" (which stands for Adjusted EVasion Penalty for armour) is a complex value based on your Strength, your Armour skill, and the Evasion penalties of the armour pieces you wear.

AEVP = barding_encumbrance_rating/3 + 2 × body_armour_encumbrance_rating^2 × (45 - armour_skill) / (5 × (STR + 3) × 45)

For shields, a value called "ASP" (which stands for Adjusted Shields Penalty) is calculated based on the cumbersomeness of your shield (less for bucklers, more for large shields), your Shields skill, and your species's size.

ASP = max(0, base_penalty  - shield_skill/(5 + size_factor))

Stepdown

Finally, if you have the vertigo effect, a -5 modifier to your EV is applied.

Before adding other modifiers, a stepdown function is applied to your evasion. This function reduces your evasion a bit if it is more than 30.

EV = (EV<30? EV : 10 + 20*log(1 + (EV-10)/20)/log(2))

Evasion stepdown.png

Post-stepdown modifiers

Various effects can modify EV after the stepdown is applied. These are added directly to your EV total after the above calculations.

Other racial modifiers

After all of the above factors have been considered:

  • Swimming Merfolk get a 25% bonus to EV (minimum +2, maximum +9)
  • Flying Tengu get a 20% bonus to EV (minimum +1, maximum +9)

Final situational modifiers

Against melee attacks:

  • If are being constricted, you suffer a -3 EV penalty.
  • If you cannot see your attacker (i.e. they are invisible and you cannot see invisible), you suffer a -10 EV penalty against that attacker.
  • If you are going down stairs while being attacked, you suffer a -5 EV penalty.

Monster EV

A monster's base EV is a fixed number dependent on monster type. This base can be modified by armour, jewellery, and various status effects.

To-hit versus EV

If an attack's to-hit number is 1500 (the magic number AUTOMATIC_HIT) or greater (e.g. Magic Dart), it automatically hits.

Otherwise, the following procedure is used.

  • 2.5% of the time, the attack misses regardless of the attack's to-hit or the defender's EV.
  • 2.5% of the time, the attack hits regardless of the attack's to-hit or the defender's EV.
  • A uniformly distributed random number between zero and the to-hit number (inclusive) is generated.
  • Two uniformly distributed random numbers between zero and ((2 * (target EV)) - 1) inclusive are averaged together.
  • If the to-hit roll is greater than or equal to the EV roll, the attack hits. Otherwise, it misses.