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)]]'' | ||
| Line 11: | Line 11: | ||
10 + size_factor | 10 + size_factor | ||
| − | "Size factor" is determined by the [[size]] of your [[species]]. | + | "Size factor" is determined by the [[size]] of your [[species]], which is 0 at medium size + 2 per smaller size category.<ref>{{source ref|0.31.0|player.cc|1999}}<br>Sizes are listed in ascending order of size in {{source ref|0.31.0|size-type.h|4}}</ref> |
{|class="prettytable" | {|class="prettytable" | ||
| Line 22: | Line 22: | ||
| Medium || All other species || 0 | | Medium || All other species || 0 | ||
|- | |- | ||
| − | | Large<br>Large (normal torso) || [[Troll]], [[ | + | | Large<br>Large (normal torso) || [[Troll]], [[Oni]]<br>[[Armataur]], [[Naga]] || -2 |
|} | |} | ||
| Line 29: | Line 29: | ||
! Size !! Form !! Size factor | ! Size !! Form !! Size factor | ||
|- | |- | ||
| − | | Tiny || [[ | + | | Tiny || [[Bat Form]], [[Wisp Form]], [[Fungus Form]] || +6 |
|- | |- | ||
| Small || [[Pig Form]] || +2 | | Small || [[Pig Form]] || +2 | ||
| Line 35: | Line 35: | ||
| Large || [[Serpent Form]] || -2 | | Large || [[Serpent Form]] || -2 | ||
|- | |- | ||
| − | | Giant || [[Dragon Form]] || - | + | | Giant || [[Dragon Form]] || -4 |
|- | |- | ||
|} | |} | ||
| − | + | === Disabled === | |
| + | If you are paralysed, petrified, or in [[tree form]], your EV is reduced to: | ||
| − | 2 + size_factor/2 | + | 2 + size_factor/2 (min. 1 EV) |
| − | + | No other factors apply, unless your regular EV would be lower than this amount (where the lower number is used). | |
=== Dodging === | === Dodging === | ||
| Line 67: | Line 68: | ||
===Modifiers=== | ===Modifiers=== | ||
| − | Various effects can modify EV. These are added directly to your EV total after the above calculations | + | Various effects can modify EV. These are added directly to your EV total after the above calculations, and are calculated in the following order: |
| − | + | ||
| − | *[[ | + | "Permanent" sources: |
| − | + | *[[Ring of evasion|Rings of evasion]] provide their exact bonus or penalty (usually +5) to your EV. This includes [[randart]]s with a ring of evasion as their base type. | |
| − | *Some [[list of unrands|unrand]]s provide a bonus or penalty to your EV | + | *Some [[list of unrands|unrand]]s provide a bonus or penalty to your EV. |
| − | + | *[[Repulsion Field]] and [[Gelatinous Body]] grant bonuses based on their level. | |
| − | * | + | *[[Ru]] worshippers who sacrifice health to reduce EV are penalized by -5 per sacrifice. |
| − | *[[Ru]] worshippers who sacrifice health to reduce EV are | + | *At level 7, [[Tengu]] get a +4 bonus to EV. |
| − | * | + | |
| − | * | + | Multipliers:<ref>{{source ref|0.33.0|player.cc|1924}}</ref> |
| − | * | + | *[[Statue Form]]: -20% EV |
| − | * | + | *[[Web|Entangled]] or [[petrify]]ing: -50% EV (does not stack with itself) |
| + | *[[Merfolk]] in/over a water tile: +25% EV (minimum +2) | ||
| + | |||
| + | Status effects: | ||
| + | *[[Vertigo]]: -5 EV | ||
| + | *[[Constriction]] (including from [[Grasping Roots]]): -10 EV | ||
| + | *[[Agility]]: +5 EV | ||
| + | *[[Repulsion]]: +15 EV against projectiles | ||
| + | *[[Acrobat]] property: +15 EV if last action was moving or waiting | ||
===Final situational modifiers=== | ===Final situational modifiers=== | ||
Against melee attacks: | Against melee attacks: | ||
| − | |||
*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 going down [[stairs]] while being attacked, you suffer a -5 EV penalty. | *If you are going down [[stairs]] while being attacked, you suffer a -5 EV penalty. | ||
| Line 100: | Line 108: | ||
==History== | ==History== | ||
| − | + | *Prior to [[0.32]], multipliers to player EV were applied after temporary modifiers. In addition, effects like paralysis and clumsy could raise EV if the "disabled" EV was higher than current EV. | |
*Prior to [[0.27]], a stepdown was applied for EV values >30; <code>adj_EV = 10 + 20 * log(1 + (EV-10)/20log2)</code>. [[Dexterity]] also had a stepdown when calculating the dodging bonus. | *Prior to [[0.27]], a stepdown was applied for EV values >30; <code>adj_EV = 10 + 20 * log(1 + (EV-10)/20log2)</code>. [[Dexterity]] also had a stepdown when calculating the dodging bonus. | ||
*Prior to [[0.25]], a [[potion of agility]] was an easy way to increase EV. | *Prior to [[0.25]], a [[potion of agility]] was an easy way to increase EV. | ||
Latest revision as of 19:01, 12 September 2025
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.
Contents
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 determined by the size of your species, which is 0 at medium size + 2 per smaller size category.[1]
| Size | Species | Size factor |
|---|---|---|
| Little | Spriggan, Felid | +4 |
| Small | Kobold | +2 |
| Medium | All other species | 0 |
| Large Large (normal torso) |
Troll, Oni Armataur, Naga |
-2 |
Some transformations override the racial size factor:
| Size | Form | Size factor |
|---|---|---|
| Tiny | Bat Form, Wisp Form, Fungus Form | +6 |
| Small | Pig Form | +2 |
| Large | Serpent Form | -2 |
| Giant | Dragon Form | -4 |
Disabled
If you are paralysed, petrified, or in tree form, your EV is reduced to:
2 + size_factor/2 (min. 1 EV)
No other factors apply, unless your regular EV would be lower than this amount (where the lower number is used).
Dodging
The Dodging skill provides a bonus to your EV as follows:
dodge_bonus = (8 + Dodging × Dex × 0.8) / (20 - size)
armor_penalty = unadjusted_armor_encumberance - 3
if armor_penalty < 0:
modifier = 1
if armor_penalty > 0:
if armor_penalty >= Str:
modifier = Str / (armor_penalty * 2)
if armor_penalty < Str:
modifier = 1 - armor_penalty / (Str * 2)
final_dodge_bonus = dodge_bonus * modifier
Armour and shield EV penalties
After adding base EV and Dodging's bonus together, the direct EV penalties from armour and shields are then subtracted. Each armour type listed below has an "encumbrance rating", which is converted to an EV penalty (where each type has a different formula).
- Barding: -2 EV
- Body armour:
-1/225 * encumbrance^2 * (90 - 2 × armour_skill) / (str + 3) - Shield:
-2/5 * encumbrance^2 / (str + 5) * ((27 - shield_skill) / 27)
Modifiers
Various effects can modify EV. These are added directly to your EV total after the above calculations, and are calculated in the following order:
"Permanent" sources:
- Rings of evasion provide their exact bonus or penalty (usually +5) to your EV. This includes randarts with a ring of evasion as their base type.
- Some unrands provide a bonus or penalty to your EV.
- Repulsion Field and Gelatinous Body grant bonuses based on their level.
- Ru worshippers who sacrifice health to reduce EV are penalized by -5 per sacrifice.
- At level 7, Tengu get a +4 bonus to EV.
Multipliers:[2]
- Statue Form: -20% EV
- Entangled or petrifying: -50% EV (does not stack with itself)
- Merfolk in/over a water tile: +25% EV (minimum +2)
Status effects:
- Vertigo: -5 EV
- Constriction (including from Grasping Roots): -10 EV
- Agility: +5 EV
- Repulsion: +15 EV against projectiles
- Acrobat property: +15 EV if last action was moving or waiting
Final situational modifiers
Against melee attacks:
- 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.
History
- Prior to 0.32, multipliers to player EV were applied after temporary modifiers. In addition, effects like paralysis and clumsy could raise EV if the "disabled" EV was higher than current EV.
- Prior to 0.27, a stepdown was applied for EV values >30;
adj_EV = 10 + 20 * log(1 + (EV-10)/20log2). Dexterity also had a stepdown when calculating the dodging bonus. - Prior to 0.25, a potion of agility was an easy way to increase EV.
- Prior to 0.19, certain ranged weapons could be branded with Evasion, granting a +5 EV bonus.
- Prior to 0.17, the evasion bonus for flying Tengu and swimming Merfolk was capped at +9 EV.
References
- ↑ player.cc:1999 (0.31.0)
Sizes are listed in ascending order of size in size-type.h:4 (0.31.0) - ↑ player.cc:1924 (0.33.0)