Difference between revisions of "Dodging"
(Updated the second part of the dodging formula to use the .25 formula. If someone wants to improve the wording after the formula section, please do.) |
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final_dodge_bonus = dodge_bonus * modifier | final_dodge_bonus = dodge_bonus * modifier | ||
− | This means that if your strength is less than the encumbrance value of the armor you're using, you will be facing pretty steep | + | This means that if your strength is less than the encumbrance value of the armor you're using, you will be facing pretty steep dodging penalties... but you'll always be able to gain SOME benefit from increasing your Dodging skill, because the penalties are a percent of the total. And, once Str > Encumbrance - 3, doubling your strength will reduce those penalties by half. |
If you are [[paralyse]]d, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation. | If you are [[paralyse]]d, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation. |
Revision as of 23:50, 20 October 2020
The Dodging skill will affect your chance of dodging an attack, be it melee, ranged or magical. Certain types of attack cannot be dodged, however, such as enchantments (which must be resisted) and explosions. |
The Dodging skill determines how well your character can avoid blows, beams and missiles fired by monsters and traps.
Number crunching
In addition to base EV (10 + Size), Dodging skill provides an EV bonus calculated as follows:
(7 + Dodging × ev_Dex) / (20 - size)
- Size is a factor of your species's body size, which varies from 4 (tiny, such as a Spriggan); to -8 (huge, such as being in Dragon Form). See Evasion for more details.
- ev_Dex is a stepped down value of your Dex. If Dex is greater than 24, it is reduced according to this formula: ev_Dex = 14 + 10 * log2(1 + (dex - 14)/10). (Condensed: ev_Dex = Dex < 24 ? Dex : 14 + 10 * log2(1 + (dex - 14)/10) )
The Dodging bonus is penalized by wearing heavy armour. The penalty from armour is:
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
This means that if your strength is less than the encumbrance value of the armor you're using, you will be facing pretty steep dodging penalties... but you'll always be able to gain SOME benefit from increasing your Dodging skill, because the penalties are a percent of the total. And, once Str > Encumbrance - 3, doubling your strength will reduce those penalties by half.
If you are paralysed, your Dodging skill is completely ineffective. The only thing that contributes to EV in this case is repulsion field mutation.
Tricks and tips
Adventurers should train first and foremost in order to deliver damage. Since Dodging does not help you in killing your opponents faster and offers slight returns at first, it is perfectly reasonable to turn Dodging off at the start, then turn it back on later on when you feel skilled enough at killing stuff.
Aptitudes
At | Ba | Co | DE | Dg | Ds | Dj | Dr | Fe | Fo | Gr | Gh | Gn | Hu | Ko | Mf | Mi | MD | Mu | Na | Op | On | Sp | Te | Tr | Vp | VS |
-3 | 1 | -1 | 2 | -1 | -1 | 1 | -1 | 3 | -1 | -2 | -1 | 8 | 0 | 2 | 3 | 1 | -3 | -2 | -2 | 0 | -1 | 3 | 1 | -2 | 1 | -2 |
See also
History
Prior to 0.6, characters could only train Dodging when wearing light armour and would train Armour only when wearing heavy armour.
Skills | |
---|---|
Weapons | Short Blades • Long Blades • Ranged Weapons
Axes • Maces & Flails • Polearms • Staves • Unarmed Combat • Throwing |
Physical | Fighting • Armour • Dodging • Stealth • Shields |
Magical | Spellcasting • Invocations • Evocations • Shapeshifting |
Spell Schools | Air • Alchemy • Conjurations • Earth • Fire • Hexes • Ice • Necromancy • Summoning • Translocations |