Evasion
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.
Size | Species | Size factor |
---|---|---|
Small | Kobold | +2 |
Tiny | Spriggan, Felid | +4 |
Medium | All other species | 0 |
Large Large (normal torso) |
Troll, Ogre Armataur, Naga |
-2 |
Some transformations override the racial size factor:
Size | Form | Size factor |
---|---|---|
Tiny | Spider Form, Bat Form Wisp Form, Fungus Form |
+4 |
Small | Pig Form | +2 |
Large | Ice Form | -2 |
Giant | 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) 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 EV penalties from armour and shields are then subtracted.
The armour penalty is equal to your AEVP. Only body armour and bardings 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))
Modifiers
Various effects can modify EV. These are added directly to your EV total after the above calculations.
- If you have the vertigo effect, a -5 modifier to your EV is applied.
- Rings of evasion provide their exact bonus or penalty (usually +5) to your EV.
- An amulet of the acrobat provides +15 EV if your turn was used moving or waiting.
- Some unrands provide a bonus or penalty to your EV, as well as randart rings with a ring of evasion as their base type.
- Gelatinous body mutation: +1 at level 2, +2 at level 3.
- The Repulsion Field mutation grants an EV bonus, even when you are paralysed.
- Ru worshippers who sacrifice health to reduce EV are penalised by -5 per sacrifice.
- Being entangled or petrifying halves your evasion.
- Being affected by Jorgrun's or a shambling mangrove's grasping roots multiplies evasion by 2/3.
Other racial modifiers
After all of the above factors have been considered[1]:
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.
History
- Prior to 0.27, a stepdown,
EV = (EV<30? EV : 10 + 20*log(1 + (EV-10)/20)/log(2))
, was applied to EV values above 30. - Prior to 0.25, a potion of agility was an easy way to subtly 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:2006 (0.28.0)