Difference between revisions of "Dodge (Skill Modifier)"
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== Formulas == | == Formulas == |
Revision as of 04:13, 23 February 2009
Skill Modifier - Dodge
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DescriptionThis mod increases your chance to dodge incoming attacks. |
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Skill Mod Details
Dodge is one of the secondary defense abilities. When a target's dodge activates, the opponent's attack is entirely negated. Like all other secondary defensive effects, this skill can only be activated if a valid profession linked weapon is equipped. I.e for a dodge modifier to go off, a player must equip a one hand melee weapon or a pistol.
Chance to apply Status effects will still come through from an attack however as they are on a seperate check.
Each point in a profession's secondary defense modifier (counter attack, defense acuity, dodge, block) seems to be equivilant to increasing the percentage chance to initiate that defense by 0.21 per skill point.
Example: Master fencer = 105 dodge
105 dodge = 22% chance to dodge
Likewise for center of being efficacy modifiers:
One-handed Melee Center Of Being Efficacy: 115 = 24%
If a fencer should initiate center of being, then they would in effect have a combined total of 46% chance to dodge an attack.
Potential bug NOTE:
During Pre-Cu the teras kasi defense acuity seemed to have an adverse affect applied to its secondary defenses. It's COB state only gave roughly 22% chance of a secondary state to go off. This seems to indicate that only its efficacy mods were taken into consideration by soe for whatever reasons. This is possibly a bug and might should be remedied so that TK's share the same defensive chances as the other professions.
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Formulas
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