Difference between revisions of "Dodge (Skill Modifier)"
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= Skill Mod Details = | = 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% | ||
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+ | |||
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+ | If a fencer should initiate center of being, then they would in effect have a combined total of 46% chance to dodge an attack. | ||
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+ | '''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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+ | ==Fly Text== | ||
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+ | {| align="center" | ||
+ | |- | ||
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+ | {| class="wikitable" | ||
+ | |- align="center" style="background-color:#ffffcc;" | ||
+ | |width="100px"|'''ID'''||'''Path'''||'''Filename'''||'''Trigger'''||'''Message'''||'''Examples''' | ||
+ | |||
+ | |- | ||
+ | ||dodge | ||
+ | ||/string/en/ | ||
+ | ||combat_effects.stf | ||
+ | || | ||
+ | ||+Dodge+ | ||
+ | || | ||
+ | |- | ||
+ | |||
+ | |||
+ | || | ||
+ | ||/string/en/ | ||
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+ | |- | ||
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+ | |} | ||
+ | |} | ||
== Formulas == | == Formulas == | ||
== Sources == | == Sources == | ||
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+ | |||
+ | {| align="center" | ||
+ | |- | ||
+ | || | ||
+ | {| class="wikitable" | ||
+ | |- align="center" style="background-color:#ffffcc;" | ||
+ | |width="150px"|'''Source'''||width="450px"|'''Source in Context''' | ||
+ | |- align="center" | ||
+ | ||[[CenterofBeing_Source1|Source1]]||[[http://swgforums.swganh.org/viewtopic.php?search_id=613478902&t=497253&sid=955e9834878e36de3262f751ca5a9292 Source1]] | ||
+ | |- align="center" | ||
+ | ||[[CenterofBeing_Source2|Source2]]||[[http://soe.lithium.com/swg/board/message?board.id=carabineer&message.id=41136&query.id=80817#M41136 Source2]] | ||
+ | |- align="center" | ||
+ | ||[[CenterofBeing_Source3|Source3]]||[[http://swgforums.swganh.org/viewtopic.php?search_id=1071122644&t=145694&sid=955e9834878e36de3262f751ca5a9292 Source3]] | ||
+ | |- align="center" | ||
+ | ||[[CenterofBeing_Source4|Source4]]||[[CenterofBeingContext_Source4|Source4]] | ||
+ | |- align="center" | ||
+ | ||[[CenterofBeing_Source5|Source5]]||[[somelink2 Source5]] | ||
+ | |- align="center" | ||
+ | ||[[CenterofBeing_Source6|Source6]]||[[http://soe.lithium.com/board/message?board.id=rifleman&message.id=60841 Source6]] | ||
+ | |||
+ | |- | ||
+ | |} | ||
+ | |} | ||
+ | |||
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+ | |||
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+ | |||
+ | ==Source References 2 == | ||
+ | |||
+ | {{SourceReferences | ||
+ | | SourcePage01 = Dodge 1 | ||
+ | | OriginalPageLink01 = http://soe.lithium.com/swg/board/message?board.id=pistoleer&message.id=26354&query.id=116861#M26354 | ||
+ | | SourcePage02 = | ||
+ | | OriginalPageLink02 = | ||
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+ | }} |
Latest revision as of 19:24, 9 March 2009
Skill Modifier - Dodge
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DescriptionThis mod increases your chance to dodge incoming attacks. |
Related Tags
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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.
Fly Text
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Formulas
Sources
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Source References 2
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