Dodge
Posted: Sat Aug 27, 2016 5:55 am
The simple fact here is that if you have the same AGI and LVL (sometimes class, if you are barbarian/ninja) then you have 50% dodge.
You can see this in action here: https://docs.google.com/spreadsheets/d/ ... sp=sharing ...Feel free to modify the values for testing. Monks have about +2 agi extra, and barbarians have -2 agi extra.
I would say the average per point is between 3%-3.5% more dodge from the base value of 50%. AKA if you have 2 more AGI points your dodge rate is around 56%-57% total. However, I'm starting to think that a base of 50% is too high. It means that you'll almost always take at least half damage of what that said player can do. In ROK your armor really effected your dodge rate, which is bad alone, but that's what it was. This game needs to keep both armor and agi separate for balance reasons.
This means that someone with 18 agi vs 23 agi, the dodge rate is going to be around 16% more on average, for a total of about 66%. Being a ninja will put it around 70% dodge rate.
I think the base needs to start lower, and then scale to that. I am not sure how the formula should be for this yet, and how much it should actually be. If two people with the same AGI/Class/Race clash, then what should the starter value be? What should the per point higher then their AGI give you?
To start it rolling, I'm going to say the starting AGI could be around 35%, with 2.5% increments. So:
18 agi vs 18 agi = 35% dodge rate.
18 agi vs 23 agi = 47.5% dodge rate.
18 agi vs ninja 23 agi = 52.5% dodge rate.
I don't really know if this works or not, and how it should be. I think alot of people complain that they don't feel like they are dodging, but it's probably becuase in ROK days, if you had like 105 AC, you generally dodged 80-85% of the time... Talking about precrash. Postcrash agi was worthless.
If we change this, we do need to lower AGI on monsters too so monsters dodge around the same. I think attack AGI can stay the same though, they'll hit a bit less but I think overall that would be okay too.
You can see this in action here: https://docs.google.com/spreadsheets/d/ ... sp=sharing ...Feel free to modify the values for testing. Monks have about +2 agi extra, and barbarians have -2 agi extra.
I would say the average per point is between 3%-3.5% more dodge from the base value of 50%. AKA if you have 2 more AGI points your dodge rate is around 56%-57% total. However, I'm starting to think that a base of 50% is too high. It means that you'll almost always take at least half damage of what that said player can do. In ROK your armor really effected your dodge rate, which is bad alone, but that's what it was. This game needs to keep both armor and agi separate for balance reasons.
This means that someone with 18 agi vs 23 agi, the dodge rate is going to be around 16% more on average, for a total of about 66%. Being a ninja will put it around 70% dodge rate.
I think the base needs to start lower, and then scale to that. I am not sure how the formula should be for this yet, and how much it should actually be. If two people with the same AGI/Class/Race clash, then what should the starter value be? What should the per point higher then their AGI give you?
To start it rolling, I'm going to say the starting AGI could be around 35%, with 2.5% increments. So:
18 agi vs 18 agi = 35% dodge rate.
18 agi vs 23 agi = 47.5% dodge rate.
18 agi vs ninja 23 agi = 52.5% dodge rate.
I don't really know if this works or not, and how it should be. I think alot of people complain that they don't feel like they are dodging, but it's probably becuase in ROK days, if you had like 105 AC, you generally dodged 80-85% of the time... Talking about precrash. Postcrash agi was worthless.
If we change this, we do need to lower AGI on monsters too so monsters dodge around the same. I think attack AGI can stay the same though, they'll hit a bit less but I think overall that would be okay too.