Editing Melee Dodge Chance
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| default base value = 1 | | default base value = 1 | ||
| min value = 0 | | min value = 0 | ||
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− | == Base score == | + | ==Base score== |
First, a base score, which we'll call M, is computed by adding up Melee skill and a few other modifiers: | First, a base score, which we'll call M, is computed by adding up Melee skill and a few other modifiers: | ||
* [[Skill::Melee| ]][[Skills#Melee|Melee]]: skill level (0 to 20) | * [[Skill::Melee| ]][[Skills#Melee|Melee]]: skill level (0 to 20) | ||
* [[Moving]]: [[Moving Importance::18|1800%]] importance. [[Moving Limit::-|No]] Max. | * [[Moving]]: [[Moving Importance::18|1800%]] importance. [[Moving Limit::-|No]] Max. | ||
** For example, each [[bionic leg]] gives +12.5% or +0.125 Moving, which at 18x yields +2.25. | ** For example, each [[bionic leg]] gives +12.5% or +0.125 Moving, which at 18x yields +2.25. | ||
− | * [[Sight]]: [[Sight Importance:: | + | * [[Sight]]: [[Sight Importance::0.7|800%]] importance, [[Sight Limit::1.4|140%]] limit |
− | ** For example, one [[bionic eye]] and one normal eye gives 118.75% Sight, and | + | ** For example, one [[bionic eye]] and one normal eye gives 118.75% Sight, and .1875 x 8 yields +1.5. |
− | * Traits | + | * [[Traits]] |
− | ** [[Nimble]]: +15.0 | + | ** [[Traits#Nimble|Nimble]]: +15.0 |
− | ** [[Brawler]] does not have any direct effect. | + | ** [[Traits#Brawler|Brawler]] does not have any direct effect. |
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− | == Post-processing curve == | + | ==Post-processing curve== |
− | + | The base score M is used to produce the net Melee Dodge Chance, as follows: | |
− | + | * If M ≤ 5, Dodge Chance = 0% | |
− | + | * If 5 < M ≤ 20, Dodge Chance = 2 * (M-5) | |
− | + | ** 0% ≤ Dodge Chance ≤ 30% when 5 ≤ M ≤ 20 | |
− | + | * If 20 < M ≤ 60, Dodge Chance = 30 + 0.5 * (M-20) | |
− | + | * If M > 60, Dodge Chance = 50% | |
− | + | In a single formula you can graph: | |
− | + | * Dodge Chance percentage = min(50, max(0, (M-5) * 2 - max(0, (M-20) * 1.5))) | |
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− | In other words, | + | In other words, 20 is a "soft cap" for the modified melee base score: exceeding that yields 1/4 the benefit. For a normal pawn with melee 5, replacing a leg with an [[archotech leg]] would yield +4.5 base score and +9% dodge chance; but if it had melee 20, then the new leg would yield only +2.25% dodge chance. And then there's a hard cap at 50% dodge chance. |
A maxed-out pawn with two [[archotech eye]]s (150% Sight, capped at 140% -> +3.2 base chance), two [[archotech leg]]s and a [[bionic heart]] (158% Moving -> +10.44 base chance), the Nimble trait (+15), and level 20 melee has a base dodge chance of M=48.64 and a resulting Melee Dodge Chance of 44.32%. [[go-juice|Go-juice]] raises it to 49%. Adding in [[luciferium]], [[wake-up]], and [[fibrous mechanites]] yields M=73.5, which would translate into a 56.75% dodge chance if not for the hard cap at 50%. | A maxed-out pawn with two [[archotech eye]]s (150% Sight, capped at 140% -> +3.2 base chance), two [[archotech leg]]s and a [[bionic heart]] (158% Moving -> +10.44 base chance), the Nimble trait (+15), and level 20 melee has a base dodge chance of M=48.64 and a resulting Melee Dodge Chance of 44.32%. [[go-juice|Go-juice]] raises it to 49%. Adding in [[luciferium]], [[wake-up]], and [[fibrous mechanites]] yields M=73.5, which would translate into a 56.75% dodge chance if not for the hard cap at 50%. | ||
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|37.5% | |37.5% | ||
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{{nav|stats|wide}} | {{nav|stats|wide}} |