Difference between revisions of "Melee Dodge Chance"

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(Add post processing curve graph)
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** 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::8|800%]] importance, [[Sight Limit::1.4|140%]] limit
 
* [[Sight]]: [[Sight Importance::8|800%]] importance, [[Sight Limit::1.4|140%]] limit
** For example, one [[bionic eye]] and one normal eye gives 118.75% Sight, and .1875 x 8 yields +1.5.
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** For example, one [[bionic eye]] and one normal eye gives 118.75% Sight, and 0.1875 x 8 yields +1.5.
 
* Traits
 
* Traits
 
** [[Nimble]]: +15.0
 
** [[Nimble]]: +15.0
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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:
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<div style="text-align:center">
* If M 5, Dodge Chance = 0%
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{{graph:Chart|width=300|height=300|xAxisTitle=Base Score|yAxisTitle=Dodge Chance|type=line|x=0,5,20,60|y=0,0,0.3,0.5|yAxisFormat=%}}
* If 5 < M ≤ 20, Dodge Chance = 2 * (M-5)
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</div>
** 0% ≤ Dodge Chance ≤ 30% when 5 ≤ M ≤ 20
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The above graph shows how your base score M corresponds to the final Dodge Chance.
* If 20 < M ≤ 60, Dodge Chance = 30 + 0.5 * (M-20)
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* From a base score of 0 ≤ M < 5, Dodge Chance is 0%
* If M > 60, Dodge Chance = 50%
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* From a base score of 5 ≤ M < 20, Dodge Chance increases by 2% per increase in base score.
In a single formula you can graph:
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* From a base score of 20 ≤ M < 60, Dodge Chance increases by 0.5% per increase in base score.
* Dodge Chance percentage = min(50, max(0, (M-5) * 2 - max(0, (M-20) * 1.5)))
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* Beyond a base score of 60, there is no increase in Dodge Chance (will be capped at 50%).
  
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.
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In other words, there are diminishing returns beyond 20 dodge chance base score (30% dodge chance): each point 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.
  
 
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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==Chance to dodge==
 
==Chance to dodge==

Revision as of 20:53, 31 March 2023

Melee Dodge Chance is a stat: Chance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon. Its minimum allowed value is 0%. Its maximum allowed value is 80%. Its default value is 100%.

Base score

First, a base score, which we'll call M, is computed by adding up Melee skill and a few other modifiers:

Post-processing curve

The above graph shows how your base score M corresponds to the final Dodge Chance.

  • From a base score of 0 ≤ M < 5, Dodge Chance is 0%
  • From a base score of 5 ≤ M < 20, Dodge Chance increases by 2% per increase in base score.
  • From a base score of 20 ≤ M < 60, Dodge Chance increases by 0.5% per increase in base score.
  • Beyond a base score of 60, there is no increase in Dodge Chance (will be capped at 50%).

In other words, there are diminishing returns beyond 20 dodge chance base score (30% dodge chance): each point 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.

A maxed-out pawn with two archotech eyes (150% Sight, capped at 140% -> +3.2 base chance), two archotech legs 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 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%.


Chance to dodge

Skill Level Standard Nimble Skill Level Standard Nimble
0 0% 20% - - -
1 0% 22% 11 12% 33%
2 0% 24% 12 14% 33.5%
3 0% 26% 13 16% 34%
4 0% 28% 14 18% 34.5%
5 0% 30% 15 20% 35%
6 2% 30.5% 16 22% 35.5%
7 4% 31% 17 24% 36%
8 6% 31.5% 18 26% 36.5%
9 8% 32% 19 28% 37%
10 10% 32.5% 20 30% 37.5%

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