# Melee Dodge Chance

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.

## 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 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)))

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 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%