Does the dodge stat actually work?

I've been trying to test different levels of dodge before I start really having a go at allt he numbers to make the combat system a bit more... interesting. However for the life of me I can't seem to notice any effect of dodge from 1 point to 100 points. Daring appears to work which is sort of its opposite stat. I modded it so I could see the dodge stat in the character details so I know the values are right.

I was just wondering if anyone else has tested this stat out?

13,442 views 22 replies
Reply #1 Top

I'm guessing thats a no then, judging by the slew of replies  :P

Reply #3 Top

the way to test it is to put it up to 100% and then see if anything can hit you!

Reply #4 Top

That might not necessarily mean it's broken, just that we don't understand the mechanic. i'd put it even higher, above 9999999999999. If you're still getting hit most of the time on a unit with 0 defense... well... that's that.

Reply #5 Top

I had it at 100 and some variations lower than that. Not tried it will crazy high numbers yet, will give that a go. Having said that I should also try negative numbers on the off chance that does anything.

Reply #6 Top

Well a default of 9999999 makes noting hit at all which is a relief. Going to set it back to 100 to see if I get the same result then increase it by orders of 10 to see what happens. If anyone was wondering a battle that is auto resolved where no one can hit anyone ends in a defeat where all units survive on both sides.

Reply #8 Top

Seems like 1000 is 100% miss 500 kinda felt like 50% but would need allot more tests to verify that. Have better things to be doing on my birthday   :beer: :grin: . I'll have more of a poke around at it tomorrow maybe some sort of multiplier has got set for it by accident. Hmmn should remove all mod files bar the dodge just in case.

Reply #10 Top

Happy birthday, Nimbyjester

Reply #12 Top

Thanks guys  :)

 

I've done a bit more testing on this today and mostly found it needs more testing and that trawling through the auto result stats quite boring. Anyway here are some stats for 500 dodge which I am guessing is 50% dodge.

 

All tests were against the same group of spiders against one peasant with no armour,a club and a massive amount of HP. I only counted the attacks made by the spiders against the peasant as some of them had defense.

Test Run 1:

Hits: 39

Misses: 37

 

Test Run 2:

Hits: 46

Misses: 50

 

Test Run 3:

Hits: 45

Misses: 66

 

Test Run 4:

Hits: 55

Misses: 55

As you can see three of the results show that the outcome is about 50/50 however test 3 is totally out of whack with this. Which just goes to show that a small selection of results isn't enough to get a proper representation. However I am willing to bet that test 3 is an aberration and that the 500 dodge is actually 50% dodge. The next step I guess is checking to make sure that the dodge chance increases in a linear fashion, which it more than likely will.

 

Reply #13 Top

Not much of an aberation - one time in 3 you would get fewer hits than that on test run 3 (and as you did 4 runs...) The data you have supplied means that we can be 90% certain that the true percentage is 47.1% +/- 4.1%, when you figure in the prior distribution that the parameter should have some simple relationship with 500 then I recon no one should take you up on that bet.

Reply #15 Top

BTW:  Spell descriptions are worded in a way that implies that "100 dodge" would mean a 100 % chance to dodge, which according to this test, it is not.

A spell that "increases the chance to dodge attacks by 15" increases the dodge stat by 15, which would mean 1,5 %.

Reply #16 Top

Well, it's issue for shields too, since they give dodge from 2-15, depending of shield type. Which is pitiful if that's just 1/10 of % value.

Reply #17 Top

With the last patch (maybe happened before?) I noticed bows ignore dodge stat (was hitting 100% of the time against 1000 dodge)

Reply #18 Top

I am thinking of doing away with bows in my next game. I don't use them. The AI randomly uses them and depending on the patch will be unstoppable or permanently gimped.

If it ain't modable don't use it.

Reply #19 Top

If dodge doesn't apply to spells then I wouldn't expect bows to be affected by it.  You could modify bows to use the target's dodge value as an adjustment to damage, so instead of an all-or-nothing stat it would end up being a damage mitigation stat, for bows at least.

You could extend that to spells as well if you wanted, and were willing to do all the mods to the spells to make that the case. :)

Reply #20 Top

I read somewere in the modding forums that 100% is represented by 1000 not 100 so i do belive he is correct on the 500 thing, 50% chance is not a always to the point systems it is still sligtly radomized to an extent ur not gonna get 50hits 50misses every time, id post the link but i really cant remember were this was stated but im pretty sure it was posted by a dev.

Reply #21 Top

I don't think so, I would've seen it. Not trying to sound smug or anything, I've just read all the posts since this was made.

The player was most likely referencing this thread.

Reply #22 Top

Based on what I've seen in the XML files, I had already come to the conclusion that 1000 = 100% before I read this thread.  Most notably, in the CoreNPC.xml file in referencing the Chance to Spawn.