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Dodge armor mechanics?

Posted: Mon Jul 24, 2006 3:00 am
by dranek
Back at release, light armor made from dodge heavy components seemed to have a huge effect on the characters ability to dodge. It seems like now that's been almost completely removed. My new character on RoS can't generate anything higher than a +1 dodge modifier, and from what info I can gather this doesn't seem to change in the higher levels. Wearing 5 pieces for +5 only gives an extra 3% chance against an equal level creature. Am I missing something or did they really gut the dodge/parry mechanics so completely? If the level based scaling continues with no change to bonuses from armor then the only important factor really seems to be level. Aside from the 10%ish bonus from using a shield I'm thinking the only useful way to improve survivability is with highly resistant armor. Could someone who really knows the mechanics here let me know if my info is wrong? It looks so far like a grossly oversimplifying nerf and I hope i'm wrong.

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 5:03 am
by raisrev1
From what I gather Light armor actualy has a max dodge bonus of +2/piece, Medium Armor has max Dodge bonus of +1/piece and Heavy armor +0/piece.

I dont know what the Parry Maxes are on them.

Beyond that Its hard for me to say that i do or donot see a diffrence. Untill i put on my HA and any of my 2h Weapons. My dodge gets a severe minus with any of the 2h weapons i have. Thus resulting in my getting hit more than if i had no minus's. As for any nerfs you would have to wait for someone who was here for release to awnser...(moved and missed the preorder myself)

*prefer to dig anyways so Dodge works fine for me considering my CC is only 89*

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 7:08 am
by thlau
dranek wrote:My new character on RoS can't generate anything higher than a +1 dodge modifier, and from what info I can gather this doesn't seem to change in the higher levels.
I think it isn't possible to get more than a +1 dodge monitor with basic and fine mats only, but my researches in that field are not very thoroughly. What I know is that you need to get the pre-crefting dodge stat to 100% to get a +2 dodge bonus.


Trini

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 7:43 am
by dranek
Found my answer in an old Q&A:

For example, if you're attacked by a NPC or a player handling a two-handed sword with a skill value of 75, and if your dodge value is 70, the difference is -5. According to the table (which can be tuned, so don't take all these values as granted, they are just there to give you an idea), that currently gives you a 33% chance to completely dodge the attack, and 48% to partially dodge the attack.

Here are some sample values taken from the current table:

* Difference = -50 ; complete = 10%, partial = 25%
* Difference = -20 ; complete = 25%, partial = 40%
* Difference = 0 ; complete = 35%, partial = 50%
* Difference = 20 ; complete = 45%, partial = 60%
* Difference = 50 ; complete = 60%, partial = 75%


So. nowadays you gain half a % per point of dodge or parry. With a +2 cap on each armor piece the maximum bonus to dodge % armor can grant you is a whopping 5% regardless of materials. Or you can focus on absorption and soak up 80%. Which means dodge/parry modifiers on equipment, and consequently materials, are heaped onto the pile of completely useless modifiers compared to absorption. Being able to build viable dodge/parry defense suits was a great alternative to absorption. Sure it was in need of balancing but by comletely removing the mechanic, and replacing it with a bland mostly level based table, nevrax completely pigeon holed effective defense in character design. I really wanted to give this game another chance, but they've had 2 years to improve it and the only changes I've seen so far are for the worse. I don't mean to bring negativity to this forum. This game is special and I've allways held high hopes for it. Feeling disapointed:/

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 8:05 am
by thlau
dranek wrote: So. nowadays you gain half a % per point of dodge or parry. With a +2 cap on each armor piece the maximum bonus to dodge % armor can grant you is a whopping 5% regardless of materials.
What the bonus does is, it increases your level in dodge by that amount. So if you wear 5 pieces or armor that have a +2 dodge modifier, your dodge level increases by 10 level. Your base dodge level is based on your highest magic or melee skill (sorry I can't remember how harvest level translate to dodge level).

You are right, if you say that the dodge impact on a lower level player isn't that strong. But if you have a combat skill at level 150, you can use your dodge of level 150 on your level 21 ranged skill for example. (plus bonus from armor)

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 8:18 am
by dranek
Correct. 150 vs. 21 would be a significant chance to dodge. Armor however is still only contributing an insignificant portion of that. Correct me if i'm wrong here, but i don't remember there originally even being a dodge modifier shown on a completed item. When you equipped items made from high dodge materials however it made a drastic difference and turned you into a dodge machine. In this current state the dodge specialized materials aren't valued or even 2nd rate. You can completely ignore them for absorption materials and give up virtually nothing. It used to be variety, now it's a fluff stat.

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 8:27 am
by thlau
I prefer not to get hit over the neccessity to absorb the damage. Generally I prefer npc choice light armor for leveling, they are cheap, always available, but the look like rags ;) +2 dodge on an armor piece is more than enough. But you should know that you only have a benefit from this if you don't cast spells while being attacked on close range. Because then you only dodge a small number of attacks, if at all.

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 10:25 am
by dakhound
ok simple one

when you are wearing LA you are not supposed to be getting hit. Parry is for tanks and it can be modified *alot* more than dodge.

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 12:43 pm
by ghyselsj
Unless you have 250 Close Combat (not daggers, the actual fist/amp fighting), you will be spending most of your time in dodge mode. Your parry may be higher when wielding a sword and wearing heavy armor, whenever you wield amps or tools (like a pick) it will only be the same as your level in CC. Therefore, when casting/digging, you should be in dodge mode, and the old rule applies, every little bit helps.

Re: Dodge armor mechanics?

Posted: Mon Jul 24, 2006 3:23 pm
by sehracii
If max dodge armor had more of an effect, everyone would be wearing it.

Crafting max dodge sets is easy as pie when you figure it out and I can churn them out by the dozens.

It's a tricky thing to balance. Perhaps +3 on light armor would have been nice, but any more and it'd be overused.


Absorption is more valuable because it's MUCH harder to get the materials to craft it.