Evasion

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Evasion
Tooltip
Evasion Rating grants a chance to Evade enemy Hits,Any damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
preventing them from HittingAny damage that isn't damage over time is Hit damage.

Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
you at all. Exact chance to Evade also depends on the attacker's Accuracy.Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance.

Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.

Evasion is one of the three core defences that can be found on equipment. It is associated with dexterity and provides an entropy-based system of damage avoidance against most types of hits. Evasion chance is based on your Evasion Rating versus the enemy's Accuracy Rating.

Mechanics

Evading an attack prevents all damage from the attack and other hit-related effects. For projectiles, evasion prevents collision. Chance to evade/chance to hit is determined by a function of the defender's evasion rating against the attacker's accuracy rating. Chance to hit cannot go below 5%; likewise, chance to evade cannot exceed 95%.

The formula to calculate evasion chance is as follows: [1]

Additionally, if the evasion check fails, leading to a hit, and that hit would deal a critical hit, the chance to evade is tested again independently. If this check is passed, the critical hit is downgraded to a non-critical hit.[2]

Distance

Player attacks have an accuracy penalty that drops off with distance from the attacker between 2 metres (no penalty) and 9 metres (90% less accuracy rating); this primarily affects projectile skills.

Enemies do not have an accuracy penalty, but can be given one with Tactician's Stay Light, Use Cover or Vigilant ViewVigilant View
Emerald Ring
Requires Level 26+(120-160) to Accuracy Rating+(100–150) to Accuracy Rating
+(100–150) to Evasion Rating
(10–20)% increased Rarity of Items found
+(20–30) to Dexterity
Enemies have an Accuracy Penalty against you based on Distance
Maximum Chance to Evade is 50%
Agony brings clarity to those of pure mind.
.

Entropy

Evasion is not a random system. Instead, it uses a deterministic "entropy" system that ensures a hit will occur after a certain number of evades:

  1. If it is the first time an entity is attacked, or if the time since the last attempted hit exceeds 100 server ticks (3.33 seconds), randomize the entropy value from 0-99.
  2. Calculate the attacker's chance to hit against the defender's chance to evade, and add this integer to the entropy value.
  3. If the resulting entropy value is lower than 100, the hit counts as evade. When the value reaches 100 or greater, the check counts as a hit, and subtract 100 from the entropy value.

The secondary critical hit downgrade test does not affect the entropy value.

Example: A player is fighting three monsters, one (A) with a 70% chance to hit and two (B, C) with a 45% chance to hit.

  • A attacks. The player's entropy value is a random number between 0-99, in this case 37.
  • A's attack adds 70 to the counter, raising it to 107. This counts as a hit. 100 is then subtracted from entropy, leaving a value of 7.
  • B attacks, adding 45 to entropy. Entropy value is now 52
  • C attacks, adding 45 to entropy. Entropy value is now 97
  • A attacks, adding 70 to entropy. Entropy value is now 167. This hits, 100 is subtracted from entropy, and the value becomes 67. It happens to be a critical hit, which means it has a 70% chance to do bonus damage, but this roll is independent and doesn't affect entropy.
  • The player runs away for more than 3.33 seconds (100 ticks), so a new entropy value will be rolled on the next attack.

As a result, if a player has a 1 in N chance to be hit, then the player will be hit exactly once for every N consecutive attacks. This eliminates all possibilities of lucky and/or unlucky streaks. It is still based on chance because of the entropy's value randomization in the first step. Note that if multiple mobs are attacking one character, all of the mobs' attacks share the same entropy value. The chance to evade shown in the character stats window is based on the average accuracy of a monster at the player's level.

Other mechanics

When defending against monster hits, there is no distinction between attacks and spells and will apply to any attack from enemies except boss attacks with a red flash.

When attacking monsters, their evasion provides avoidance against all attack hits, interacting with accuracy/chance to hit. Monsters cannot evade spell hits.

Bypassing evasion

  • Effects that state Can't be Evaded or Always Hit (e.g. Killing PalmKilling PalmAttack, AoE, Melee, Strike, Physical
    Tier: 1
    Level: (1-20)
    Cost: (6-42) Mana
    Attack Speed: 75% of base
    Attack Damage: (90-281)% of base
    Requires: QuarterstaffDash to an enemy and Strike them, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.Culling Strike
    Can't be Evaded
    Normal and Magic monsters grant 1 Power Charge
    Rare monsters grant 2 Power Charges
    Unique monsters grant 3 Power Charges

    Additional Effects From 1-20% Quality:
    Recover (0.2-4)% of maximum Mana over four seconds on Culling an Enemy
    Skills can be managed in the Skills Panel.
    ) will raise the chance to hit to 100%, ignoring all accuracy and evasion stats of the attacker and defender respectively.
  • Cannot Evade (e.g. BramblejackBramblejack
    Rusted Cuirass
    Armour: 45
    Movement Speed: -5.0%
    +(60-100) to maximum Life
    +(60-100) to Stun Threshold
    Cannot Evade Enemy Attacks
    250% of Melee Physical Damage taken reflected to Attacker
    Regenerate 5% of Life per second while Surrounded
    It is safer to be feared than to be loved.
    ) does the same, in reverse; all skills against the subject will hit regardless of accuracy.
  • Pinned targets cannot evade attacks.
  • The Parried debuff applied by Parry negates evasion.

Related mechanics

Blind

Blind is a debuff that reduces the target's Evasion and Accuracy by 20% and lowers their vision radius to minimum.

Maim

Maim is a debuff that reduces the target's movement speed by 30% and Evasion Rating by 15%.


Related skills

GemTierGem requires strengthGem requires dexterityGem requires intelligence
ParryParryAttack, Melee, Physical, Duration, Channelling
Level: 1
Attack Time: 0.75 sec
Critical Strike Chance: 5.00%
Attack Damage: 65% of base
Requires: BucklerReady your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.Can't be Evaded
400% more Stun buildup
Can Block Damage from enemies within 1 metre
Parried Debuff makes targets take 50% more Attack Damage
Parried Debuff duration is 2 seconds
3 to 4 Added Physical Damage per 5 Evasion Rating on Buckler
Skills can be managed in the Skills Panel.
0NoNoNo
Raise ShieldRaise ShieldAttack, AoE, Melee, Physical, Channelling
Level: 1
Attack Time: 0.55 sec
Critical Strike Chance: 5.00%
Attack Damage: 80% of base
Requires: Armoured ShieldRaise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.Shield Bash causes 600% more Heavy Stun buildup
Shield Bash always Light Stuns
Shield Bash Dazes if holding a Tower Shield
Shield Bash can't be Evaded
Shield Bash deals 3 to 4 Physical Damage per 5 Armour on Shield
Skills can be managed in the Skills Panel.
0NoNoNo
Killing PalmKilling PalmAttack, AoE, Melee, Strike, Physical
Tier: 1
Level: (1-20)
Cost: (6-42) Mana
Attack Speed: 75% of base
Attack Damage: (90-281)% of base
Requires: QuarterstaffDash to an enemy and Strike them, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.Culling Strike
Can't be Evaded
Normal and Magic monsters grant 1 Power Charge
Rare monsters grant 2 Power Charges
Unique monsters grant 3 Power Charges

Additional Effects From 1-20% Quality:
Recover (0.2-4)% of maximum Mana over four seconds on Culling an Enemy
Skills can be managed in the Skills Panel.
1NoYesYes
Staggering PalmStaggering PalmAttack, Buff, AoE, Melee, Strike, Projectile, Physical, Duration
Tier: 3
Level: (1-20)
Cost: (7-47) Mana
Attack Speed: 75% of base
Attack Damage: (80-250)% of base
Requires: QuarterstaffDash to an enemy and Strike them, instantly Heavily Stunning enemies which are Primed for Stun. Heavy Stunning an enemy with this Skill grants you a Buff that causes your Quarterstaff Attacks to also fire Projectiles for a short duration. Heavy Stunning additional enemies adds to the Buff's duration.Can't be Evaded
Buff duration is 7.5 seconds
Maximum Buff duration is 30 seconds

Additional Effects From 1-20% Quality:
(2-40)% chance to Blind Enemies
Skills can be managed in the Skills Panel.
3NoYesYes
Hand of ChayulaHand of ChayulaAttack, AoE, Melee, Strike, Chaos, Meta
Tier: 9
Level: (1-20)
Cost: (11-79) Mana
Attack Speed: 75% of base
Attack Damage: (67-209)% of base
Requires: QuarterstaffDash to an enemy and Strike them, triggering socketed Marks with increased effect and applying socketed Curses with increased duration.Strike
Converts 73% of Physical Damage to Chaos Damage
Can't be Evaded
Support
100% increased duration of socketed Curses
(20–29)% increased Effect of Socketed Marks
Place one or more Skill Gems into this Meta Gem's sockets in the Skills Panel. The socketed Skills will be incorporated into the Meta Gem's effect.
9NoYesYes
Shattering PalmShattering PalmAttack, AoE, Melee, Strike, Cold
Tier: 11
Level: (1-20)
Cost: (5-40) Mana
Attack Speed: 75% of base
Attack Damage: (35-109)% of base
Requires: QuarterstaffDash to an enemy and Strike them with an Attack that manifests a wave of cold, coating nearby enemies in shards of ice. Dealing enough damage to these enemies will shatter the shards, causing an icy explosion that deals Attack damage.Converts 60% of Physical Damage to Cold Damage
Can't be Evaded
Attaches Shards to enemies within a 3.8 metre radius

Additional Effects From 1-20% Quality:
(1-20)% more Critical Hit Chance
Skills can be managed in the Skills Panel.
11NoYesYes
Spear of SolarisSpear of SolarisAttack, AoE, Projectile, Sustained, Fire, Conditional
Tier: 13
Level: (1-20)
Cost: (13-91) Mana
Attack Damage: (150-612)% of base
Requires: SpearBuild Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.Impact
Requires 20 Glory to use
Generates 100% of Monster Power as Glory for
this Skill on Heavy Stunning an enemy
Converts 75% of Physical Damage to Fire Damage
+1.4 seconds to Total Attack Time
Can't be Evaded
Impact radius is 2 metres

Pulse
Attack Damage: (27–110)% of base
Generates 100% of Monster Power as Glory for
this Skill on Heavy Stunning an enemy
Ground spear pulses every 0.2 seconds, up to 20 times
Converts 75% of Physical Damage to Fire Damage
Pulse radius is 2 metres

Ignited Ground
Attack Damage: (350–1429)% of base
Generates 100% of Monster Power as Glory for
this Skill on Heavy Stunning an enemy
Converts 100% of Physical Damage to Fire Damage
Ignited Ground radius is 2 metres
Gains Radius over the Ground Spear's lifetime, up to 30% more at the end of the Spear's lifetime

Additional Effects From 1-20% Quality:
(1.25-25)% chance to retain 40% of Glory on use
Skills can be managed in the Skills Panel.
13NoYesNo
Hammer of the GodsHammer of the GodsAttack, AoE, Melee, Slam, Duration, Conditional
Tier: 13
Level: (1-20)
Cost: (10-73) Mana
Attack Speed: 50% of base
Attack Damage: (580-1529)% of base
Requires: One Hand Mace, Two Hand MaceBuild Glory by Heavy Stunning enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.Requires 20 Glory to use
Generates 100% of Monster Power as Glory for
this Skill on Heavy Stunning an enemy
Can't be Evaded
While Dual Wielding, both weapons hit with 30% less damage
Impact radius is 2.4 metres
Hammerfall duration is 2.5 seconds

Additional Effects From 1-20% Quality:
+(0.02-0.4) metres to impact radius
Skills can be managed in the Skills Panel.
13YesNoNo

Persistent skills

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Sorcery WardSorcery WardSpell, Buff, Persistent, Lightning, Cold, Fire
Level: (1-20)
Cast Time: 1.00 sec
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.Barrier recharges after (8-6.1) seconds
Elemental Damage from Hits is taken from the Barrier before your Life, Mana or Energy Shield
Barrier can take Elemental Damage up to 30% of your Armour and Evasion Rating

Additional Effects From 1-20% Quality:
Barrier can take Elemental Damage up to an additional +(0.25-5)% of your Armour and Evasion Rating
Skills can be managed in the Skills Panel.
0NoNoNo
Wind DancerWind DancerBuff, Attack, Persistent, AoE, Melee, Staged
Tier: 4
Level: (1-20)
Reservation: 30 Spirit
Requires: Any Martial WeaponWhile active, periodically grants stages of a buff that gives you more Evasion per stage. Being Hit by an Enemy while you have this buff consumes all stages to damage and Knock Back enemies around you.3 maximum stages
Gain a stage every (1.5-1.12) seconds
10% more Evasion Rating per stage
On being Hit by an Enemy, consume all
stages to trigger Gale Force
Skills can be managed in the Skills Panel.
4NoYesNo
Ghost DanceGhost DanceBuff, Persistent, Duration
Tier: 4
Level: (1-20)
Reservation: 30 Spirit
While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.(4-3.05) second duration between gaining Ghost Shrouds
Maximum (3-5) Ghost Shrouds
When Hit, Consume a Ghost Shroud to
recover Energy Shield equal to 5% of your Evasion

Additional Effects From 1-20% Quality:
Ghost Shrouds recover Energy Shield equal to +(0.1-2)% of your Evasion
Skills can be managed in the Skills Panel.
4NoYesYes
Magma BarrierMagma BarrierBuff, Attack, Persistent, AoE, Melee, Trigger, Fire, Duration
Tier: 4
Level: (1-20)
Reservation: 30 Spirit
Attack Damage: (120-490)% of base
When you raise your Shield it is infused with magma for a short time. Blocking during this time will spray magma at the attacker and grant you an Endurance Charge.Buff
Fully imbues Shield in 8 seconds
Grants 25% increased Block chance

Magma Spray
Critical Hit Chance: 5.00%
Attack Damage: (170-694)% of base
6 to 8 Added Fire Damage per 15 Armour on Shield
6 to 8 Added Fire Damage per 15 Evasion on Shield
(4–103) to (6–155) Base Off Hand Fire Damage
Magma Spray radius is 2.8 metres

Additional Effects From 1-20% Quality:
Grants (0–5)% increased Block chance
Place into a Skill Gem socket to gain this skill.
Sockets are found in the Skills menu tab.
4YesNoNo
Defiance BannerDefiance BannerBanner, Buff, Persistent, AoE, Aura, Duration
Tier: 8
Level: (1-20)
Reservation: 30 Spirit
While active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Armour, Evasion and movement speed while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.Attack kills generates Valour equal to the enemy's Power
Gains 1 Valour per second while a
Unique enemy is in your Presence
10% more Aura Magnitudes per Valour
Banner Aura radius is 4.5 metres
Aura grants (6–9)% more Armour and Evasion Rating
Aura grants 5% increased movement speed
Banner duration is (6–6.95) seconds, or until you leave the Aura
Skills can be managed in the Skills Panel.
8YesYesNo

Support gems

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Window of Opportunity IIWindow of Opportunity IISupport, Channelling
Category: Window of Opportunity
Tier: 5
Support Requirements: +5 DexSupports Channelling skills that have special effects if released with Perfect Timing, causing them to deal much more damage and grant Perfect Deflection if released with Perfect Timing but reducing the Perfect Timing window.Releasing Supported Skills with Perfect Timing grants Deflection Rating equal to 15% of Evasion Rating for 8 seconds
Supported Skills have a 35% shorter Perfect Timing window
Supported Skills deal 35% more Damage when released with Perfect Timing
Place into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill.
5NoYesNo

Related unique items

ItemBase itemItem classRequired levelStats
BramblejackBramblejack
Rusted Cuirass
Armour: 45
Movement Speed: -5.0%
+(60-100) to maximum Life
+(60-100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of Life per second while Surrounded
It is safer to be feared than to be loved.
Rusted CuirassBody Armour1+(60-100) to maximum Life
+(60-100) to Stun Threshold
Cannot Evade Enemy Attacks
250% of Melee Physical Damage taken reflected to Attacker
Regenerate 5% of Life per second while Surrounded
Vigilant ViewVigilant View
Emerald Ring
Requires Level 26+(120-160) to Accuracy Rating+(100–150) to Accuracy Rating
+(100–150) to Evasion Rating
(10–20)% increased Rarity of Items found
+(20–30) to Dexterity
Enemies have an Accuracy Penalty against you based on Distance
Maximum Chance to Evade is 50%
Agony brings clarity to those of pure mind.
Emerald RingRing26+(120-160) to Accuracy Rating+(100–150) to Accuracy Rating
+(100–150) to Evasion Rating
(10–20)% increased Rarity of Items found
+(20–30) to Dexterity
Enemies have an Accuracy Penalty against you based on Distance
Maximum Chance to Evade is 50%

Version history

Version Changes
0.3.0
  • Player Evasion now works on all hits except boss skills that have a red flash.
  • The Evasion formula has been adjusted to lower the percentage of hits that will be evaded by a given amount of evasion.
0.2.0f
  • Fixed a bug where players were gaining 1% of their Evasion Rating as Armour at all times. This also fixes a bug where the Iron Reflexes Keystone Passive Skill and General's Bindings Notable Passive Skill were not providing the correct amount of Armour.
0.1.0
  • Introduced to the game.

See also

References