Combat Roll Analysis: EvasionReference: Combat Roll Analysis: General OverlookThe Evasion combat roll is a defensive roll that will reduce the incoming AOE damage from a combatant by an Evasion Amount Percentage that is determined by your stats. Evasion will only work against AOE and COE damage types, so all direct damage will not cause the Evasion rollThe main stat on your statmod tab is called ‘Combat Defense: Evasion'. ‘EvasionChance' is the modifier you want to look for if you plan to stack Evasion. The modifier bit has a ratio of 3, meaning your Exotic Mods will have a maximum value of 11. ‘Evasion Chance' can also be made into Powerups that can get around 36 - 38 ‘Evasion Chance'. How your ‘Evasion Chance' value is converted into the ‘Combat Defense: Evasion' Percentage starts off as ‘Evasion Chance' / 10 and the return decreases the higher you stack the ‘Evasion Chance' modifier due to Diminishing Returns.NOTE: Diminishing Return chart on Evasion to follow soonThe modifier ‘Evasion Chance' is subject to Diminishing Returns. To avoid hitting the Diminishing Returns, you can use alternative buffs such as food or profession enhancements. You can also stack the core stat modifiers Agility and Luck. For every 1 point of Agility, you receive a return of .01 ‘Combat Defense: Evasion'. Every 1 point of Luck gives you .0033 and it also increases your Evasion Value. Every 1 point of Luck is .1 Evasion Value. This bonus will not be displayed on your statmod tab, but the effects of it will show up in combat.Another way to increase your Evasion Value is to stack the modifier ‘Evasion Value'. This is a separate modifier that has a ratio of 4 and must be used on Exotics or Powerups only. Every 1 point of ‘Evasion Value' is 1% Evasion Value.The way Evasion interacts is interesting. When you roll an Evasion, to determine the percentage reduction the damage receives, a random selection from a min-max is taken. The more Evasion Value you stack, the higher your maximum gets so you have the potential of reducing incoming damage by 99%. This damage is reduced at the initial combat damage amount, and armor will still reduce the damage by the intended amount. This system works similar to Strikethrough, (see this thread for more information)If you roll an Evasion against an attack of 1000 damage, and that Evasion has a value of 60%, the resulting damage will become 400. That 400 will then meet your armor mitigation of say 70%, and only deal 120 damage in the end. The final mitigation amount when you roll the Evasion gives you an 88% Mitigation.The combat log will display the Evasion roll similar to this format:to be updated...Note: The combat log will not display Evasion executing when a Critical Hit is executed by the combatant, but the damage will be reduced if Evasion does rollStrengths of EvasionStrong defense potential - More and more, NPCs are starting to deal AOE type damage to work on all members of your groups, and many strong PVP attack types are AOE. Being able to increase your Damage Mitigation more than through your Armor Value is a huge benefit.Fairly easy to stack - The low ratio and having two statmods that increase Evasion will make Evasion a good target to stack high. It is not the easiest of all stats, but it will give you a good increase.Great in Heroic Instances - IG-88, Axkva Min, Exar Kun, ISD, and Hoth all have very strong AOE damage types that can devistate your group. Stacking Evasion will be better than stacking Block in these situations as you might reduce thousands of points of damage on a successful Evasion roll before armor even gets it's chance!Weaknesses of EvasionRestrictive Attack Types - As stated, Evasion ONLY works against AOE and COE. Though these are still common attack types, Direct damage will avoid Evasion all together, making your stacking it worthless.High attachment cost - To stack Evasion strongly, you will need to stack Agility and Luck on your core statmods. These are primarily Defensive attributes, leaving your offense a little less focused on. Your Exotics may also consume 2 slots to get Evasion Chance and Evasion Value on your toon, so that will limit you down to 1 open attachment slot.Ways to Increase Evasion/ Evasion ValueCore Stats - Agility and LuckBuffs - MedicFood - to be updatedProfessions Strong AgainstCommandoOfficerJedi (Dark)Professions Weak AgainstMedicSpyBounty HunterProfessions Best to Stack it WithAll, except JediProfessions Hardest to Stack it WithJediSummaryEvasion - Reduces incoming damage before armor by Evasion ValueEvasion Chance - Ratio 3 (Exotics + 11 / PUPs + 36-38) 1:.1%Evasion Value - Ratio 4 (Exotics + 8 / PUPs + 27-29) 1:1%Stats to Stack - Agility (100:1% EC), Luck(100:0.33% EC and 100:10% EV) Other - Medic Buffs
Combat Roll Analysis: Evasion
Reference: Combat Roll Analysis: General Overlook
The Evasion combat roll is a defensive roll that will reduce the incoming AOE damage from a combatant by an Evasion Amount Percentage that is determined by your stats. Evasion will only work against AOE and COE damage types, so all direct damage will not cause the Evasion roll
The main stat on your statmod tab is called ‘Combat Defense: Evasion'. ‘EvasionChance' is the modifier you want to look for if you plan to stack Evasion. The modifier bit has a ratio of 3, meaning your Exotic Mods will have a maximum value of 11. ‘Evasion Chance' can also be made into Powerups that can get around 36 - 38 ‘Evasion Chance'. How your ‘Evasion Chance' value is converted into the ‘Combat Defense: Evasion' Percentage starts off as ‘Evasion Chance' / 10 and the return decreases the higher you stack the ‘Evasion Chance' modifier due to Diminishing Returns.
NOTE: Diminishing Return chart on Evasion to follow soon
The modifier ‘Evasion Chance' is subject to Diminishing Returns. To avoid hitting the Diminishing Returns, you can use alternative buffs such as food or profession enhancements. You can also stack the core stat modifiers Agility and Luck. For every 1 point of Agility, you receive a return of .01 ‘Combat Defense: Evasion'. Every 1 point of Luck gives you .0033 and it also increases your Evasion Value. Every 1 point of Luck is .1 Evasion Value. This bonus will not be displayed on your statmod tab, but the effects of it will show up in combat.
Another way to increase your Evasion Value is to stack the modifier ‘Evasion Value'. This is a separate modifier that has a ratio of 4 and must be used on Exotics or Powerups only. Every 1 point of ‘Evasion Value' is 1% Evasion Value.
The way Evasion interacts is interesting. When you roll an Evasion, to determine the percentage reduction the damage receives, a random selection from a min-max is taken. The more Evasion Value you stack, the higher your maximum gets so you have the potential of reducing incoming damage by 99%. This damage is reduced at the initial combat damage amount, and armor will still reduce the damage by the intended amount. This system works similar to Strikethrough, (see this thread for more information)
If you roll an Evasion against an attack of 1000 damage, and that Evasion has a value of 60%, the resulting damage will become 400. That 400 will then meet your armor mitigation of say 70%, and only deal 120 damage in the end. The final mitigation amount when you roll the Evasion gives you an 88% Mitigation.The combat log will display the Evasion roll similar to this format:
to be updated...
Note: The combat log will not display Evasion executing when a Critical Hit is executed by the combatant, but the damage will be reduced if Evasion does roll
Strengths of Evasion
Weaknesses of Evasion
Ways to Increase Evasion/ Evasion Value
Professions Strong Against
Professions Weak Against
Professions Best to Stack it With
Professions Hardest to Stack it With
Summary
By the way MC. I once figured out at what luck value it makes more sense to start stacking evasion value.
According to the available data, 10% of your luck determines the base value you evade for.
Evasion value increases that amount by whatever percent.
For example, if you have 100 luck, you'll evade, on average, 10% of the attack.
If you have 100 luck to start with and 8 evasion value on an attachment, you'll evade, on average 10.8% of the attack... EV increased the amount by 8%.
However, if instead of 8 evasion value you had 35 luck, you'd evade for 13.5% of the attack. At low levels of luck, you get more bang for the buck with just using luck instead of evasion value.
Fortunately, there is an inflection point.
If I have a base amount of 440 luck, and place 35 luck on each of my 3 exotic slots, then i would have a grand total of 545 luck, which would translate into me evading, on average, 54.5% of the attack.
If i have a base amount of 440 luck and place three +8 evasion value exotic attachments, i would have 440 luck and 24 evasion value. This would translate into 124% x 44 or 54.56%
Thus the inflection point occurs around 440 luck. If you can get your base luck to 440 in other ways, you'll make out better by starting to add in some strikethrough value on attachments and pups. With 9 slots and the backpack from the ISD you already have 350 luck. Three ticks of the ent luck buff would grant you the 440 and you can use evasion value on your attachments and pups. If you'd rather save your points in the ent buff for something else, put the 35 luck as your 3rd mod on the exotics and then use EV pups.
Thinking of it in another way, if you stack evasion value you can evade more of the attack with lower luck. To evade 99% of the attack, you'd need 800 luck and 24 strikethrough value, or 990 luck.
Other things to comment on:
Thanks pwh! That's some great information! I also kept forgetting the food name also
Very interesting info.
Somehow old information that we already know is somehow new again?
LeetLizardFeeet wrote:
As I said before, some people don't know all this, and if a change is made in the future, I have easy access to update everything for the player base.
plus Pwh taught me something
MasterCosmo wrote:
Vercupti of aggazza or something. It adds prec and Evasion chance/value
I know this may be a mild necro, but has anyone determined if evasion rolls before or after block and/or glancing blow?
Voposski1 wrote:
It's in the link provided by Cosmo in the op: Combat Roll Analysis: General Overlook.
Don't worry about Necro'ing these threads. They'll be ever changing and helping people
As pointed out, the link states that Evasion rolls before Block/GB
Great work as always MC...
So if someone was to go with this route, Agility and Luck will help with the evasion and dodge as well. I think the other stat they should probably get then in this case would be precision I think. It won't be much for block or criticals but it can work with agility and luck for strikethroughs and parrys.
Not bad when you look at it. Not very offensive but defensives look good.
Great work as usual, except shoot your editor...
Mild typo
"How your ‘Evasion Chance' value is converted into the ‘Combat Defense: Evasion' Percentage starts off as ‘Evasion Chance' / 10 and the return decreases the higher you stack the ‘Block Chance' modifier due to Diminishing Returns."
I assume you mean Evasion chance in this sentence not Block Chance. Also a medic can boost Block, not Evasion (unless you mean the Agi boost of a medic?)
A bad case of the cut-and-pastes ?
Has anyone else actually tested this out? Did a little testing tonight and it is very hard to determine if it's working well or not. Evasion never ever ever seems to roll against a commando HW special, are those considered direct damage?
Auto attack shows evasion rolls, but on crits it doesn't list evasion although you do see the results. The difference here though is on an auto attack the elemental damage is mitigated as well and on the negated crit the elemental is the normal amount.
I had my evasion chance up to 63% and saw no where even close on a pure auto attack. Granted I still had blocks showing up so that may have taken precedence over a potential evasion roll.
My stats were set up as follows through ent buff and armor mods.
Agility- 455
Luck- 443
Evasion Chance - 32 (up to 63)
Evasion Value - 23 (up to 45)
Combat Defense: Evasion - varied between 15 and 17%. Most effective way to raise this was using one chance and one value. That resulted in around 17%.
I used a combination of Vercupti (3% eva chance, 30 value) and fizz for the 75ish luck.
45 Evasion value gave me 40-80% evaded rolls
1 Evasion Value gave me 25-60% evaded rolls
I did not have exotic attachments in clothes/armor/weapon nor did I have a weapon pup. So maybe I just didn't have enough mods stacked to really see a difference. I dunno. I expected to see more though.
Anyone else try this out?