Difference between revisions of "Melee Dodge Chance"
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+ | == Analysis == | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Base score to Effective Health Multiplier | ||
+ | |- | ||
+ | | {{graph:Chart|width=300|height=300|xAxisTitle=Base Score|yAxisTitle=Effective Health Multiplier|type=line|x=0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70|y=1.0,1.0,1.0,1.0,1.0,1.0,1.02,1.042,1.064,1.087,1.111,1.136,1.163,1.19,1.22,1.25,1.282,1.316,1.351,1.389,1.429,1.439,1.449,1.46,1.471,1.481,1.493,1.504,1.515,1.527,1.538,1.55,1.562,1.575,1.587,1.6,1.613,1.626,1.639,1.653,1.667,1.681,1.695,1.709,1.724,1.739,1.754,1.77,1.786,1.802,1.818,1.835,1.852,1.869,1.887,1.905,1.923,1.942,1.961,1.98,2.0,2.0,2.0,2.0,2.0,2.0,2.0,2.0,2.0,2.0,2.0|yAxisFormat=%|yAxisMax=2 }} | ||
+ | |} | ||
+ | |||
+ | When considering effective health ("eHP") instead of dodge chance, however, the diminishing returns beyond 20 largely disappear, though there are no returns above 60 (50% dodge chance = 2x eHP). | ||
+ | |||
+ | Intuitively, while each point exceeding 20 only gives 1/4 the dodge chance, dodge chance is more valuable the more you already have; the numbers work out such that these effects almost cancel out (see graph). | ||
+ | |||
+ | Note that capping out eHP by reaching 60 is very difficult in practice; even a [[Nimble]] (+15 points) 20 [[Skill::Melee| ]][[Skills#Melee|Melee]] skill (+20 points) pawn with 200% [[Moving]] (+18 points) and 140%+ [[Sight]] (+3.2 points) would only have a score of 56.2 (~1.93x eHP). | ||
+ | Without [[Nimble]], it would take ~304% [[Moving]] (+36.8 points) to max out dodge chance and eHP at 60 points. | ||
== Version history == | == Version history == |
Latest revision as of 13:24, 2 November 2024
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Add effect of Combat in darkness precept (if it applies to the stat/pawn directly and isn't applied elsewhere). |
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. Its minimum allowed value is 0%. Its maximum allowed value is 80%. Its default value is 100%.
Base score[edit]
First, a base score, which we'll call M, is computed by adding up Melee skill and a few other modifiers:
- Melee: skill level (0 to 20)
- Moving: 1800% importance. No Max.
- For example, each bionic leg gives +12.5% or +0.125 Moving, which at 18x yields +2.25.
- Sight: 800% importance, 140% limit
- For example, one bionic eye and one normal eye gives 118.75% Sight, and 0.1875 x 8 yields +1.5.
- Traits
- Melee specialist role: +7.0
- Melee specialist's Berserk Trance: +8.0
Post-processing curve[edit]
Base score to Dodge Chance |
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The above graph shows how your base score M corresponds to the final Dodge Chance.
- From a base score of M ≤ 5, Dodge Chance is 0%
- From a base score of 5 < M ≤ 20, Dodge Chance increases by 2% per increase in base score.
- From a base score of 20 < M ≤ 60, Dodge Chance increases by 0.5% per increase in base score.
- Beyond a base score of 60, there is no increase in Dodge Chance (will be capped at 50%).
In other words, there are diminishing returns beyond 20 dodge chance base score (30% dodge chance): each point exceeding that yields 1/4 the benefit, before reaching a hard cap at 60 (50% dodge chance). 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.
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[edit]
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% |
Analysis[edit]
Base score to Effective Health Multiplier |
---|
When considering effective health ("eHP") instead of dodge chance, however, the diminishing returns beyond 20 largely disappear, though there are no returns above 60 (50% dodge chance = 2x eHP).
Intuitively, while each point exceeding 20 only gives 1/4 the dodge chance, dodge chance is more valuable the more you already have; the numbers work out such that these effects almost cancel out (see graph).
Note that capping out eHP by reaching 60 is very difficult in practice; even a Nimble (+15 points) 20 Melee skill (+20 points) pawn with 200% Moving (+18 points) and 140%+ Sight (+3.2 points) would only have a score of 56.2 (~1.93x eHP). Without Nimble, it would take ~304% Moving (+36.8 points) to max out dodge chance and eHP at 60 points.
Version history[edit]
- 0.17.1546 - Added.