Melee Dodge Chance
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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
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
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
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
Base score to Effective Health Multiplier |
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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
- 0.17.1546 - Added.