~bumping this~
Some idea: Since we know the crit damage formula
crit_chance = (crit_rate - crit_resist) * (42/attacker_level)
i tried modifying this to come up with a simpler formula for dodge:
dodge_chance = (defender_evasion - attacker_accuracy) * (42/defender_level)
In the guide linked by asphidel we have a table that shows by the guide maker calculated values that are needed to get 10% more dodge rate
Dodge Rate | Character Level | Required more evasion than accuracy
+10% | 100 | 26
+10% | 200 | 53
+10% | 300 | 85
If, instead of using the complicated formula, we use the simple one i posted above
dodge_chance = (defender_evasion - attacker_accuracy) * (42/defender_level)
we’d get for a level 100 character
26 * (42/100) = 10,92
pretty close to the 10% from the table
for a level 200 character
53 * (42/100) = 11.13
also pretty close, however an increase of ~1.13.
The 26, 53 and 85 cause it to raise rather strangely
If we assume that the formula from the guide author is not entirely accurate (he even states it in his guide) and if we assume that experiments based on luck (evading enemies attacks) are almost never 100% the perfect values that should mathematically be happening (if you throw a coin 1000 times most likely you won#t get 500 heads/500 tails but more likely something like 512 heads/488 tails) we can try to nudge numbers a bit
What if, instead of requiring an additional 26, 25, 85… difference of evasion for each additional 100 levels which seems really strage, it’s a flat fixed number increase per level? Lets say 25 per 100 level, since it’s pretty close to the numbers of the table in the guide (26,53,85).
A simplified dodge formula could look like this :
*dodge_rate = ((defenderEvasion - attackerAccuracy)defender_level/100) * (42/defender_level)
which means for each 25level/100 dodge above the enemies accuracy you gain 10,5% dodge ratio
For level 100:
(25100/100) * (42/100) = 25 * (42/100) = 10,5 , aka +25 more evasion than enemies accuracy provides +10.5% dodge rate at level 100
(25200/100) * (42/200) = 50 * (42/200) = 10,5, aka +50 more evasion than enemies accuracy provides +10.5% dodge rate at level 200
(25300/100) * (42/300) = 75 * (42/300) = 10,5, aka +75 more evasion than enemies accuracy provides +10.5% dodge rate at level 200
For level 280:
(25280100) * (42/280) = 70 * (42/280) = 10,5, aka +70 more evasion than enemies accuracy provides +10.5% dodge rate at level 280
For a dodge rate of ~50% at level 280 you’d need 705 = 350 more evasion than enemies accuracy (actually a bit evasion less since 70 more evasion would be 10.5% more dodge instead of 10%).
For a dodge rate of ~80% at level 280 you’d need 70*8 = 560 more evasion than enemies accuracy (same here, a bit less evasion than i calculated here because of the 10.5% rate instead of 10%)
The “more evasion required per level in order to keep the same dodge rate” seems to be pretty close to the table shown in the guide (26/53/85 vs 25/50/75 for level 100/200/300 for a ~10% increase) but with a far less “cluttered” formula.
That’s just my try for a simplified formula, if anyone wants to check if it’s accurate, feel free to test it.
PS: If we use 40 instead of the 42 and keep the 25 it’s a flat +10% instead of +10.5, so it could also be
dodge_rate = ((defenderEvasion - attackerAccuracy)*level/100) * (40/level) instead of
dodge_rate = ((defenderEvasion - attackerAccuracy)*level/100) * (42/level)