Dodge: Difference between revisions

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>Illviljan
(Added a comment about spell dodge and reorganized it slightly. Not sure how to add unique jewels to the unique item table.)
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{{Distinguish|Evasion}}
{{Distinguish|Evasion}}


'''Dodge''' is a chance to avoid a damaging [[hit]]. The Chance to Dodge is a pseudo-random roll made per attack/cast, it is not entropy-based like Evasion. Dodge is capped at 75% and is rolled before [[Block]].  
'''Dodge''' is a [[Receiving damage|layer of defence]] that provides a chance to prevent [[hit]]s.


==Mechanics==
==Mechanics==
There are two types of dodge:
Whether a character dodges a hit is determined by their chance to dodge, which is capped at 75%. Dodge is rolled randomly each time the character would be hit. On a successful dodge, the character does not take the hit. For this reason, dodge is handled before [[block]] and [[avoidance]], both of which provide a chance to mitigate the damage of hits rather than preventing them outright. Dodge is not affected by the enemy's [[accuracy]].
* '''Dodge Attacks''' applies to [[attack]]s. It is rolled separately from [[Evasion]], it is not connected to the attacker's [[accuracy]] and so chance to dodge is unaffected by evasion-related mechanics such as [[Blind]], [[Resolute Technique]] or [[Unwavering Stance]].
* '''Dodge Spell Damage''' applies to [[spell]]s.


==Related Unique Items==
==Sources of dodge==
{{item table|format=mods
The only source of dodge is the [[Acrobatics]] keystone, which provides a chance to dodge [[spell]] hits from [[spell suppression]] modifiers.
|Daresso's Defiance
 
|Atziri's Step
{{Query keystone passive skills
|Darkray Vectors
|where = passive_skills.name="Acrobatics"
|Hyrri's Ire
|Mutewind Seal
}}
}}


The unique {{il|Conqueror's Longevity }} gives 2% chance to Dodge Attacks.
==Version history==
Before version 3.16.0, the game had both attack dodge and spell dodge. The former is removed entirely, while the latter became a special stat only obtainable from the [[Acrobatics]] keystone. On a related note, GGG has also introduced a new layer of damage mitigation called [[spell suppression]], which has a chance to reduce spell damage by 50% at base value.
{{Version history table header}}
{{Version history table row|3.16.0|
* Attack dodge has been removed from the game entirely.
* Existing sources of dodge have been replaced with [[spell suppression]] or other bonuses.
* The [[Acrobatics]] keystone has been redesigned to change any modifiers to Spell Suppression into Spell Dodge at 50% of their value.


The unique {{il|Apparitions }} gives minions (2 to 5)% chance to Dodge Attacks.
''For a detailed explanation of these changes, see {{section link|Version 3.16.0|Core Character Defences and Recovery}}.''
 
}}
==Skills==
{{Version history table row|0.11.2|
*Dexterity: {{sl|Vaal Grace}}
* Spell Block and Spell Dodge now apply to reflected Spell damage.
 
}}
==Passives==
{{Version history table row|?|
There are [[Passive Skills|passive skill]] nodes that grant additional chance to dodge either [[attack]]s or [[spell]]s.
* Introduced to the game.
 
{{passive table
|Acrobatics Improvement
|Acrobatics
|Phase Acrobatics
}}
}}
{{Version history table end}}


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Latest revision as of 09:08, 9 May 2024

Not to be confused with Evasion.

Dodge is a layer of defence that provides a chance to prevent hits.

Mechanics

Whether a character dodges a hit is determined by their chance to dodge, which is capped at 75%. Dodge is rolled randomly each time the character would be hit. On a successful dodge, the character does not take the hit. For this reason, dodge is handled before block and avoidance, both of which provide a chance to mitigate the damage of hits rather than preventing them outright. Dodge is not affected by the enemy's accuracy.

Sources of dodge

The only source of dodge is the Acrobatics keystone, which provides a chance to dodge spell hits from spell suppression modifiers.

NameStats
Acrobatics
Modifiers to Chance to Suppress Spell Damage instead apply to Chance to Dodge Spell Hits at 50% of their value
Maximum Chance to Dodge Spell Hits is 75% [1]

Version history

Before version 3.16.0, the game had both attack dodge and spell dodge. The former is removed entirely, while the latter became a special stat only obtainable from the Acrobatics keystone. On a related note, GGG has also introduced a new layer of damage mitigation called spell suppression, which has a chance to reduce spell damage by 50% at base value.

Version Changes
3.16.0
  • Attack dodge has been removed from the game entirely.
  • Existing sources of dodge have been replaced with spell suppression or other bonuses.
  • The Acrobatics keystone has been redesigned to change any modifiers to Spell Suppression into Spell Dodge at 50% of their value.

For a detailed explanation of these changes, see Version 3.16.0 § Core Character Defences and Recovery.

0.11.2
  • Spell Block and Spell Dodge now apply to reflected Spell damage.
Unknown
  • Introduced to the game.