Dodge: Difference between revisions

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{{Distinguish|Evasion}}
{{Distinguish|Evasion}}


'''Dodge''' is a chance to avoid incoming damage and negative effects, provided from the [[Acrobatics]] keystone, its subsequent [[Acrobatics Improvement]] nodes, and certain unique items. It is rolled separately from [[Evasion]], and is rolled before [[Block]]. The Chance to Dodge is a pseudo-random roll made per attack, and not entropy-based like Evasion. Dodge is capped at 75%.
'''Dodge''' is a [[Receiving damage|layer of defence]] that provides a chance to prevent [[hit]]s.


Dodge is not connected to the attackers [[accuracy]], and so chance to dodge is unaffected by evasion-related mechanics such as [[Blind]], [[Resolute Technique]] or [[Unwavering Stance]].
==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]].


==Related Unique Items==
==Sources of dodge==
The unique {{il|Daresso's Defiance }} gives 6% Chance to Dodge Attacks.
The only source of dodge is the [[Acrobatics]] keystone, which provides a chance to dodge [[spell]] hits from [[spell suppression]] modifiers.


The unique {{il|Atziri's Step }} gives (14 to 16)% Chance to Dodge Spell Damage.
{{Query keystone passive skills
|where = passive_skills.name="Acrobatics"
}}


The unique {{il|Darkray Vectors  }} gives 2% chance to Dodge Attacks per Frenzy Charge
==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|Hyrri's Ire }} gives 10% chance to Dodge Attacks and 10% chance to Dodge Spell Damage
''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}}
For a total of 5 dodge passives granting 40% chance to [[Evasion|Dodge]] Attacks and 30% chance to [[Evasion|Dodge]] [[Spell Damage]].


[[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.