Dodge: Difference between revisions

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>@DeletedUser40541090
>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 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 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 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==
There are two types of dodge:
* '''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==
==Related Unique Items==
The unique {{il|Daresso's Defiance }} gives 6% Chance to Dodge Attacks.
{{item table|format=mods
 
|Daresso's Defiance
The unique {{il|Atziri's Step }} gives (14 to 16)% Chance to Dodge Spell Damage.
|Atziri's Step
 
|Darkray Vectors
The unique {{il|Darkray Vectors }} gives 2% chance to Dodge Attacks per Frenzy Charge.
|Hyrri's Ire
 
|Mutewind Seal
The unique {{il|Hyrri's Ire }} gives 10% chance to Dodge Attacks and 10% chance to Dodge Spell Damage.
}}
 
The unique {{il|Mutewind Seal }} gives (1 to 2)% chance to Dodge Attacks.


The unique {{il|Conqueror's Longevity }} gives 2% chance to Dodge Attacks.
The unique {{il|Conqueror's Longevity }} gives 2% chance to Dodge Attacks.
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==Passives==
==Passives==
There are [[Passive Skills|passive skill]] nodes that grant additional chance to dodge either [[attack]]s or [[spell]]s.
There are [[Passive Skills|passive skill]] nodes that grant additional chance to dodge either [[attack]]s or [[spell]]s.


{{passive table
{{passive table
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|Phase Acrobatics
|Phase Acrobatics
}}
}}
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]]

Revision as of 19:42, 21 November 2015

Not to be confused with 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.

Mechanics

There are two types of dodge:

Related Unique Items

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The unique Conqueror's LongevityConqueror's Longevity
Viridian Jewel
Limited to: 1+3% chance to Suppress Spell Damage
10% chance to Avoid Elemental Ailments
10% increased Life Recovery from Flasks
Victory is as simple as being the last one standing.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
gives 2% chance to Dodge Attacks.

The unique ApparitionsApparitions
Viridian Jewel
Minions have (5-10)% increased Movement Speed
Minions have +(2-5)% chance to Suppress Spell Damage
When you create life from nothing, sometimes things get a little stuck in between.Place into an allocated jewel socket on the Passive Skill Tree. Right click to remove from the Socket.
gives minions (2 to 5)% chance to Dodge Attacks.

Skills

Passives

There are passive skill nodes that grant additional chance to dodge either attacks or spells.

Template:Passive table