Dodge is a form of melee mitigation where the entire melee swing is avoided. Dodge is a passive ability possessed by all players for all classes and races. However this stat is the most important to players fulfilling a tanking role. Only close range melee attacks can be dodged; a ranged attack or a spell cannot be dodged. Players can only dodge attacks if they are facing their opponent, however a mob can dodge attacks that are from behind. Incapacitated targets (stunned for example) cannot dodge.
There are several ways that dodge is modified. You can increase you chance to dodge by increasing your dodge rating which will all increase your effective chance to dodge or dodge percent(%). You can decrease your chance to be dodged with expertise. Expertise is only modified from expertise rating, some talents (such as [Combat Expertise]), and some passive racial traits for certain melee weapon types. Your chance to dodge a hit as well as have your hits be dodged is affected by the level of your opponent. Different classes and talent specializations will also vary the amount of dodge a player has.
Formulas
Class | Lv80 Rd | Base Dodge% |
---|---|---|
Warrior | 84.74576271 | 3.66400 |
Paladin | 59.88023952 | 3.49430 |
Hunter | 86.20689655 | -4.08730 |
Rogue | 47.84688995 | 2.09570 |
Priest | 59.88023952 | 3.41780 |
Death knight | 84.74576271 | 3.66400 |
Shaman | 59.88023952 | 2.10800 |
Mage | 58.82352941 | 3.65870 |
Warlock | 59.88023952 | 2.42110 |
Druid | 47.84688995 | 5.60970 |
The amount of dodge you have is affected by your class, level, talents and dodge rating.
Dodge generally goes into two pools that are added together: undiminished and diminished dodge. Your undiminished dodge includes your class's base dodge, dodge from any talents (such as [Anticipation]), and the dodge your receive from your base agility.
Template:Formula
During this section, a level 80 protection paladin will be used to demonstrate the formulas. Because the example is a paladin, b has the value of 3.2685, t is 5 from 5/5 Anticipation talents, Ab is 1.7664, and d was 14.3295. These sum to 24.36% which matches the dodge found on the character screen. Additional discussion about dodge from diminishing returns will be explained below.
Dodge from agility
Agility generates chance to dodge (dodge %). For level 80s, you can simply use the Rd value from the table above to find the rate. Note that the base agility (agility from your level and race) plus any agility from talents is undiminished. Agility from your gear and buffs will fall into the pool of diminished dodge. From the game interface, you can easily see what these two numbers are. Mouse over agility in the character window and the white number is your undiminished agility (this will include your talents) and the green number, if there is one, is the additional agility which will contribute dodge with diminishing returns.
Template:Formula
Following our paladin example again, the paladin has a base agility of 92 and 22 additional agility from the [Frosthide Leg Armor] leatherworking enchantment. 92 at a rate of 52.083333 for paladins results in 1.7664% dodge from base agility (Ab). The additional 22 agility from gear adds 0.4224% dodge (Au), but will be subject to diminishing returns later on in the calculation.
Dodge rating
Template:Formula
Dodge rating is the final source of dodge chance, and all of this chance goes into the diminishing returns pool (u). It converts at a rate of 45.25 (Rd) for level 80s of all classes.
- NOTE: The example paladin calculations use the pre-3.2.0 dodge conversion of 39.348, rather than the new 45.25 conversion.
Again following the paladin example, the paladin has a dodge rating of 402. Divided by 39.348 this becomes 10.21% to add to the pool.
Diminishing returns
Template:Formula
The final step to solving d from the original equation is diminishing returns. Now we can total the pool that came from two sources of dodge impacted by diminishing returns: agility from gear and dodge rating.
For our example paladin, this is 0.4224 + 5.72 + 10.21 to equal 16.35% of undiminished dodge. Now we apply the diminishing returns formula to calculate d.
Template:Formula
Cd is the cap for dodge, and k is a constant, and these both vary per class. Using our example paladin, Cd is 88.129021 and k is 0.9560 for paladins. Calculate the equation and the result should is 14.32% of dodge as expected.
Abilities
There are many class abilities that modify dodge or are related to dodging. Abilities that are learned through talents are listed in the talents section above.
Ability | Class | Tree | Ranks | Description |
---|---|---|---|---|
[Army of the Dead] | Death Kight | Unholy | 1 | Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to his Dodge plus Parry chance. |
[Evasion] | Rogue | Combat | 2 | Increases the rogue's Dodge chance by 50% and reduces the chance ranged attacks hit the rogue by 25%. Lasts 15 sec. |
[Overpower] | Warrior | Arms | 1 | Instantly overpower the enemy, causing weapon damage. Only useable after the target Dodges. The Overpower cannot be blocked, Dodged or parried. |
[Revenge] | Warrior | Protection | 9 | Instantly counterattack an enemy for (1454 + AP * 0.207) to (1776 + AP * 0.207) damage. Revenge is only usable after the warrior blocks, Dodges or parries an attack. |
[Rune Strike] | Death Knight | Frost | 1 | Strike the target for 150% weapon damage plus (150 * AP * 10 / 10000). Only usable after the Death Knight dodges or parries. Can't be Dodged, blocked, or parried. This attack causes a high amount of threat. |
Talents
These are the talents that modify dodge or are related to dodging.
Talent | Class | Tree | Ranks | Description |
---|---|---|---|---|
[Counterattack] | Hunter | Survival | 6 | A strike that becomes active after parrying an opponent's attack. This attack deals (AP * 0.2 + 342) damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, Dodged, or parried. |
[Feral Swiftness] | Druid | Feral | 2 | Increases your movement speed by 30% in Cat Form and increases your chance to Dodge while in [Cat Form], [Bear Form] and Dire Bear Form by 4%. |
[Improved Defensive Stance] | Warrior | Protection | 3 | While in [Defensive Stance] all spell damage is reduced by 6% and when you Block, Parry or Dodge an attack you have a 100% chance to become Enraged, increasing Physical damage caused by 10% for 12 sec. |
[Lightning Reflexes] | Rogue | Combat | 3 | Increases your Dodge chance by 9% and gives you 6% melee haste. |
[Natural Reaction] | Druid | Feral | 3 | Increases your Dodge while in [Bear Form] or [Dire Bear Form] by 6%, and you regenerate 3 rage every time you Dodge while in Bear Form or Dire Bear Form. |
Enchants
This is a listing of enchantments that provide dodge. For a complete list of all enchantments, see the enchantments by slot article.
Slot | Enchantment | Effects | Source |
---|---|---|---|
Head | [Arcanum of the Defender] | +16 parry rating, +17 dodge rating | Keepers of Time (revered) |
Head | [Arcanum of Protection] | +12 dodge rating | [60] Libram of Protection |
Shoulders | [Greater Inscription of the Pinnacle] | +20 dodge rating, +22 stamina | The Sons of Hodir (exalted) |
Shoulders | [Lesser Inscription of the Pinnacle] | +15 dodge rating, +10 parry rating | The Sons of Hodir (honored) |
Shoulders | [Greater Inscription of Warding] | +15 dodge rating, +15 stamina | The Aldor (exalted) |
Shoulders | [Inscription of Warding] | +13 dodge rating | The Aldor (honored) |
Shoulders | [Greater Inscription of the Knight] | +10 dodge rating, +15 parry rating | The Scryers (exalted) |
Shoulders | File:APB Skill Inscription.png [Master's Inscription of the Pinnacle] | File:APB Skill Inscription.png +60 dodge rating, +15 defense rating | Inscription (400) |
Back | Enchant Cloak - Dodge | +12 dodge rating | Enchanting (300) |
Legs | [Arcanum of Protection] | +12 dodge rating | [60] Libram of Protection |
Trinkets
This is a listing of high level trinkets that provide a large amount of dodge rating. A complete list of all dodge trinkets can be found here.
Item | iLevel | Level | Instance | Mode | Details | Dodge | Use |
---|---|---|---|---|---|---|---|
Heart of Iron | 226 | 80 | Ulduar | 25-man | Ignis the Furnace Master | - | Use: Increases Dodge rating by 432 for 20 sec. (2 Min Cooldown) |
[The General's Heart] | 226 | 80 | Ulduar | 25-man | General Vezax | 107 | |
[Furnace Stone] | 219 | 80 | Ulduar | 10-man | Ignis the Furnace Master | 105 | |
[Defender's Code] | 213 | 80 | Naxxramas | 25-man | Zone | - | Use: Increases Dodge by 455 for 20 sec. (2 Min Cooldown) |
[Valor Medal of the First War] | 200 | 80 | Naxxramas | 10-man | 84 | Use: Increases Dodge rating by 335 for 20 sec. (2 Min Cooldown) | |
[Figurine - Monarch Crab] | 200 | 75 | - | - | Jewelcrafting (400) | - | Use: Increases Dodge rating by 300 for 10 sec. (1 Min Cooldown) |
Indestructible Alchemist's Stone | 200 | 75 | - | - | Alchemy (400) | 50 | |
[Shadowmoon Insignia] | 141 | 70 | Black Temple | - | Gurtogg Bloodboil | 32 | |
[Figurine - Empyrean Tortoise] | 125 | 70 | - | - | Jewelcrafting (375) | - | Use: Increases Dodge rating by 165 for 20 sec. (2 Min Cooldown) |
[Commendation of Kael'thas] | 115 | 70 | Magister's Terrace | Heroic | Priestess Delrissa | - | Equip: Melee attacks which reduce you below 35% health cause you to gain 152 Dodge rating for 10 sec. Cannot occur more than once every 30 sec. |
[Moroes' Lucky Pocket Watch] | 115 | 70 | Karazhan | - | Moroes | 38 | Use: Increases Dodge rating by 300 for 10 sec. (2 Min Cooldown) |
[Figurine - Dawnstone Crab] | 115 | 70 | - | - | Jewelcrafting (370) | - | Use: Increases Dodge rating by 125 for 20 sec. (2 Min Cooldown) |
[Charm of Alacrity] | 93 | 1 | - | - | Quest:Voidwalkers Gone Wild | - | Use: Increases Dodge rating by 192 for 10 sec. (1 Min Cooldown)}} |
[Vigilance Charm] | 62 | 57 | Dire Maul | - | Immol'thar | 24 |
Notes
Greg "Ghostcrawler" Street, the Lead System Designer, posted about the upcoming changes in Patch 3.2.0 on the official forums. It was in response to some carefully researched numbers showing how overall avoidance was being lowered, and disproportionately to various tank classes:
Re: Avoidance Change | 2009-07-13 20:50 | Ghostcrawler
This hurts druids slightly more than other tanks, but the emphasis is on "slightly." This is not the big druid nerf that some forum posters have predicted. We will continue to evaluate tank survivability and threat generation based on PTR tests with " Patchwerk" to decide if druids need to be nerfed or DKs buffed or look at Prot warrior dps or anything else.
This is also not the big avoidance "come to Naaru" that some posters predicted. Overall, we think avoidance is too high and the game would work better with lower tank avoidance, but suddenly dropping everyone's avoidance by 20 or 30% would be a very big change with many ramifications for healing and gear among other things. It would also feel like a big nerf to the many players who didn't understand why it would be better for the game in the long term. But I still expect it is coming at some point.Patch changes
- Patch 3.2.0 (2009-08-04):
- The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
- The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
- Patch 1.3.0 (2005-03-07): Every time a creature Dodges, it will report a Dodge. We will no longer translate a creature's Dodge of a rear attack to a "Miss."
See also
- Combat
- Combat rating system
- miss, evade, parry, block, absorb, and immune: Other ways to avoid damage.
External links
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