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, defense, or agility 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.
|Class||Lv80 Rd|| Base|
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.
During this section, a level 80 protection paladin with 400/400 defense skill 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 agility and 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.
Following our paladin example again, the paladin has a base agility of 92 and 22 additional agility from the 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 from defense
Defense skill, similar to weapon skill, is learned from attacking mobs. If your character is level 80 and 400/400 defense skill, your dodge is not modified. However, if your defense skill is not maxxed yet, your Ab calculation actually needs to take this into account.
"l" is your player level, and Fs is your defense skill. Following our paladin example again, this modification comes to zero because 80 * 5 = 400.
Defense rating, the defense from your gear and enchantments, also contributes dodge into the diminishing returns pool (Fu). First convert your defense rating to defense skill. At level 80, this is 4.92 for all classes (Rf). It's important that you floor the defense skill before continuing with the calculation. From your defense skill, you can calculated the undiminished dodge to add to the pool.
Following the example paladin again, she has 707 defense rating, divided by 4.92 and floored is 143 defense skill. (Note that defense skill accrued from defense rating is not affected by diminishing returns. Diminishing returns only applies to the additional dodge, parry, miss, and block chance from the defense skill.) This defense skill multiplied by 0.04 equals another 5.72% dodge added to the diminishing returns pool.
Dodge rating is the final source of dodge chance, and all of this chance goes into the diminishing returns pool (u). Like defense, 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.
The final step to solving d from the original equation is diminishing returns. Now we can total the pool that came from all three sources of dodge impacted by diminishing returns: agility from gear, defense rating, 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.
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.
|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.|
These are the talents that modify dodge or are related to dodging.
|Anticipation||Shaman||Enhancement||3||Increases your chance to Dodge by an additional 3%, and reduces the duration of all Disarm effects used against you by 50%. This does not stack with other Disarm duration reducing effects.|
|Catlike Reflexes||Hunter||Beast Mastery||3||Increases your chance to Dodge by 3% and your pet's chance to Dodge by an additional 9%.|
|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%.|
|Ghostly Strike||Rogue||Subtlety||1||A strike that deals 125% weapon damage and increases your chance to Dodge by 15% for 7 sec. Awards 1 combo point.|
|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 6% and gives you 10% 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.|
|Surprise Attacks||Rogue||Combat||1||Your finishing moves can no longer be Dodged, and the damage dealt by your Sinister Strike, Backstab, Shiv, Hemorrhage and Gouge abilities is increased by 10%.|
|Turn the Tables||Rogue||Assassination||3||Whenever anyone in your party or raid blocks, Dodges, or parries an attack your chance to critically hit with all combo moves is increased by 6% for 8 sec.|
|Unfair Advantage||Rogue||Combat||2||Whenever you Dodge an attack you gain an Unfair Advantage, striking back for 100% of your main hand weapon's damage. This cannot occur more than once per second.|
|Weapon Mastery||Warrior||Arms||2||Reduces the chance for your attacks to be Dodged by 2% and reduces the duration of all Disarm effects used against you by 50%. This does not stack with other Disarm duration reducing effects.|
This is a listing of enchantments that provide dodge. For a complete list of all enchantments, see the enchantments by slot article.
|Head||+16 defense rating, +17 dodge rating||Keepers of Time (revered)|
|Head||+12 dodge rating|||
|Head||+12 dodge rating, +28 attack power|||
|Shoulders||+20 dodge rating, +15 defense rating||The Sons of Hodir (exalted)|
|Shoulders||+15 dodge rating, +10 defense rating||The Sons of Hodir (honored)|
|Shoulders||+15 dodge rating, +10 defense rating||The Aldor (exalted)|
|Shoulders||+13 dodge rating||The Aldor (honored)|
|Shoulders||+10 dodge rating, +15 defense rating||The Scryers (exalted)|
|Shoulders||+60 dodge rating, +15 defense rating||Inscription (400)|
|Back||+12 dodge rating||Enchanting (300)|
|Legs||+12 dodge rating|||
|Legs||+12 dodge rating, +28 attack power|||
|226||80||Ulduar||Heroic||Ignis the Furnace Master||-||Use: Increases Dodge rating by 432 for 20 sec. (2 Min Cooldown)|
|219||80||Ulduar||Normal||Ignis the Furnace Master||105|
|213||80||Naxxramas||Heroic||Zone||-||Use: Increases Dodge by 455 for 20 sec. (2 Min Cooldown)|
|200||80||Naxxramas||Normal||40||84||Use: Increases Dodge rating by 335 for 20 sec. (2 Min Cooldown)|
|200||75||-||-||Jewelcrafting (400)||-||Use: Increases Dodge rating by 300 for 10 sec. (1 Min Cooldown)|
|141||70||Black Temple||-||Gurtogg Bloodboil||32|
|125||70||-||-||Jewelcrafting (375)||-||Use: Increases Dodge rating by 165 for 20 sec. (2 Min Cooldown)|
|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.|
|115||70||Karazhan||-||Moroes||38||Use: Increases Dodge rating by 300 for 10 sec. (2 Min Cooldown)|
|115||70||-||-||Jewelcrafting (370)||-||Use: Increases Dodge rating by 125 for 20 sec. (2 Min Cooldown)|
|93||1||-||-||||-||Use: Increases Dodge rating by 192 for 10 sec. (1 Min Cooldown)|
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:
- Patch 3.2.0 (04-Aug-2009):
- 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 (07-Mar-2005): 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."
- Combat rating system
- miss, evade, parry, block, absorb, and immune: Other ways to avoid damage.