Dodge
From WoWWiki
A dodge is the act of avoiding a melee attack that otherwise would have hit you. Dodge is a passive ability possessed by everyone. Primarily based on agility, it can be modified by items and abilities such as a Rogue's Evasion.
Dodging is dangerous against a Warrior as it gives them the opportunity to use their Overpower ability.
- Ranged physical attacks cannot be dodged, but they miss more often.
- Night elves get a Racial Bonus of +1% to dodge.
The exact chance to dodge a melee attack is determined by class, agility, the attacker's expertise, the defender's defense, and any applicable active spells, abilities, talents, and items. Mobs that are level 9 or lower do not dodge as often, just as they are not missed as often.
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Approximations
The base chance is a constant specific to each class. The base value is then adjusted by a class-specific factor multiplied by that character's agility. The base values range from 0% to around 3% based on class. The rogue, for example, gets no base dodge chance because only the rogue's agility is used. A priest, on the other hand, is around base 3% dodge before agility because priests do not have a lot of agility. The agility factors for each class at level 60 are roughly 0.05% per point of agility, give or take up to 0.005% by class. Rogues and druids get more chance to dodge per point of agility; around 0.07% to 0.08% per point.
This value is then modified by the rating difference of the combatants. If the target is a mob then this is adjusted by 0.1% per point of rating difference. If the target is a player then it’s 0.04% per point.
Combat
In combat, you will notice that your Dodge percentage matches what you see on your tooltips. Miss chance and Critical chance are unmodified by Dodge, so you're not "wasting" Dodge on misses nor are you able to Dodge a Critical. This may seem odd to some folks if they are expecting a "if hit, then check if Dodge, then check..." type system. WoW, like many other games, uses a table based combat scheme (where one roll determines outcome of a swing), so percentages are absolute.
Note that when a player attacks a mob from behind, the mob can still dodge. However, when a mob attacks a player from behind, the player cannot dodge. Therefore, it's important that players always face mobs that are attacking them.
Your parsed Dodge won't necessarily match your tooltip if you're fighting creatures higher or lower in level to you. See the Defense formula above to understand.
Your target will not be able to dodge if they are afflicted by "stun" (not incapacitation).
Formulas
| Derivations | |||
|---|---|---|---|
| Class | Base (D)odge | AGI:D Ratio | D Rating:D Ratio |
| Druid | -1.87% | 14.7059 | 18.9231 |
| Hunter | -5.45% | 25 | 18.9231 |
| Mage | 3.45% | 25 | 18.9231 |
| Paladin | 0.65% | 25 | 18.9231 |
| Priest | 3.18% | 25 | 18.9231 |
| Rogue | -0.59% | 20 | 18.9231 |
| Shaman | 1.67% | 25 | 18.9231 |
| Warlock | 2.03% | 25 | 18.9231 |
| Warrior | 0.75% | 30 | 18.9231 |
Your chance to Dodge an attack is a percentage calculated using the following general formula:
- Dodge% = Base dodge + (AGI / AGI:Dodge ratio) + (Dodge Rating / DR:Dodge ratio) + Talent and Race contributions + ((Defense skill - Attacker's attack skill) * 0.04)
Both the Base dodge and AGI:Dodge ratio values depend on the character's class. Please note that the AGI:Dodge ratio also depends on the character level.
The table to the right lists these two factors that were derived for level 70 characters of each class.
The Dodge Rating contribution (introduced in 2.0.1) is provided by items that bestow a Dodge Rating bonus. At level 60, every 12 points of Dodge Rating adds +1% to your Dodge chance. At level 70, every 18.9 points of Dodge Rating adds +1% to your Dodge chance.
Any Talent granting +Dodge directly contributes as a percentage bonus; e.g. 5 Talent Points in Lightning Reflexes grant a rogue a straight +5% bonus to his or her Dodge chance. As for the Race contribution, it is either +1% (for Night Elves) or 0% (for every other race).
Finally, the last part of the formula written above takes into account the "level" difference between the defender and the attacker, or to be more precise, the difference between the defender's Defense skill and the attacker's Attack skill, which translates into a Weapon skill for players, and level * 5 for monsters. Each point of Defense a player has over the attacker's Attack skill adds 0.04% Dodge; on the other hand, each point of Defense a player has below the attacker's Attack skill cuts 0.04% Dodge.
Example
| Class | Base dodge | AGI:Dodge ratio |
|---|---|---|
| Druid | 0.9% | 20 |
| Hunter | 0.0% | 26.5 |
| Mage | 3.2% | 19.444 |
| Paladin | 0.7% | 19.767 |
| Priest | 3.0% | 20 |
| Rogue | 0.0% | 14.5 |
| Shaman | 1.7% | 19.697 |
| Warlock | 2.0% | 20 |
| Warrior | 0.0% | 20 |
For example, a level 60 Night Elf warrior with a Dodge Rating of 48, 350 Defense skill, and 150 Agility fighting a level 61 mob would have:
- Base dodge = 0%
- Agility contribution = (150 / 20) = 7.5%
- Dodge Rating contribution = 4%
- Talent contribution = 0%
- Racial contribution = 1%
- Defense contribution = (350 - (61 * 5)) * 0.04 = 1.8% (A mob's weapon skill is assumed to be its level * 5)
- Total Dodge% = 0% + 7.5% + 4% + 0% + 1% + 1.8% = 14.3%
Historical
These values were correct as of patch 1.12, but have not been tested since. They are, however, presumably still valid for level 60 characters.
See also
- Combat
- Combat rating system
- miss, evade, parry, block, absorb, and immune: Other ways to avoid damage.
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