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BorisPeace
18th November 2010, 02:50 PM
Dodge Guide (v6.69c)




Dodge is the reason a unit can't hit the unit it is attacking. In this guide, we will learn these reasons.

There are 4 reasons for that:

Evasion
Miss
Elevation
Motion Buffer


Now let's explain this even further:



1) Evasion:

Evasion means that the attacked unit has managed not to get hit.

The spells and items which grant Evasion in DotA (sorted by percentage values):


http://media.playdota.com/hero/54/skill-2.JPG
Windrunner - Windrunner (100%)

http://www.playdota.com/img/items/125/icon.jpg
Butterfly (30%)

http://media.playdota.com/hero/97/skill-2.gif
Blur - Mortred (30% @level 4)

http://www.playdota.com/img/items/20/icon.jpg
Talisman of Evasion (25%)

http://media.playdota.com/hero/52/skill-2.gif
Drunken Brawler - Pandaren Brewmaster (24% @level 4)

http://images4.wikia.nocookie.net/__cb20090111201919/wowwiki/images/5/5f/BTNBlueDragonSpawn.png
Evasion - Blue Dragonspawn Overseer (15%)

http://images3.wikia.nocookie.net/__cb20090112033505/wowwiki/images/a/a6/BTNGreenDragonSpawn.png
Evasion - Blue Dragonspawn Sorcerer (15%)


Detailed notes about Evasion:

In Wc3, if a unit has more than one Evasion Ability (either from spells or items), only the highest value of Evasion will work and the other Evasion ability will be inactive.

And Evasion values aren't linear like other chance based spells. What do I mean by that? It means that a 30% Evasion ability isn't the twice of a 15% Evasion ability. Let's see that with an example.

We have 850 HP and a 15% Evasion ability. This means that we have to get hit with an average of 1000 damage total to die. This means that the 15% Evasion ability grants us 1000/850 = 1.18 times HP.

Now let's imagine we have 700 HP and a 30% Evasion ability. This means that we have to get hit with an average of 1000 damage total to die. This means that the 30% Evasion ability grants us 1000/700 = 1.43 times HP.

%15 Evasion granted us %18 more HP, whereas %30 Evasion granted us %43 more HP.

Let's try out 45% Evasion. Let's say we have 550 HP and a 45% Evasion Ability. We have to get with an average of 1000 total damage so that we can evade 45% of it and lose 550 HP and die. This means 45% Evasion Ability granted us 1000/550 = 1.82 times HP.



2) Miss:


Miss means that the attacking unit couldn't make the hit.

The Miss Spells in DotA (sorted by percentage values):


http://media.playdota.com/hero/102/skill-0.jpg
Laser - Tinker (100%)

http://media.playdota.com/hero/121/skill-5.JPG
Blinding Light - Ezalor (80%)

http://media.playdota.com/hero/52/skill-1.gif
Drunken Haze - Pandaren Brewmaster (75% @level 4)

http://media.playdota.com/hero/64/skill-0.gif
Smokescreen - Rikimaru (70% @level 4)

http://media.playdota.com/hero/24/skill-2.gif
Blind - Troll Warlord (44% @level 4)

http://media.playdota.com/hero/75/skill-1.gif
Crippling Fear - Balanar (40%)

http://media.playdota.com/hero/89/skill-2.jpg
Incapacitating Bite - Broodmother (25% @level 4)


Detailed notes about Miss:

Miss abilities usually stack, with one exception: The spells that have Drunken Haze as the base ability do not stack with eachother. These spells include: Blinding Light, Drunken Haze, Crippling Fear, Laser, Incapacitating Bite. These spell will not stack with eachother, only the latest will work.

This stacking issue can sometimes produce worse outcomes. In DotA, there are two more spells with Drunken Haze with base ability. These are Deafening Blast (Invoker) and Penitence (Chen). Both spells have their miss chance set to 0%, meaning if these spells are cast last, they will cancel the former miss chance.



3) Elevation:

This means that the attacking unit couldn't hit because the attacking unit is on lower ground as opposed to the attacked unit. This only affects ranged units. This is set to 25% in DotA. This means;

In DotA, when a ranged unit attacks a unit on higher ground, it will miss its attack with a 25% chance.

Detailed notes about Elevation:

This elevation difference only affects ranged units. Melee units are not affected by this. This miss chance can be set to any value for different Wc3 maps, but in DotA it's set to 25%.



4) Motion Buffer:


The attacking unit begins its attack animation. The attacking unit couldn't hit because the moment it will finish its attack, the attacked unit is out of range.

Detailed notes about Motion Buffer:

This is caused by the attacked unit being too fast or using spells such as Blink or TP. This works differently for ranged and melee units. Melee unit begin their attack, finish the animation, and a Miss text is shown. Ranged units however, stop their attack animation and choose another target.



5) Total Dodge Chance:

Evasion, Miss and Elevation work together. The general formula is::

Total Dodge Chance = 1 - [(1 - Evasion) x (1 - Miss1) x (1 - Miss2) x (1 - Miss3) x (1 - Elevation)]


Detailed notes on Total Dodge Chance:

We have used only one Evasion space, as we said before, only one Evasion ability works at a time (the one with the highest percentage value). If there is an Evasion ability we input this value into the Evasion space. If there is no Evasion ability, we input it as 0%. Therefore, 1 - 0% = 1, so it won't affect the multiplication.

We have used three Miss spaces in the formula. As we have said before, the spell with Drunken Haze as the base ability do not work together. We will input the latest cast Drunken Haze based ability into the Miss1 space. There two other Miss abilities: Smokescreen ve Blind. We input the Smokescreen value into the Miss2 space, Blind value into the Miss3 space.

The last place in the formula belongs to Elevation. If there's an elevation difference and the attacking unit is ranged, we input 25% here. Otherwise, we input 0%.


Let's now make a couple of examples:


Example 1) Clinx is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler. Let's find the final dodge chance.

Total Dodge Chance = 1 - [(1 - 0.24) x (1 - 0.00) x (1 - 0.00) x (1 - 0.00) x (1 - 0.25)]
= 1 - (0.76 x 0.75) = 0.43 = 43% total dodge chance.


Example 2) Clinx, who is inside level 4 Smokescreen is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler. Let's find the final dodge chance.

Total Dodge Chance = 1 - [(1 - 0.24) x (1 - 0.00) x (1 - 0.70) x (1 - 0.00) x (1 - 0.25)]
= 1 - (0.76 x 0.3 x 0.75) = 0.829 = 82.9% total dodge chance.


Example 3) Clinx, who is inside level 4 Smokescreen and was targeted with level 4 Drunken Haze is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler. Let's find the final dodge chance.

Total Dodge Chance = 1 - [(1 - 0.24) x (1 - 0.75) x (1 - 0.70) x (1 - 0.00) x (1 - 0.25)]
= 1 - (0.76 x 0.25 x 0.3 x 0.75) = 0.957 = 95.7% total dodge chance.


Let's take it even further :D


Example 3) Clinx, who is inside level 4 Smokescreen and was targeted with level 4 Drunken Haze and level 4 Blind is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler and a Butterfly. Let's find the final dodge chance.

Total Dodge Chance = 1 - [(1 - 0.30) x (1 - 0.75) x (1 - 0.70) x (1 - 0.44) x (1 - 0.25)]
= 1 - (0.70 x 0.25 x 0.3 x 0.56 x 0.75) = 0.978 = 97.8% total dodge chance.



6) True Strike:

Critical Strike has a property. It's called Never Miss. This property makes the Critical Strike hit whenever it procs. For each Critical Strike ability, this property can be set to true or false.

The only Critical Strike ability that has Never Miss in DotA belongs to Monkey King Bar. The True Strike ability of MKB is that kind of Critical Strike. For it to never miss, that Critical Stike is set to 100% 0x Critical Strike. Therefore, Critical Strike will proc on each of your hits, and because Critical Strike procs, you will never miss an attack. 0x Critical and 1x Critical is actually the same thing. Both will hit the normal attack damage. The only difference is that 1x Critical Strike show a number like #!, whereas no number is shown with 0x.

With MKB's True Strike on, you will miss your attacks on two exceptions:

a) Motion Buffer
b) On the attacks made to structures, since Critical Strike will not affect structures.



7) Other properties of Dodge:


If an attack is missed, no property of this attack (such as orbs, buffs, critical, bash etc) will not affect the attacked unit.
Even iff the attacking unit has used an Orb etc, and misses, that unit will pay its costs. For example, Clinx attacking with the Searing Arrow orb will lose 8 mana even if he misses. Or Huskar attacking with Burning Spears will lose 15 HP, even if he misses the attack.
The units with Weapon Type: Missile (Bounce) (Luna's Moon Glaive in DotA) will not have their attacks bounced when they miss. On the other hand, the bouncing attack will always hit.




Your sincerely,
Boris

BossBoT
18th November 2010, 05:39 PM
tinker laser(lvl 4 100%) or??? coz tinker laser has 100% chance to miss

BorisPeace
18th November 2010, 06:03 PM
Yeah, you're right -.- I forgot it was changed :/

Fixed.

[YuMa]EMPEROR
18th November 2010, 11:00 PM
Nice :)

ScR3aMofHe11
19th November 2010, 12:12 AM
WoW nice work.

BorisPeace
19th November 2010, 12:28 AM
Thanks <3

Edited some remaining Turkish words o.O

Fika[F]
20th November 2010, 04:53 PM
Detailed notes about Evasion:

In Wc3, if a unit has more than one Evasion Ability (either from spells or items), only the highest value of Evasion will work and the other Evasion ability will be inactive.




Let's take it even further :D


Example 3) Clinx, who is inside level 4 Smokescreen and was targeted with level 4 Drunken Haze and level 4 Blind is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler and a Butterfly. Let's find the final dodge chance.

Total Dodge Chance = 1 - [(1 - 0.30) x (1 - 0.75) x (1 - 0.70) x (1 - 0.44) x (1 - 0.25)]
= 1 - (0.70 x 0.25 x 0.3 x 0.56 x 0.75) = 0.978 = 97.8% total dodge chance.




i underlined and bolded the contradictory info

BorisPeace
20th November 2010, 05:57 PM
How is contradictory? I wrote it on purpose, so that people would see that evasion doesn't stack, and only the highest value works, which in this case, is Butterfly.

As you will see from the calculation, Evasion from Drunken Brawler is not counted in.

Fika[F]
20th November 2010, 08:47 PM
o ok then didnt read the equasion

Shoocky3V
22nd November 2010, 09:54 PM
ok gj sticky

Slayzer
23rd November 2010, 07:27 AM
gj, but u forgot void's 3rd skill:D way too imba.

BorisPeace
23rd November 2010, 12:49 PM
Backtrack is not Evasion. It's a triggered heal.

GoodanGeL
25th November 2010, 10:08 AM
Backtrack is not Evasion. It's a triggered heal.
Can you be more specific about Backtrack?

DRG-
25th November 2010, 10:16 AM
Backtrack - avoid damage (hits+spells)

GoodanGeL
25th November 2010, 12:46 PM
Backtrack - avoid damage (hits+spells)

Yes, I know that.

Backtrack = Whenever damage is received, Faceless Void moves a moment back in time to try to dodge that damage. Can backtrack both physical and magical attacks.

At level 4 he has 25% chance to avoid. But my question is why he said "triggered heal"?

And yes, Backtrack stacks with evasion. (http://www.playdota.com/heroes/faceless-void)

F_AOCcio5CA

JW--aFE3vwY

BorisPeace
25th November 2010, 01:42 PM
Do you even know what triggered healing is? It has absolutely nothing to do with evasion.

Void does recieve the damage. Void doesn't 'avoid' anything. Backtrack is coded so that Void heals for the same amount before taking that damage.

GoodanGeL
27th November 2010, 05:29 PM
Do you even know what triggered healing is? It has absolutely nothing to do with evasion.

Void does recieve the damage. Void doesn't 'avoid' anything. Backtrack is coded so that Void heals for the same amount before taking that damage.

You can call it whatever you'd like, it's still same thing for me: that his HP remains the same and this is a chance.

BorisPeace
28th November 2010, 03:40 AM
It's definitely not the same. Let me show you the differences.

If a 'Unit X' dodges an attack, it means it is not hit. This part is very important. Void does get hit, but heals for the same amount. This means Void suffers any side effects , but Unit X does not suffer from these. These side effects include Bash, any kind of Orb Effect or Buff Placer, and many others. For example, if a unit with EoS attacks Unit X and misses, Unit X is not slowed down, whereas a Backtrack'ing Void would.

Furthermore, only a normal attack can be dodged, but Void's Backtrack protects him from any kind of damage, be it from attacks or spells or by any other means.

Also, note that Void heals for the same amount before taking that damage. This has two very important outcomes. Firstly, Backtrack does absolutely nothing if Void is at full HP. Let's say a 800/800 HP Void is hit with a Coup de Grace procced attack which damages him (it?) for 740 HP (after reductions) and let's assume Backtrack procs. Void heals, but he is already at max HP, and then gets damaged and is left with 60 HP. If he had dodged that attack, he would have left with 800 HP.

Secondly, Void can't heal more than his max HP, meaning if he gets hit with an attack that damages him for more than his max HP, we will die whether Backtrack procs or not. He, again, would live if he dodges the attack.

These are the most basic differences between Dodge and Triggered Healing.


Yours sincerely,
Boris

GoodanGeL
29th November 2010, 01:51 PM
I understood now.

Thanks :)

[GTP]
29th November 2010, 03:44 PM
it means that when u take dmg u instantly heal the same amount of dmg u get so when some1 hits u he can cancel flask/clarity/dagger etc something that won't happen if he miss

BorisPeace
30th November 2010, 01:06 AM
Yep (:

Also note that if Void uses Blademail, and Backtrack procs, he will deal full damage via BM even though his HP remains the same.

Fika[F]
15th December 2010, 08:27 PM
main gameplay difference besides the spell damage blocking part is that, you don't cause your opponent to miss, that means his attack effects still effect you (bash, brood's passive, trax slow arrow etc etc)

maybe someone mentioned this but I didn't wana read walls of txt