Deimos...
Member
|
quote:
POST UPDATED 3/17/11 I've added to this section for many players that have requested more specific details on how blocks work. The system has not changed, I'm just adding further explanation about the calculations. If the defender is stunned ... the defender has a 0% chance for a block A block adjustment is calculated by taking the final dexterity values of both the defender and attacker. This block adjustment value can be either negative or positive. Block Adjustment = (defender dexterity - attacker dexterity) / 2 Chance to Block = 10 + Block Adjustment The chance to block can never be less than 4% The chance to block can never be more than 45% Connect reduces the chance that your attacks will be blocked. It can not reduce the block rate below the minimum. of 4%. Example 1: Defender has 100 Dexterity Attacker has 60 Dexterity Block Adjustment = (100 - 60) / 2 = 20 Chance to Block = 10 + 20 = 30% Example 2: Defender has 60 Dexterity Attacker has 100 Dexterity Block Adjustment = (60 - 100) / 2 = -20 Chance to Block = 10 + -20 = -10% Since the block chance can never reduce below 4%, the Chance to Block becomes 4% Example 3: Defender has 30 Dexterity (Also, the defender has a -40 Dexterity Debuff Applied) Attacker has 29 Dexterity Dexterity never uses negative values in calculations ... so even though a debuff is applied, the Defender's dexterity value is calculated using the minimum value of 1 instead of -10. Block Adjustment = (1 - 29) / 2 = -14 Chance to Block = 10 + -14 = 1% Since the block chance can never reduce below 4%, the Chance to Block becomes 4% A good rule of thumb is that for every 2 points of Dexterity you have more or less than your enemy, your chance to block increases or decreases by 1% respectively. Taken from =ED= Formulas and Calculations I hope that helped, it might explain all the blocks. + Shadow arts gives a 10% chance to block and stun. Also, 2 classes have smokescreen now. So that is probably why you think there are too many blocks. Thanks, Iamawesome
|