This is the talk page for discussing improvements to the Evasion (Origins) article. |
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Evasion effect[]
Are we sure that the effects for evasion are these two things? Wouldn't it make more sense if it were the '+#% chance to dodge attacks' effect? I assumed it was this, because that is what this effect entails. The ones listed on the main page I have never heard of (keeping in mind that I'm on the Xbox 360 version).
Plus, the Dwarf Resistance racial ability is known to give the +10% spell resistance effect, and uses similar wording. It seems most likely that evasion uses a pre-existing effect, rather than creating one or two of its own.
BenJP 22:45, February 24, 2010 (UTC)
- The tool set indicates +20% displacement, what that breaks down to, I don't know, but that I am aware of thought is the spells and ability mechanics were straight from tool tips and the tools set, unless the tool set happens to be incorrect. Hollowness | Talk | Contr 22:57, February 24, 2010 (UTC)
Ok well after reading up so I could barely understand what you just said, doesn't that mean that '+20% displacement' could code for what is later named in-game as '+20% chance to dodge attacks'? Or can you not tell? I'm on the Xbox 360 so I'm not at all familiar with that Toolset thingy. Also, could it be different between PC and Xbox?
If it does actually mean what I hope it does, then it is possible to get 100% chance to dodge attacks. If it meaning '#% chance to avoid attacks' is a possibility, then I'll test in-game by getting at least 75% chance to dodge attacks with items, and seeing if my character can get hit. BenJP 23:12, February 24, 2010 (UTC)
doesn't that mean that '+20% displacement' could code for what is later named in-game as '+20% chance to dodge attacks'? Yes. Displacement or dodge (range: 0-100) is your chance to completely avoid any physical attack. I'm quite positive Grab and Overwhelm (Monster) will still get you.
Also, could it be different between PC and Xbox? No.
then I'll test in-game by getting at least 75% chance to dodge attacks with items Please refer to this thread: http://social.bioware.com/forum/Dragon-Age-Origins/Dragon-Age-Origins-Gameplay-Strategy-and-Tactics-Spoilers-Allowed/Defense-vs-Dodge-1163483-1.html
IN 23:40, February 24, 2010 (UTC)
Ok so 100% is not obtainable, and it is arguable as to whether it is better than defence, anyway. Thanks for your help! BenJP 00:22, February 25, 2010 (UTC)
- My pleasure. IN 00:32, February 25, 2010 (UTC)
- ^ This guy, is the one to ask about ability mechanics (he knows what I don't know and has done much contributions to the wiki regarding ability mechanics), for the future, you may want to bug him directly on his talk page, I am sure he'll help as best he can . Hollowness | Talk | Contr 00:41, February 25, 2010 (UTC)
Does anyone know where i can find out how the Displacement value is calculated? i'm trying to find out whether fade shroud actually adds a chance to avoid attacks. THx. Zmqwf 09:30, March 28, 2010 (UTC)
notes source[]
int Combat_GetAttackResult(... ...
float fDisplace = GetCreatureProperty(oTarget, PROPERTY_ATTRIBUTE_DISPLACEMENT); float fRand = RandomFloat()*100.0; if ( fRand < fDisplace) { #ifdef DEBUG Log_Trace_Combat("combat_h.GetAttackResult"," Displacement effect kciked in, automatic result : COMBAT_RESULT_MISS", oTarget); #endif
// --------------------------------------------------------------------- // if the target has the evasion talent, attribute this miss to the talent // (random 50% because the anim is interrupting) // --------------------------------------------------------------------- if (HasAbility(oTarget, ABILITY_TALENT_EVASION) && fRand < (20.0f - (RandomFloat()*10.0f) )) { command currentCmd = GetCurrentCommand(oTarget); int nCmdType = GetCommandType(currentCmd); // Evasion only plays during attack and wait commands. if ( nCmdType == COMMAND_TYPE_WAIT || nCmdType == COMMAND_TYPE_ATTACK || nCmdType == COMMAND_TYPE_INVALID ) { ApplyEffectOnObject(EFFECT_DURATION_TYPE_INSTANT, Effect(1055), oTarget, 0.0f, oTarget, ABILITY_TALENT_EVASION); } }
return COMBAT_RESULT_MISS; }
--User:Thc 07:37, March 29, 2010 (UTC)
Your note needs some cardinal clarification[]
I'm not the dimmest individual on Earth (or so I hope :)), but, sincerely, I cannot understand a word of your note. Why 15%? Why 5%? Where do these numbers come from? Are they just examples? Don't get me wrong: corrigenda on the mechanics is most welcome, but it should be universally understandable. IN 10:51, March 29, 2010 (UTC)
- 15% comes from the lines of code above, but I'm fairly certain that's how it works. I'm also fairly certain you won't get stunlocked with more displacement. I tested this out in game: against ~15 darkspawn, 100% displacement + evasion, I was definitely NOT getting stunlock on every hit. Although I was getting stunned pretty often because there were so many ;)--User:Thc 17:01, March 29, 2010 (UTC)
- Okay, in a new format, without typos ('15%' instead of '20%' was what made this whole mechanic incomprehensible), it's much more like it. Sounds solid and convincing. I'm updating my archery guide accordingly. IN 09:08, March 30, 2010 (UTC)
No animation for stun knockdown?[]
I had an animation play when evasion blocked Pull cast by a revenant. Is Pull not considered a stun or knockdown?Tetracycloide 16:36, April 28, 2010 (UTC)
Any way to get rid of it?[]
Somehow I'm stupid enough that I always forget about the interrupting animation between Rogue playthroughs... and always end up selecting the skill then only finding out about the stupid interruption once I'm well past the point where I'd be willing to reload a previous save to get rid of it.
... There wouldn't happen to be any way in Origins to reset skills, would there? I honestly don't remember any more... but the constant retardo dodge animation is making the game pretty much intolerable to play... >_<; Wasn't as if anything was hitting my rogue anyway thanks to her high Dex... Bleh...
~ SotiCoto (talk) 18:26, October 9, 2011 (UTC)
still modders out there?[]
i would love to see a mod which just remove the annoying animation of this and give us normal 20% dodge. if anyone can create that plz post a link for that here.
- There is a mod called Combat Tweaks on Nexus Mods that reduces the chance of the animation being played to about 1/3 of the vanilla value (so with Evasion alone only 1 out 4 dodges will have this animation. With other equipment that gives dodge chance it becomes much less frequent). I think that's a good compromise (and the mod itself is an excellent mod, IMO - it fixes many bugs and non-bug issues in vanilla that were never officially fixed ). Changing this mechanics is not a simple modification. You would have to recompile all scripts that involve physical attacks and basic attacks, which is doable for just the main campaign, but pretty much impossible if you want to involve abilities from Awakening. --Ablake (talk) 15:28, March 28, 2019 (UTC)