Does Illusion Benefit Neza, which grants +10% dodge, stack with [most] other effects, or does it conflict with things like Myrmidon's Skill?
They'd be different effects. Aug is a base skill modifier while the buff would be a increased chance. As far as stacking, it would probably not stack with Myrmidon's Skill. The only caveat to that would be that I'm not sure how stacking works now that Myrmidon's Skill is a passive AA
WAR 68 Commanding Voice > benefit:neza If you're not a warrior, then outside raids (since inside raids you can just have any warrior buff your group; the ability is instant, it lasts 10 minutes) you could gain an almost unparsibly small advantage by running the illusion benefit Either one will stack with the item AA Myrmidon's Skill Is illusion benefit neza actually available in game still as a standalone buff? Other effects of similar provenance were replaced with item AA triggers (lookin' at you, Party Popper Nimbus, but there are others). The illusion it's attached to may just grant AA Item: Myrmidon's Skill VI now
Here's how your chance to dodge is calculated: Step1 = HeroicStrikethrough(NPC)Step2 = HeroicAgility / 25Step3 = MIN( Step1, Step2 )Step4 = DodgeSkill + 100Step5 = Step4 + ( DodgeSkill * DodgeSPA ) / 100Step5.1 = Modify via luck: (Luck, Step5)Step5.2 = Look up roll values based on your luck valueStep5.3 = Roll for luck mod. if it is within the right value, multiply this mod by your Step5 dodge chance.(ex: 50 luck (pretend values, not realistic), 50% chance to get a 10-25% dodge bonus. if we roll successfully multiply Step5 by our roll result (random between 10-25% - if we rolled 15%, multiply Step5 by 1.15)Step6 = Step5 / 45DodgeChance = Step6 + ( Step2 - Step3 ) Roll a random number between 1 and 100, if it's <= than DodgeChance, we successfully dodge. DodgeSPA is the sum of SPA 174 (dodge) for AA, items, and spells (buffs). If you have the following: AA: Item: Myrmidon's Skill XII (21) Item Focus: Improved Dodge VII (70) Spell: Illusion Benefit Neza (10) DodgeSPA = 21 + 10 + 70 = 101 You get only the maximum value between all your AAs + the highest item focus + the highest dodge % buff (they don't stack). If we assume these values (as an example): HeroicAgility = 1009DodgeSkill = 520HeroicStrikethrough(NPC) = 0 My total dodge chance is: Step1 = 0Step2 = 1009 / 25 = 40Step3 = MIN( 0, 40 ) = 0Step4 = 520 + 100 = 620Step5 = 620 + ( 520 * 101 ) / 100 = 1145Step6 = 1145 / 45 = 25DodgeChance = 25 + ( 40 - 0 ) = 65 What if you fought something with more heroic strikethrough? HeroicStrikethrough(NPC) = 20 Step1 = 20Step2 = 1009 / 25 = 40Step3 = MIN( 20, 40 ) = 20Step4 = 520 + 100 = 620Step5 = 620 + ( 520 * 101 ) / 100 = 1145Step6 = 1145 / 45 = 25DodgeChance = 25 + ( 40 - 20 ) = 45 What if you fought something with even more heroic strikethrough? Step1 = 50Step2 = 1009 / 25 = 40Step3 = MIN( 50, 40 ) = 40Step4 = 520 + 100 = 620Step5 = 620 + ( 520 * 101 ) / 100 = 1145Step6 = 1145 / 45 = 25DodgeChance = 25 + ( 40 - 40 ) = 25 If an NPC's Heroic Strikethrough is higher than your character's Heroic Agility bonus, you are disqualified from the "bonus" you would have gotten at the end.
Thanks for sharing the formula. However it doesn't explain how the attacks of many NPC (e.g. current raid mobs) cannot be dodged. Something else is reducing the skill chance to zero (or negating it entirely). This formula is not the whole story.
Granted, enabling strikethrough messages in the log adds significant spam too. It's happening constantly both for the PC and the NPC. I believe that 100% strikethrough for either is bad gameplay design (PC classes have had it longer then NPC) and the devs have been forced to invent new ways to add variance (bad streaks) to melee rounds. Instead of defending against (any) attacks, we're subjected to more flurries and rampages that we cannot defend against outside of disciplines. As much as it hurts tank gameplay, it hurts the majority of (squishy) classes even more. The original item strikethrough cap was 35% and then came AA that enabled it to additively reach (over) 100% for certain classes. Something far less then 100% would be healthier (and funner) for the game all around I believe.
You only fixed the first example. The next two still have Step6 = 531 / 45 = 25 and Step6 = 531 / 45 = 25. I'm going to assume that the 531 in Step 6 in those examples should be 1145 instead.
Does this always round down to the nearest integer? I imagine it has to if the final roll is a Random 0-100 check. I'm mostly interested about the formula on early TLPs (Agnarr for example) before SPA174 effects are available and before Heroic Agility is prevalent. It looks like the dodge formula is: Chance = (Dodge Skill + 100) / 45 If it is rounding down that means you always need 45 skill increments to increase by 1%. A tank with 240 Dodge (which I believe was max skill at 65) for example: (240+100) / 45 = 7.555, rounds down to 7% If that tank gets an 8% Dodge mod item (Signet of Might for example in PoP): (240*1.08+100) / 45 = 7.98222, rounds down to 7%. So effectively it does nothing for them? Is that correct?
Well yes. Truncate is rounding down to nearest integer. But absolutely no calculations go into decimals?
Always rounding down to the nearest whole integer and truncating to the n0 decimal place accomplishes the same result but in different methods. This only applies to positive values however.