Dodge Mechanic
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If a creature is adjacent to an enemy and they attempt to move they must perform a Dodge Check.
This check compares the moving creature's Dodge with the enemy's Lock, and combines it with a random chance. If the creature is successful they can move away as they wanted. If the creature fails, then their attempt to move is prevented and their immediately ends. It is advised to change your character's direction before moving just in case you're locked.
The more enemies are adjacent to the creature the harder the Dodge Check is to pass successfully.
There is a bonus to dodging when escaping from an enemy that's facing away from you.
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Base Values
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Each point of Dodge/Lock improves the chance of dodging/locking by 0.5%.
- The base Dodge for all classes is 0.
- The base Lock for all classes is 0.
- Two characters with their Dodge/Lock at 0 will both have a 50% chance of both dodging and locking.
Altering Dodge or Lock
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A number of spells, and effects, can alter the Dodge or Lock of a creature.
| Class | Spell | Effect | |
|---|---|---|---|
| Cra | Archery | +Dodge | |
| Ecaflip | Feline Reflexes | +Dodge | |
| Iop | Refusal | -Dodge | |
| Sacrier | Sacrier's Foot | -Dodge | |
| Mark of Agility | +Dodge, +Lock | ||
| Sram | Dodge | +Dodge | |
| Xelor | Time Snap | -TLock | |
Sacrier Speed Bonus gives +100 Lock.
Terminology
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- "Dodge Locking" can refer to a creature successfully preventing the movement of another because of the Dodge Check.