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	<title>Evasion - Revision history</title>
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		<summary type="html">&lt;p&gt;Importing CrawlWiki content&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{version033}} &lt;br /&gt;
&amp;#039;&amp;#039;This page is about the character trait. For the brand, see the article [[Evasion (brand)]]&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Evasion&amp;#039;&amp;#039;&amp;#039; (often abbreviated to &amp;#039;&amp;#039;&amp;#039;EV&amp;#039;&amp;#039;&amp;#039;) is a number that measures the ability of a character or of a [[monster]] to avoid melee, ranged, and magical beam attacks. When an attack is resolved, a target&amp;#039;s current EV is rolled and compared to the attack&amp;#039;s [[to-hit]] roll, factoring in any relevant situational modifiers. Only if the to-hit roll matches or beats the EV roll does the attack succeed.&lt;br /&gt;
&lt;br /&gt;
==Player EV==&lt;br /&gt;
The calculation to determine a character&amp;#039;s total EV is complex and factors in many different skills and attributes.&lt;br /&gt;
&lt;br /&gt;
===Base EV===&lt;br /&gt;
The player&amp;#039;s base EV is calculated as follows:&lt;br /&gt;
  10 + size_factor&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Size factor&amp;quot; is determined by the [[size]] of your [[species]], which is 0 at medium size + 2 per smaller size category.&amp;lt;ref&amp;gt;{{source ref|0.31.0|player.cc|1999}}&amp;lt;br&amp;gt;Sizes are listed in ascending order of size in {{source ref|0.31.0|size-type.h|4}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Size !! Species !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
| Little || [[Spriggan]], [[Felid]] || +4&lt;br /&gt;
|-&lt;br /&gt;
| Small || [[Kobold]] || +2&lt;br /&gt;
|-&lt;br /&gt;
| Medium || All other species || 0&lt;br /&gt;
|-&lt;br /&gt;
| Large&amp;lt;br&amp;gt;Large (normal torso) || [[Troll]], [[Oni]]&amp;lt;br&amp;gt;[[Armataur]], [[Naga]] || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some transformations override the racial size factor:&lt;br /&gt;
{|class=&amp;quot;prettytable&amp;quot;&lt;br /&gt;
! Size !! Form !! Size factor&lt;br /&gt;
|-&lt;br /&gt;
| Tiny || [[Bat Form]], [[Wisp Form]], [[Fungus Form]] || +6&lt;br /&gt;
|-&lt;br /&gt;
| Small || [[Pig Form]] || +2&lt;br /&gt;
|-&lt;br /&gt;
| Large || [[Serpent Form]] || -2&lt;br /&gt;
|-&lt;br /&gt;
| Giant || [[Dragon Form]] || -4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Disabled ===&lt;br /&gt;
If you are paralysed, petrified, or in [[tree form]], your EV is reduced to:&lt;br /&gt;
&lt;br /&gt;
  2 + size_factor/2 (min. 1 EV)&lt;br /&gt;
&lt;br /&gt;
No other factors apply, unless your regular EV would be lower than this amount (where the lower number is used).&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
The [[Dodging]] skill provides a bonus to your EV as follows:&lt;br /&gt;
&lt;br /&gt;
 dodge_bonus = (8 + Dodging × Dex × 0.8) / (20 - size)&lt;br /&gt;
 armor_penalty = unadjusted_armor_encumberance - 3&lt;br /&gt;
 if armor_penalty &amp;lt; 0:&lt;br /&gt;
     modifier = 1&lt;br /&gt;
 if armor_penalty &amp;gt; 0:&lt;br /&gt;
     if armor_penalty &amp;gt;= Str:&lt;br /&gt;
         modifier = Str / (armor_penalty * 2)&lt;br /&gt;
     if armor_penalty &amp;lt; Str:&lt;br /&gt;
         modifier = 1 - armor_penalty / (Str * 2)&lt;br /&gt;
 final_dodge_bonus = dodge_bonus * modifier&lt;br /&gt;
&lt;br /&gt;
=== Armour and shield EV penalties ===&lt;br /&gt;
After adding base EV and Dodging&amp;#039;s bonus together, the direct EV penalties from armour and shields are then subtracted. Each armour type listed below has an &amp;quot;encumbrance rating&amp;quot;, which is converted to an EV penalty (where each type has a different formula).&lt;br /&gt;
&lt;br /&gt;
*[[Barding]]: -2 EV&lt;br /&gt;
*[[Body armour]]: &amp;lt;code&amp;gt;-1/225 * encumbrance^2 * (90 - 2 × armour_skill) / (str + 3)&amp;lt;/code&amp;gt;&lt;br /&gt;
*[[Shield]]: &amp;lt;code&amp;gt;-2/5 * encumbrance^2 / (str + 5) * ((27 - shield_skill) / 27)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Various effects can modify EV. These are added directly to your EV total after the above calculations, and are calculated in the following order:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Permanent&amp;quot; sources:&lt;br /&gt;
*[[Ring of evasion|Rings of evasion]] provide their exact bonus or penalty (usually +5) to your EV. This includes [[randart]]s with a ring of evasion as their base type.&lt;br /&gt;
*Some [[list of unrands|unrand]]s provide a bonus or penalty to your EV.&lt;br /&gt;
*[[Repulsion Field]] and [[Gelatinous Body]] grant bonuses based on their level.&lt;br /&gt;
*[[Ru]] worshippers who sacrifice health to reduce EV are penalized by -5 per sacrifice.&lt;br /&gt;
*At level 7, [[Tengu]] get a +4 bonus to EV.&lt;br /&gt;
&lt;br /&gt;
Multipliers:&amp;lt;ref&amp;gt;{{source ref|0.33.0|player.cc|1924}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[Statue Form]]: -20% EV&lt;br /&gt;
*[[Web|Entangled]] or [[petrify]]ing: -50% EV (does not stack with itself)&lt;br /&gt;
*[[Merfolk]] in/over a water tile: +25% EV (minimum +2)&lt;br /&gt;
&lt;br /&gt;
Status effects:&lt;br /&gt;
*[[Vertigo]]: -5 EV&lt;br /&gt;
*[[Constriction]] (including from [[Grasping Roots]]): -10 EV&lt;br /&gt;
*[[Agility]]: +5 EV&lt;br /&gt;
*[[Repulsion]]: +15 EV against projectiles&lt;br /&gt;
*[[Acrobat]] property: +15 EV if last action was moving or waiting&lt;br /&gt;
&lt;br /&gt;
===Final situational modifiers===&lt;br /&gt;
Against melee attacks:&lt;br /&gt;
*If you cannot see your attacker (i.e. they are [[invisible]] and you cannot [[see invisible]]), you suffer a -10 EV penalty against that attacker.&lt;br /&gt;
*If you are going down [[stairs]] while being attacked, you suffer a -5 EV penalty.&lt;br /&gt;
&lt;br /&gt;
==Monster EV==&lt;br /&gt;
A monster&amp;#039;s base EV is a fixed number dependent on monster type. This base can be modified by armour, jewellery, and various status effects.&lt;br /&gt;
&lt;br /&gt;
==To-hit versus EV==&lt;br /&gt;
If an attack&amp;#039;s [[to-hit]] number is 1500 (the magic number AUTOMATIC_HIT) or greater (e.g. [[Magic Dart]]), it automatically hits. &lt;br /&gt;
&lt;br /&gt;
Otherwise, the following procedure is used.&lt;br /&gt;
*2.5% of the time, the attack misses regardless of the attack&amp;#039;s to-hit or the defender&amp;#039;s EV.&lt;br /&gt;
*2.5% of the time, the attack hits regardless of the attack&amp;#039;s to-hit or the defender&amp;#039;s EV.&lt;br /&gt;
*A uniformly distributed random number between zero and the to-hit number (inclusive) is generated.&lt;br /&gt;
*Two uniformly distributed random numbers between zero and ((2 * (target EV)) - 1) inclusive are averaged together.&lt;br /&gt;
*If the to-hit roll is greater than or equal to the EV roll, the attack hits. Otherwise, it misses.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
*Prior to [[0.32]], multipliers to player EV were applied after temporary modifiers. In addition, effects like paralysis and clumsy could raise EV if the &amp;quot;disabled&amp;quot; EV was higher than current EV.&lt;br /&gt;
*Prior to [[0.27]], a stepdown was applied for EV values &amp;gt;30; &amp;lt;code&amp;gt;adj_EV = 10 + 20 * log(1 + (EV-10)/20log2)&amp;lt;/code&amp;gt;. [[Dexterity]] also had a stepdown when calculating the dodging bonus.&lt;br /&gt;
*Prior to [[0.25]], a [[potion of agility]] was an easy way to increase EV.&lt;br /&gt;
*Prior to [[0.19]], certain ranged weapons could be branded with [[evasion_(brand)|Evasion]], granting a +5 EV bonus.&lt;br /&gt;
*Prior to [[0.17]], the evasion bonus for flying Tengu and swimming Merfolk was capped at +9 EV.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Stats]]&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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