

https://www.youtube.com/watch?v=U8NbIjHU6Ig


When you do the numbers, it gets crazy. Hitting someone with Incap who has Shuffle up, will give you 80% chance to hit him with damage. But only 64% to Stun or Disease or Increase Damage. Collectively, the odds of you landing the damage and ALL 3 extra effects is only 40%. Meaning the opponent has 60% chance to dodge at least one of the effects.
Multiple time i've seen strange thing: guy without cc immunity just ignores petrify, so now i know whyNot an add-on error. I've increasingly noticed people without CC immunity up and without blocking somehow not getting stunned from incap even though it connected and did damage. These are only 2 screenshots from today, this has been happening noticeably for approx 2 weeks.
Even shuffle users would like to see major evasion removed from the game. Just cut the cost of shuffle in half, make it snare removal and immunity from snares for 5-10secs.
Please see @Manoekin description in adjacent thread.
Essentially, here's what happens: Evasion gives a 20% chance to dodge within a specific frame of time. Meaning that attacks which land within that time all miss. This is particularly powerful in a 1vX situation, although not such a big deal in 1v1.
Regardless, it needs to be fixed. Many suggestions have been put out on these forums.
Please see @Manoekin description in adjacent thread.
Essentially, here's what happens: Evasion gives a 20% chance to dodge within a specific frame of time. Meaning that attacks which land within that time all miss. This is particularly powerful in a 1vX situation, although not such a big deal in 1v1.
Regardless, it needs to be fixed. Many suggestions have been put out on these forums.
That's well known and not really what was being focused here.
This is an attack hitting but buffs/debuffs/CC's being dodged. Or - the buffs/debuffs/CC's counted as a separate "attack" from the damage and therefore shuffle dodgable separate from primary attack.
Please see @Manoekin description in adjacent thread.
Essentially, here's what happens: Evasion gives a 20% chance to dodge within a specific frame of time. Meaning that attacks which land within that time all miss. This is particularly powerful in a 1vX situation, although not such a big deal in 1v1.
Regardless, it needs to be fixed. Many suggestions have been put out on these forums.
That's well known and not really what was being focused here.
This is an attack hitting but buffs/debuffs/CC's being dodged. Or - the buffs/debuffs/CC's counted as a separate "attack" from the damage and therefore shuffle dodgable separate from primary attack.
Actually it is exactly what is happening.
It is further broken when you start analyzing what happens with DoTs
Because 99/100 "fix this" posts on the forum are rants with no actuall proof or constructive way of "fixing". People rarely consider L2P issues and few people knows how the skill actualyl works. And I ask myself this question: Is shuffle a problem i pvp????? = No it isn´´t. Just because you missed an enemy player using shuffle doesn´t mean it´s broken.....
TL:DR I´m just tired of meaningless nerfthreads
Because 99/100 "fix this" posts on the forum are rants with no actuall proof or constructive way of "fixing". People rarely consider L2P issues and few people knows how the skill actualyl works. And I ask myself this question: Is shuffle a problem i pvp????? = No it isn´´t. Just because you missed an enemy player using shuffle doesn´t mean it´s broken.....
TL:DR I´m just tired of meaningless nerfthreads
Because 99/100 "fix this" posts on the forum are rants with no actuall proof or constructive way of "fixing". People rarely consider L2P issues and few people knows how the skill actualyl works. And I ask myself this question: Is shuffle a problem i pvp????? = No it isn´´t. Just because you missed an enemy player using shuffle doesn´t mean it´s broken.....
TL:DR I´m just tired of meaningless nerfthreads
Did you even read the post and examine the combat log screenshots? I believe they demonstrate pretty conclusively that major evasion calculations are flawed when an attack can hit, but the CC, defile, and dmg increase buff can still be shuffled dodged. Each component of Incap has 20% each to be dodged, which makes zero sense. If a skill hits, then all its active effects should be applied.
Please tell my how this is not an obvious bug and how I should L2P.
Please see @Manoekin description in adjacent thread.
Essentially, here's what happens: Evasion gives a 20% chance to dodge within a specific frame of time. Meaning that attacks which land within that time all miss. This is particularly powerful in a 1vX situation, although not such a big deal in 1v1.
Regardless, it needs to be fixed. Many suggestions have been put out on these forums.
Please see @Manoekin description in adjacent thread.
Essentially, here's what happens: Evasion gives a 20% chance to dodge within a specific frame of time. Meaning that attacks which land within that time all miss. This is particularly powerful in a 1vX situation, although not such a big deal in 1v1.
Regardless, it needs to be fixed. Many suggestions have been put out on these forums.
People keep saying this. But so far, i have not seen a single video presenting facts about Shuffle and tve dodge chance.
Given my knowledge of other mechanics, such as blocking, it is very likely that the dodgemechanic works like a dodgeroll, within phasebased combat. But contrary to what @Manoekin states, if this is the case, you would NOT have increased chance per hit taken. The 20% chance would be given to you, if you are taking damage in a combat phase. It will not matter how many times you took damage. But if you get the roll of the dice to dodge, you will dodge everything that hit you in that calculatiln cycle.
It is also very possible it is all wrong and just a flat 20% to dodge anything anytime.
But again. Where is the coherent video, showing clearly what happens? I will see if i can make one myself tonight.
Please see @Manoekin description in adjacent thread.
Essentially, here's what happens: Evasion gives a 20% chance to dodge within a specific frame of time. Meaning that attacks which land within that time all miss. This is particularly powerful in a 1vX situation, although not such a big deal in 1v1.
Regardless, it needs to be fixed. Many suggestions have been put out on these forums.
People keep saying this. But so far, i have not seen a single video presenting facts about Shuffle and tve dodge chance.
Given my knowledge of other mechanics, such as blocking, it is very likely that the dodgemechanic works like a dodgeroll, within phasebased combat. But contrary to what @Manoekin states, if this is the case, you would NOT have increased chance per hit taken. The 20% chance would be given to you, if you are taking damage in a combat phase. It will not matter how many times you took damage. But if you get the roll of the dice to dodge, you will dodge everything that hit you in that calculatiln cycle.
It is also very possible it is all wrong and just a flat 20% to dodge anything anytime.
But again. Where is the coherent video, showing clearly what happens? I will see if i can make one myself tonight.
My point was that if you have 10 people attacking you it's more likely to proc and thus the uptime will be higher. Against a single player they can only hit you so fast, but with a constant stream of attacks your chances of proccing the dodge again a half second after the last window ended would be pretty high. This is where the i-frame mechanic truly shows itself because ZOS probably designed it around 1v1 situations where you wouldn't be getting hit again before the window ended (even though that isn't true, we know).
Good thread pointing out that apparently debuffs/damage amps can trigger evasion.
https://youtu.be/mAiY4SrWBukPlease see @Manoekin description in adjacent thread.
Essentially, here's what happens: Evasion gives a 20% chance to dodge within a specific frame of time. Meaning that attacks which land within that time all miss. This is particularly powerful in a 1vX situation, although not such a big deal in 1v1.
Regardless, it needs to be fixed. Many suggestions have been put out on these forums.
People keep saying this. But so far, i have not seen a single video presenting facts about Shuffle and tve dodge chance.
Given my knowledge of other mechanics, such as blocking, it is very likely that the dodgemechanic works like a dodgeroll, within phasebased combat. But contrary to what @Manoekin states, if this is the case, you would NOT have increased chance per hit taken. The 20% chance would be given to you, if you are taking damage in a combat phase. It will not matter how many times you took damage. But if you get the roll of the dice to dodge, you will dodge everything that hit you in that calculatiln cycle.
It is also very possible it is all wrong and just a flat 20% to dodge anything anytime.
But again. Where is the coherent video, showing clearly what happens? I will see if i can make one myself tonight.
My point was that if you have 10 people attacking you it's more likely to proc and thus the uptime will be higher. Against a single player they can only hit you so fast, but with a constant stream of attacks your chances of proccing the dodge again a half second after the last window ended would be pretty high. This is where the i-frame mechanic truly shows itself because ZOS probably designed it around 1v1 situations where you wouldn't be getting hit again before the window ended (even though that isn't true, we know).
Good thread pointing out that apparently debuffs/damage amps can trigger evasion.
I am sorry, but what you are saying about i-Frames are just not true. It is false information. I have just tested this, and there is no such thing as a procced window for dodging,
The 20% chance to dodge applies to every single damage component (including debuffs). There is NO window where you dodge everything.
Here is a video of the test, which proofs what i am saying here;
As you can clearly see, even with animation cancelled LA/Skill/Bash, shuffle will dodge each component individually. It can dodge the heavy, the skill or the bash, individually.
IF there is a supposed "dodge-window" or i-frame, it is so insanely short - like 1/50th of a second, that the chance of you getting hit by anything else in that timeframe, is virtually impossible, even when zerged down.https://youtu.be/mAiY4SrWBuk
Please see @Manoekin description in adjacent thread.
Essentially, here's what happens: Evasion gives a 20% chance to dodge within a specific frame of time. Meaning that attacks which land within that time all miss. This is particularly powerful in a 1vX situation, although not such a big deal in 1v1.
Regardless, it needs to be fixed. Many suggestions have been put out on these forums.
People keep saying this. But so far, i have not seen a single video presenting facts about Shuffle and tve dodge chance.
Given my knowledge of other mechanics, such as blocking, it is very likely that the dodgemechanic works like a dodgeroll, within phasebased combat. But contrary to what @Manoekin states, if this is the case, you would NOT have increased chance per hit taken. The 20% chance would be given to you, if you are taking damage in a combat phase. It will not matter how many times you took damage. But if you get the roll of the dice to dodge, you will dodge everything that hit you in that calculatiln cycle.
It is also very possible it is all wrong and just a flat 20% to dodge anything anytime.
But again. Where is the coherent video, showing clearly what happens? I will see if i can make one myself tonight.
My point was that if you have 10 people attacking you it's more likely to proc and thus the uptime will be higher. Against a single player they can only hit you so fast, but with a constant stream of attacks your chances of proccing the dodge again a half second after the last window ended would be pretty high. This is where the i-frame mechanic truly shows itself because ZOS probably designed it around 1v1 situations where you wouldn't be getting hit again before the window ended (even though that isn't true, we know).
Good thread pointing out that apparently debuffs/damage amps can trigger evasion.
I am sorry, but what you are saying about i-Frames are just not true. It is false information. I have just tested this, and there is no such thing as a procced window for dodging,
The 20% chance to dodge applies to every single damage component (including debuffs). There is NO window where you dodge everything.
Here is a video of the test, which proofs what i am saying here;
As you can clearly see, even with animation cancelled LA/Skill/Bash, shuffle will dodge each component individually. It can dodge the heavy, the skill or the bash, individually.
IF there is a supposed "dodge-window" or i-frame, it is so insanely short - like 1/50th of a second, that the chance of you getting hit by anything else in that timeframe, is virtually impossible, even when zerged down.https://youtu.be/mAiY4SrWBuk
LeifErickson wrote: »It reminds me of back before CE was universally known and everyone cried about how shuffle was bugged when it was really just CE (unless there was an exploit that I never knew about) and anyone who used shuffle would be called a cheater.
LeifErickson wrote: »It reminds me of back before CE was universally known and everyone cried about how shuffle was bugged when it was really just CE (unless there was an exploit that I never knew about) and anyone who used shuffle would be called a cheater.
Wasn't that just double slotting shuffle on both bars and it stacked with itself?
(taking my own thread off topic)
Have noticed this with Soul Harvest and Concealed Weapon. Might be worth more testing... don't know if you have/can test that. I am PC NA. Are you testing against a friend, or collecting from the "field?"
Yep Raasdal is correct. No dodge frame whatsoever. Nor has there been in the past. About 6 months ago, back when people started talking about shuffle bug, I did a 500 attack test, light attack/skill/bash animation cancelled. Total dodge chance was 21% in that test.
Older UI addons also showed dodges that didn't happen (alle 3 attacks connected, yet a dodge showed, and I used no weapon glyph). I think it was FTC I used back then.
I also did a test last week with a smaller sample around 125 hits, showing 19% dodge from shuffle. (and another 125 hit sample showing 17% dodge with mirage NB skill)
I also tested light attack+insta frags vs shuffle. Frags were dodged 22% of the time, light attack 15% of the time. This was with a 120 sample.
If I did higher samples, I'm pretty sure it all dodge percentages would come close to 20%.
Also, even if the UI showed the extra effects were dodged, did you test that they actually were?
Addons tend to often be incorrect.