cschwingeb14_ESO wrote: »It'll get better once the fix for hist bark is in and people aren't running around with permanent major evasion
The worst problem with evasion is that when the dodge proc, you dodge all other attack in a defined time frame. When you take a lot of incoming attack, dodge chance become godlike-immortality because only one attack dodged result on every other avoided. This mechanism is not changed, so this nerf won't change anything in heavy battle.
I tested twice with a total of 1k animation cancelled light attacks /skill/bash. Total dodge chance was 21% first test, 19% second test. If a dodge window existed, that percentage would have been quite abit higher. It has never been the way you described. I did one test a year ago and one last month.
The worst problem with evasion is that when the dodge proc, you dodge all other attack in a defined time frame. When you take a lot of incoming attack, dodge chance become godlike-immortality because only one attack dodged result on every other avoided. This mechanism is not changed, so this nerf won't change anything in heavy battle.
For 1v1 situation, there is a tiny but noticeable difference, and a good one.
I tested twice with a total of 1k animation cancelled light attacks /skill/bash. Total dodge chance was 21% first test, 19% second test. If a dodge window existed, that percentage would have been quite abit higher. It has never been the way you described. I did one test a year ago and one last month.
It works exactly as the people above have described it. Once you dodge something with evasion, you dodge everything else while the animation lasts.
I tested twice with a total of 1k animation cancelled light attacks /skill/bash. Total dodge chance was 21% first test, 19% second test. If a dodge window existed, that percentage would have been quite abit higher. It has never been the way you described. I did one test a year ago and one last month.
It works exactly as the people above have described it. Once you dodge something with evasion, you dodge everything else while the animation lasts.
Do a proper test and you will see that youre wrong
I tested twice with a total of 1k animation cancelled light attacks /skill/bash. Total dodge chance was 21% first test, 19% second test. If a dodge window existed, that percentage would have been quite abit higher. It has never been the way you described. I did one test a year ago and one last month.
I tested twice with a total of 1k animation cancelled light attacks /skill/bash. Total dodge chance was 21% first test, 19% second test. If a dodge window existed, that percentage would have been quite abit higher. It has never been the way you described. I did one test a year ago and one last month.
It works exactly as the people above have described it. Once you dodge something with evasion, you dodge everything else while the animation lasts.
I wonder how @glavius test was performed? How many simultaneous attacks against the same target? ( in other words, how many attackers?) What was the delay between successive attacks? Can we see the data?
I'm not supporting or denying either theory about how it works, I'd just like to see the data and understand how it was collected.
Thanks a lot for running the tests! Amazing work. If after the Nerf the real dodge chance is mostly over 20% then no wonder that in the current live version the dodge is almost constant.I wonder how @glavius test was performed? How many simultaneous attacks against the same target? ( in other words, how many attackers?) What was the delay between successive attacks? Can we see the data?
I'm not supporting or denying either theory about how it works, I'd just like to see the data and understand how it was collected.
Done with 2 pc's on PTS. No noteworthy lag at time of testing, probably almost noone else on server.
Used ingame damage numbers and recount addon. One pc had a character doing light attack->surprise attack->bash. I do not have combat logs in print/video, but delay between hits 0,1 to 0,2 seconds depending on my timing. The other pc had a character taking hits with recount also active. I compared ingame damage numbers and recount to make sure results were consistent. I tested two times, a year ago and recently. Near 500 sample each time. First sample showed 21% dodge chance. Second 19%. I also did a smaller sample recently testing blur showing 16% dodge chance (but rather low total hits, around 200, which probably explains why it's not closer to 20%).
To make sure it was not an issue related to magicka spells only, I also did a sample of around 200 hits testing light attack+procced frag from melee range (to make sure both hit almost same time). This test I don't remember exactly, but from what I remember it showed 19% dodge chance of light attack and 23% dodge chance of the frag. Again small sample size which explains why it's not closer to 20%.
AhPook_Is_Here wrote: »