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Dodge is a form of melee mitigation where the entire meleeswing is avoided. Dodge is a passive ability possessed by all players for all classes and races. However this stat is the most important to players fulfilling a tanking role. Only close range melee attacks can be dodged; a ranged attack or a spell cannot be dodged. Players can only dodge attacks if they are facing their opponent, however a mob can dodge attacks that are from behind. Incapacitated targets (stunned for example) cannot dodge.
There are several ways that dodge is modified. You can increase you chance to dodge by increasing your dodge rating which will all increase your effective chance to dodge or dodge percent(%). Your chance to dodge a hit as well as have your hits be dodged is affected by the level of your opponent. Different classes and talent specializations will also vary the amount of dodge a player has.
Note: Death Knights, Paladins, and Warriors no longer receive additional dodge from agility. Instead, base dodge is fixed at 5% for these classes.
The amount of dodge you have is affected by your class, level, and dodge rating.
Dodge generally goes into two pools that are added together: undiminished and diminished dodge. Your undiminished dodge includes your class's base dodge and the dodge your receive from your base agility.
Agility generates chance to dodge (dodge %). For level 80s, you can simply use the Rd value from the table above to find the rate. Note that the base agility (agility from your level and race) plus any agility from talents is undiminished. Agility from your gear and buffs will fall into the pool of diminished dodge. From the game interface, you can easily see what these two numbers are. Mouse over agility in the character window and the white number is your undiminished agility (this will include your talents) and the green number, if there is one, is the additional agility which will contribute dodge with diminishing returns.
Dodge rating is the final source of dodge chance, and all of this chance goes into the diminishing returns pool (u). It converts at a rate of 45.25 (Rd) for level 80s of all classes.
The final step to solving d from the original equation is diminishing returns. Now we can total the pool that came from two sources of dodge impacted by diminishing returns: agility from gear and dodge rating.
Cd is the cap for dodge, and k is a constant, and these both vary per class.
There are many class abilities that modify dodge or are related to dodging. Abilities that are learned through talents are listed in the talents section above.
|[Army of the Dead]||Death Kight||Unholy||Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to <his/her> Dodge plus Parry chance.|
|[Evasion]||Rogue||N/A||Increases the rogue's dodge chance by 100% for 10 sec.|
|[Overpower]||Warrior||Arms||Instantly overpower the enemy causing 105% weapon damage. Cannot be blocked, dodged or parried. Overpower has a 60% increased chance to be a critical strike.|
|[Revenge]||Warrior||Protection||Instantly attack an enemy and two additional enemies for (X + 64% of AP) damage. A successful dodge or parry will reset the cooldown on Revenge|
|[Rune Strike]||Death Knight||Blood||Strike the target for 160% weapon damage. This attack cannot be dodged, blocked, or parried.|
This is a listing of high-level enchantments that provide dodge. For a complete list of all enchantments, see the enchantments by slot article.
|Shoulders||[Greater Ox Horn Inscription]||+300 stamina, +100 dodge||Inscription (570)|
|Shoulders||[Secret Ox Horn Inscription]||+780 stamina, +100 dodge||Inscription (600)|
|Bracer||[Major Dodge]||+170 dodge||Enchanting (525)|
|Legs||[Ironscale Leg Armor]||+430 stamina, +165 dodge||Leatherworking (575)|
Greg 'Ghostcrawler' Street, the Lead System Designer, posted about the upcoming changes in Patch 3.2.0 on the official forums. It was in response to some carefully researched numbers showing how overall avoidance was being lowered, and disproportionately to various tank classes:
Re: Avoidance Change 2009-07-13 20:50 GhostcrawlerThe main goal of the change was to make parry not so much less attractive than dodge as an avoidance stat. Since tank avoidance is so high already, we wanted to do that by nerfing dodge a little, not by buffing parry.
This hurts druids slightly more than other tanks, but the emphasis is on 'slightly.' This is not the big druid nerf that some forum posters have predicted. We will continue to evaluate tank survivability and threat generation based on PTR tests with 'Patchwerk' to decide if druids need to be nerfed or DKs buffed or look at Protwarrior dps or anything else.This is also not the big avoidance 'come to Naaru' that some posters predicted. Overall, we think avoidance is too high and the game would work better with lower tank avoidance, but suddenly dropping everyone's avoidance by 20 or 30% would be a very big change with many ramifications for healing and gear among other things. It would also feel like a big nerf to the many players who didn't understand why it would be better for the game in the long term. But I still expect it is coming at some point.
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