Dodge Guide (v6.69c)
Dodge is the reason a unit can't hit the unit it is attacking. In this guide, we will learn these reasons.
There are 4 reasons for that:
- Motion Buffer
Now let's explain this even further:
Evasion means that the attacked unit has managed not to get hit.
The spells and items which grant Evasion in DotA (sorted by percentage values):
Windrunner - Windrunner (100%)
Blur - Mortred (30% @level 4)
Talisman of Evasion (25%)
Drunken Brawler - Pandaren Brewmaster (24% @level 4)
Evasion - Blue Dragonspawn Overseer (15%)
Evasion - Blue Dragonspawn Sorcerer (15%)
Detailed notes about Evasion:
In Wc3, if a unit has more than one Evasion Ability (either from spells or items), only the highest value of Evasion will work and the other Evasion ability will be inactive.
And Evasion values aren't linear like other chance based spells. What do I mean by that? It means that a 30% Evasion ability isn't the twice of a 15% Evasion ability. Let's see that with an example.
We have 850 HP and a 15% Evasion ability. This means that we have to get hit with an average of 1000 damage total to die. This means that the 15% Evasion ability grants us 1000/850 = 1.18 times HP.
Now let's imagine we have 700 HP and a 30% Evasion ability. This means that we have to get hit with an average of 1000 damage total to die. This means that the 30% Evasion ability grants us 1000/700 = 1.43 times HP.
%15 Evasion granted us %18 more HP, whereas %30 Evasion granted us %43 more HP.
Let's try out 45% Evasion. Let's say we have 550 HP and a 45% Evasion Ability. We have to get with an average of 1000 total damage so that we can evade 45% of it and lose 550 HP and die. This means 45% Evasion Ability granted us 1000/550 = 1.82 times HP.
Miss means that the attacking unit couldn't make the hit.
The Miss Spells in DotA (sorted by percentage values):
Laser - Tinker (100%)
Blinding Light - Ezalor (80%)
Drunken Haze - Pandaren Brewmaster (75% @level 4)
Smokescreen - Rikimaru (70% @level 4)
Blind - Troll Warlord (44% @level 4)
Crippling Fear - Balanar (40%)
Incapacitating Bite - Broodmother (25% @level 4)
Detailed notes about Miss:
Miss abilities usually stack, with one exception: The spells that have Drunken Haze as the base ability do not stack with eachother. These spells include: Blinding Light, Drunken Haze, Crippling Fear, Laser, Incapacitating Bite. These spell will not stack with eachother, only the latest will work.
This stacking issue can sometimes produce worse outcomes. In DotA, there are two more spells with Drunken Haze with base ability. These are Deafening Blast (Invoker) and Penitence (Chen). Both spells have their miss chance set to 0%, meaning if these spells are cast last, they will cancel the former miss chance.
This means that the attacking unit couldn't hit because the attacking unit is on lower ground as opposed to the attacked unit. This only affects ranged units. This is set to 25% in DotA. This means;
In DotA, when a ranged unit attacks a unit on higher ground, it will miss its attack with a 25% chance.
Detailed notes about Elevation:
This elevation difference only affects ranged units. Melee units are not affected by this. This miss chance can be set to any value for different Wc3 maps, but in DotA it's set to 25%.
4) Motion Buffer:
The attacking unit begins its attack animation. The attacking unit couldn't hit because the moment it will finish its attack, the attacked unit is out of range.
Detailed notes about Motion Buffer:
This is caused by the attacked unit being too fast or using spells such as Blink or TP. This works differently for ranged and melee units. Melee unit begin their attack, finish the animation, and a Miss text is shown. Ranged units however, stop their attack animation and choose another target.
5) Total Dodge Chance:
Evasion, Miss and Elevation work together. The general formula is::
Total Dodge Chance = 1 - [(1 - Evasion) x (1 - Miss1) x (1 - Miss2) x (1 - Miss3) x (1 - Elevation)]
Detailed notes on Total Dodge Chance:
We have used only one Evasion space, as we said before, only one Evasion ability works at a time (the one with the highest percentage value). If there is an Evasion ability we input this value into the Evasion space. If there is no Evasion ability, we input it as 0%. Therefore, 1 - 0% = 1, so it won't affect the multiplication.
We have used three Miss spaces in the formula. As we have said before, the spell with Drunken Haze as the base ability do not work together. We will input the latest cast Drunken Haze based ability into the Miss1 space. There two other Miss abilities: Smokescreen ve Blind. We input the Smokescreen value into the Miss2 space, Blind value into the Miss3 space.
The last place in the formula belongs to Elevation. If there's an elevation difference and the attacking unit is ranged, we input 25% here. Otherwise, we input 0%.
Let's now make a couple of examples:
Example 1) Clinx is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler. Let's find the final dodge chance.
Total Dodge Chance = 1 - [(1 - 0.24) x (1 - 0.00) x (1 - 0.00) x (1 - 0.00) x (1 - 0.25)]
= 1 - (0.76 x 0.75) = 0.43 = 43% total dodge chance.
Example 2) Clinx, who is inside level 4 Smokescreen is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler. Let's find the final dodge chance.
Total Dodge Chance = 1 - [(1 - 0.24) x (1 - 0.00) x (1 - 0.70) x (1 - 0.00) x (1 - 0.25)]
= 1 - (0.76 x 0.3 x 0.75) = 0.829 = 82.9% total dodge chance.
Example 3) Clinx, who is inside level 4 Smokescreen and was targeted with level 4 Drunken Haze is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler. Let's find the final dodge chance.
Total Dodge Chance = 1 - [(1 - 0.24) x (1 - 0.75) x (1 - 0.70) x (1 - 0.00) x (1 - 0.25)]
= 1 - (0.76 x 0.25 x 0.3 x 0.75) = 0.957 = 95.7% total dodge chance.
Let's take it even further
Example 3) Clinx, who is inside level 4 Smokescreen and was targeted with level 4 Drunken Haze and level 4 Blind is attacking Pandaren Brewmaster, who is on higher ground and has level 4 Drunken Brawler and a Butterfly. Let's find the final dodge chance.
Total Dodge Chance = 1 - [(1 - 0.30) x (1 - 0.75) x (1 - 0.70) x (1 - 0.44) x (1 - 0.25)]
= 1 - (0.70 x 0.25 x 0.3 x 0.56 x 0.75) = 0.978 = 97.8% total dodge chance.
6) True Strike:
Critical Strike has a property. It's called Never Miss. This property makes the Critical Strike hit whenever it procs. For each Critical Strike ability, this property can be set to true or false.
The only Critical Strike ability that has Never Miss in DotA belongs to Monkey King Bar. The True Strike ability of MKB is that kind of Critical Strike. For it to never miss, that Critical Stike is set to 100% 0x Critical Strike. Therefore, Critical Strike will proc on each of your hits, and because Critical Strike procs, you will never miss an attack. 0x Critical and 1x Critical is actually the same thing. Both will hit the normal attack damage. The only difference is that 1x Critical Strike show a number like #!, whereas no number is shown with 0x.
With MKB's True Strike on, you will miss your attacks on two exceptions:
a) Motion Buffer
b) On the attacks made to structures, since Critical Strike will not affect structures.
7) Other properties of Dodge:
- If an attack is missed, no property of this attack (such as orbs, buffs, critical, bash etc) will not affect the attacked unit.
- Even iff the attacking unit has used an Orb etc, and misses, that unit will pay its costs. For example, Clinx attacking with the Searing Arrow orb will lose 8 mana even if he misses. Or Huskar attacking with Burning Spears will lose 15 HP, even if he misses the attack.
- The units with Weapon Type: Missile (Bounce) (Luna's Moon Glaive in DotA) will not have their attacks bounced when they miss. On the other hand, the bouncing attack will always hit.