This guide aims to explain several mechanism that lacks in-game explanation.
Hit Chance / Dodge
1. Hit chance Penalty for enemies is different from Dodge Chance Bonus
-20% Hit Chance for enemies are usually better than +20% Dodge Chance
Things that reduce Dodge Chance of enemies(like Prior Planning) doesn’t work on former, and Dodge Chance can’t be lowered below 0%.
Thus, don’t be surprised when HIt Chance for enemies those on webs(-50% Dodge Chance) seems still lower – the actual Dodge Chance penatly of webs would be minimal to those who already had minimal Dodge Chance.
Cover actually gives Hit Chance Penalty rather Dodge Chance Bonus, thus they can not be lowered by masteries like Prior Planning.
Also, the penalty is halved if the attack type is Throwing, and becomes zero if the attack type is Fall.
This mean fall type attack abilities like Sion’s Thunderbolt are particular useful to those in cover.
The Hit Chance penalty does not apply to Throwing/Fall type attacks.
This mean fall type attack abilities like Sion’s Thunderbolt are good counters for those hiding in Smokescreen.
Dashing Attacks and Position-related effects
However, Cover is one notable exception for this, meaning the target does not get advantage of any prior cover against Dashing Attacks.
Interaction among Always Dodge/Hit/Block/etc
Similarly, ‘Always Block’ property has priority over ‘Unblockable’, meaning even unblockable abilities like ‘Red Panda Formula 6 – Front Breakthrough’ is useless against those who activated ‘Final Resistance’.
Do note that ‘Luck’ is a special case – they ignore above properties except for Final Resistance and Luck.
Edit : There seem to be some inconsistency cases reported – please ignore this section for a while.
Similar effects stack additively unless noted otherwise.
The same goes for negative stacks. If mastery C and D give -50% cast delay each, equipping both would give -100% cast delay. Do note though there might be a cap for this. Equipping another mastery E that give -25% cast delay on top of this does not make cast delay -125%.
Conditions mentioning ‘before/after’
Physical ability and ESP ability
ESP ability is an ability that has Damage Type as (Fire/Ice/Lightening/Earth/Water/Wind).
If Damage Type is somehow changed from physical to ESP, the ability is also changed to be ESP ability rather than Physical Ability. This means abilities like ‘Calling on the Wind’ can be used to counter Silence.
Do note that ability that does not attack can also have Damage type. For example, ‘Constricting Root’ does not leave target with any damage, but still considered as Earth ability(and ESP ability as well).
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