The stats screen lists the currently effective evasion value
Code:
output2("\n<b>* Evasion Bonus:</b> " + formatFloat(pc.evasion(), 3) + " %");
this value affects both the reflex based hit chance (only if negative)
Code:
var evasion:Number = target.evasion();
var evasionPenalty:Number = Math.max(0, evasion * -3);
if(rand(100) + attacker.physique()/5 + evasionPenalty + overrideAttack - target.reflexes()/5 < 10 * missModifier && !target.isImmobilized())
{
return true;
}
and is used again in a second pure evasion save roll
Code:
if(evasion >= rand(100) + 1 && !target.isImmobilized()) {
trace("EVASION WORKED!: " + evasion);
return true;
}
rand(100) returns a number from 0 to 99 so if evasion() returns 1 we evade successfully if 1 is greater or equal a random value from 1 to 100 - ie 1% chance