Smuggler Evasion perks not stacking

Jan 23, 2016
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Okay, so the Smuggler class gets Lucky Breaks at lvl 2 (increase Evasion by 10%), Agility at lvl 5 (increases evasion from items by 50%, or flat 10% if no items give evasion, whichever is higher), and Improved Agility at lvl 6 (increases evasion by an additional 10%). So with all those perks, and wearing no gear that gives evasion, shouldn't my Evasion stat be 30%? According to the Codex stats, my evasion is only 20%, and when I picked up an item that grants "2 points of evasion" (unsure how it maths out), it only increases my evasion to 21%. On a different character, a Tech Specialist, he has 1% evasion (and tbh I'm not even sure where that 1% is coming from XD) but when he equips the 2 point evasion item, it goes up to 2%. If he equips the 3 point evasion item, it goes to 3%, so I'm really unsure how its being calculated now.


Also, does Evasion make you harder to hit in combat? According to the Combat Mechanics page on the TiTs wiki, Evasion only increases your chance to run from a fight. Is that all it does, or does it make you better at dodging attacks in a fight too?
 

Jacques00

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Aug 26, 2015
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Thanks, I fixed the wiki for that stat.


As it is currently set up in game, it seems that "Lucky Breaks" is a combat-only chance for evasion, while "Agility" is stat-based and deals with bonuses for items. In the order of checks, the combat-miss checks the stat-based evasion first, and if that fails, it will roll using the Lucky Breaks perk. So the perk is an "additional" 10% to evasion, just not a part of the stat's sum value. Not sure if this is something that should be fixed or if the perk should be reworded.
 

Couch

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Aug 26, 2015
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Thanks, I fixed the wiki for that stat.


As it is currently set up in game, it seems that "Lucky Breaks" is a combat-only chance for evasion, while "Agility" is stat-based and deals with bonuses for items. In the order of checks, the combat-miss checks the stat-based evasion first, and if that fails, it will roll using the Lucky Breaks perk. So the perk is an "additional" 10% to evasion, just not a part of the stat's sum value. Not sure if this is something that should be fixed or if the perk should be reworded.

It causes weird math as is.


From a mathematical perspective, Lucky Breaks actually gets less and less powerful as more evasion buffs are gained.  Say you've gotten your base Evasion to 20%.  This means only 80% of attacks hit, and 10% of those are affected by Lucky Breaks.  This means the final contribution is actually 8%, not 10%.  If Steele gets to 40% base Evasion, now Lucky Breaks is only a 6% boost.
 
Jan 23, 2016
23
0
Okay, so I just slapped together a Smuggler, used the save editor to lvl him him and see how the perks stacked up as they were acquired. At level 2, with just Lucky Breaks, he still had an evasion of only 1%, meaning Jacques is correct about Lucky Breaks being separatly calculated from the standard Evasion chance. At level 4, with the addition of Agility, the baseline Evasion chance does jump to 11%. Then at level 6, when you get Improved Agility, baseline Evasion improves to 21%. I'm guessing everyone has a flat 1% evasion chance, since this character had no special qualities or gear or anything that should be affecting his evasion, and right out the gate at level 1 he had a 1% evade chance.

It causes weird math as is.

Yeah I was thinking that when Jacques brought up that it was two separate instances, that it would make one less useful as the other got higher. Its not MUCH of a difference, since Evasion is one of the harder stats to raise, but it does technically start to taper off. Maybe instead of making it a secondary 10% chance, just make it that they get 2 chances at full evade chance? Like, if they don't successfully dodge on standard evasion, give them a second reroll immediately for Lucky Breaks, but have Lucky Breaks always just calculate off of your baseline Evasion. Just a thought

Thanks, I fixed the wiki for that stat.

Yay, I'm contributing! ^_^
 

Etis

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Aug 26, 2015
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It causes weird math as is.


From a mathematical perspective, Lucky Breaks actually gets less and less powerful as more evasion buffs are gained.  Say you've gotten your base Evasion to 20%.  This means only 80% of attacks hit, and 10% of those are affected by Lucky Breaks.  This means the final contribution is actually 8%, not 10%.  If Steele gets to 40% base Evasion, now Lucky Breaks is only a 6% boost.

Percentage math is just a bit counter-intuintive. Lucky Breaks actually is not less powerful at high evasion. It always grants you 10% chance to avoid attack which would othervise hit. Multiplicatively stacking effects as they are.