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How does dodge actually work?

SukeSamurai··3 votes·1,552 views

I'm trying to understand how dodge is calculated in TFT.

As far as I can tell from the UI, there doesn't appear to be a dodge stat for a champion (similar to how there are other listed stats like crit, range, attack damage, attack speed, etc).

So how do you calculate a champions % to dodge?

To give an example:

Say I have Singed with Iceborne Gauntlet (+20% dodge). I also have 4 Cloud bonus (+30% dodge to all allies). Lastly, Singed started on a wind elemental tile (+20% dodge).

What is Singed chance to dodge?

Thanks!

9 Comments

Shmeeve1 votes

Dodge means the percentage of avoiding an auto attack for a unit in tft, and building crit items with anything with brawler's glove increases it... Crits can still hit no matter what, however if you build phantom dancer your giving that the middle finger.

True Garen1 votes

{quoted}

Dodge means the percentage of avoiding an auto attack for a unit in tft, and building crit items with anything with brawler's glove increases it... Crits can still hit no matter what, however if you build phantom dancer your giving that the middle finger.

But the dodge stat isn't included with the other stats. So, unless there's a tooltip that reflects the updated number, we don't see it.

Lewd Neeko1 votes

I believe all of those things would stack so you'd just add up the percentages? But I'm not sure.

Porglit1 votes

You add the percentages, so 20+30+20 = %70 dodge chance. It's a shame there's no tooltip for it (yet), because it'd be very useful.

IncognitoPhantom1 votes

That would be a simple, sensible way to do it. But is that to say that every champ has the same base stat for dodge chance? If so, what is it?

And since the buffs for dodge are based on %, do all champs then get equal benefit from them? As opposed to other %-buff items like the Recurve Bow or Spell Rod, which are proportionally better by the base stats of whoever they're used on (e.g., 15% increase of 1.0 speed is a greater buff than 15% increase of 0.8 speed). The % increase also makes me think the base stat for dodge can't be 0, which then makes the simple calculation above to arrive at 70% a bit more difficult.

If not 0 though, is it 1 (or any other number)? And what would that mean practically? Plus, is it just me or does it feel like they shouldn't all have the same base dodge stat?

I've wondered about this for quite a while too, glad I'm not the only one. Perhaps I'm still missing something? But with a more prominent role now than before via the Cloud/hexes, definitely agreed on the need for a tooltip for this in a future update.

Porglit1 votes

There's not a base dodge that's increased by 20%, it's just adding a flat 20% dodge chance.

Everyone starts with 0% dodge chance. If they gain +20% dodge chance, that means when someone autos them, they have a 20% chance to dodge it. If they're standing on a wind hex and have item 3025 item 3025 equipped, they have a total of 60% dodge chance, simply meaning that autos have a 60% chance of being dodged.

IncognitoPhantom2 votes

Completely understand now, thank you! I made that way more difficult than it is or needed to be... -_-

Maleagant1 votes

I'm pretty sure dodge is multiplicative, not additive in TFT. But with champs starting at 0% chance what is set as base.... highest dodge mod or first applied..... not sure.

Maleagant1 votes

found this on the EU forums, ignore that is talking about set 1 :P

i think it doesn't work like 60%+20%+20%

but is something like that: -yordle buff 60%: ur unit as 40% of dodge chance -20% item: ur unit has 20% of dodge based on the ramaining 40% of dodge chance

so u will never have 100% dodge chance

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