# Dodge

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Dodge
• Dodge
• None cooldown
• Passive
• Gives a chance to dodge enemy melee attacks.
Usable by
ClassAll
Properties
TypeDefensive
SchoolPhysical
CooldownNone

Dodge is a form of melee mitigation where the entire melee swing is avoided. Dodge is a passive ability possessed by all players for all classes and races. However this stat is the most important to players fulfilling a tanking role. Only close range melee attacks can be dodged; a ranged attack or a spell cannot be dodged. Players can only dodge attacks if they are facing their opponent, however a mob can dodge attacks that are from behind. Incapacitated targets (stunned for example) cannot dodge.

There are several ways that dodge is modified. You can increase you chance to dodge by increasing your dodge rating, defense, or agility which will all increase your effective chance to dodge or dodge percent(%). You can decrease your chance to be dodged with expertise. Expertise is only modified from expertise rating, some talents (such as Combat Expertise), and some passive racial traits for certain melee weapon types. Your chance to dodge a hit as well as have your hits be dodged is affected by the level of your opponent. Different classes and talent specializations will also vary the amount of dodge a player has.

## Formulas

Class Lv80 Rd Base
Dodge%
Warrior 84.74576271 3.66400
Hunter 86.20689655 -4.08730
Rogue 47.84688995 2.09570
Priest 59.88023952 3.41780
Death knight 84.74576271 3.66400
Shaman 59.88023952 2.10800
Mage 58.82352941 3.65870
Warlock 59.88023952 2.42110
Druid 47.84688995 5.60970

The amount of dodge you have is affected by your class, level, talents, agility, dodge rating, defense rating, and defense skill.

Dodge generally goes into two pools that are added together: undiminished and diminished dodge. Your undiminished dodge includes your class's base dodge, dodge from any talents (such as Anticipation), and the dodge your receive from your base agility.

 $\mbox{Dodge percent} = b + t + A_b + d$ $b = \mbox{Base dodge}$ $t = \mbox{dodge from talents}$ $A_b = \mbox{dodge contributed from base agility}$ $d = \mbox{diminished dodge}$

During this section, a level 80 protection paladin with 400/400 defense skill will be used to demonstrate the formulas. Because the example is a paladin, b has the value of 3.2685, t is 5 from 5/5 Anticipation talents, Ab is 1.7664, and d was 14.3295. These sum to 24.36% which matches the dodge found on the character screen. Additional discussion about dodge from agility and diminishing returns will be explained below.

### Dodge from agility

Agility generates chance to dodge (dodge %). For level 80s, you can simply use the Rd value from the table above to find the rate. Note that the base agility (agility from your level and race) plus any agility from talents is undiminished. Agility from your gear and buffs will fall into the pool of diminished dodge. From the game interface, you can easily see what these two numbers are. Mouse over agility in the character window and the white number is your undiminished agility (this will include your talents) and the green number, if there is one, is the additional agility which will contribute dodge with diminishing returns.

 $A_b = D_b / R_d$ $A_u = D_g / R_d$

Following our paladin example again, the paladin has a base agility of 92 and 22 additional agility from the  [Frosthide Leg Armor] leatherworking enchantment. 92 at a rate of 52.083333 for paladins results in 1.7664% dodge from base agility (Ab). The additional 22 agility from gear adds 0.4224% dodge (Au), but will be subject to diminishing returns later on in the calculation.

### Dodge from defense

Defense skill, similar to weapon skill, is learned from attacking mobs. If your character is level 80 and 400/400 defense skill, your dodge is not modified. However, if your defense skill is not maxxed yet, your Ab calculation actually needs to take this into account.

 $A_b = D_b / R_d + (F_s - l * 5) * 0.04$

"l" is your player level, and Fs is your defense skill. Following our paladin example again, this modification comes to zero because 80 * 5 = 400.

 $F_u = \left \lfloor \frac{F_r}{R_f} \right \rfloor * 0.04$

Defense rating, the defense from your gear and enchantments, also contributes dodge into the diminishing returns pool (Fu). First convert your defense rating to defense skill. At level 80, this is 4.92 for all classes (Rf). It's important that you floor the defense skill before continuing with the calculation. From your defense skill, you can calculated the undiminished dodge to add to the pool.

Following the example paladin again, she has 707 defense rating, divided by 4.92 and floored is 143 defense skill. (Note that defense skill accrued from defense rating is not affected by diminishing returns. Diminishing returns only applies to the additional dodge, parry, miss, and block chance from the defense skill.) This defense skill multiplied by 0.04 equals another 5.72% dodge added to the diminishing returns pool.

### Dodge rating

 $D_u = \frac{D_r}{R_d}$

Dodge rating is the final source of dodge chance, and all of this chance goes into the diminishing returns pool (u). Like defense, it converts at a rate of 45.25 (Rd) for level 80s of all classes.

• NOTE: The example paladin calculations use the pre-3.2.0 dodge conversion of 39.348, rather than the new 45.25 conversion.

Again following the paladin example, the paladin has a dodge rating of 402. Divided by 39.348 this becomes 10.21% to add to the pool.

### Diminishing returns

 $u = A_u + F_u + D_u$

The final step to solving d from the original equation is diminishing returns. Now we can total the pool that came from all three sources of dodge impacted by diminishing returns: agility from gear, defense rating, and dodge rating.

For our example paladin, this is 0.4224 + 5.72 + 10.21 to equal 16.35% of undiminished dodge. Now we apply the diminishing returns formula to calculate d.

 $d = \frac{u \cdot C_d}{u + k \cdot C_d}$

Cd is the cap for dodge, and k is a constant, and these both vary per class. Using our example paladin, Cd is 88.129021 and k is 0.9560 for paladins. Calculate the equation and the result should is 14.32% of dodge as expected.

## Abilities

There are many class abilities that modify dodge or are related to dodging. Abilities that are learned through talents are listed in the talents section above.

Ability Class Tree Ranks Description
Army of the Dead Death Kight Unholy 1 Summons an entire legion of Ghouls to fight for the Death Knight. The Ghouls will swarm the area, taunting and fighting anything they can. While channeling Army of the Dead, the Death Knight takes less damage equal to his Dodge plus Parry chance.
Evasion Rogue Combat 2 Increases the rogue's Dodge chance by 50% and reduces the chance ranged attacks hit the rogue by 25%. Lasts 15 sec.
Overpower Warrior Arms 1 Instantly overpower the enemy, causing weapon damage. Only useable after the target Dodges. The Overpower cannot be blocked, Dodged or parried.
Revenge Warrior Protection 9 Instantly counterattack an enemy for (1454 + AP * 0.207) to (1776 + AP * 0.207) damage. Revenge is only usable after the warrior blocks, Dodges or parries an attack.
Rune Strike Death Knight Frost 1 Strike the target for 150% weapon damage plus (150 * AP * 10 / 10000). Only usable after the Death Knight dodges or parries. Can't be Dodged, blocked, or parried. This attack causes a high amount of threat.

## Talents

These are the talents that modify dodge or are related to dodging.

Talent Class Tree Ranks Description
Anticipation Shaman Enhancement 3 Increases your chance to Dodge by an additional 3%, and reduces the duration of all Disarm effects used against you by 50%. This does not stack with other Disarm duration reducing effects.
Catlike Reflexes Hunter Beast Mastery 3 Increases your chance to Dodge by 3% and your pet's chance to Dodge by an additional 9%.
Counterattack Hunter Survival 6 A strike that becomes active after parrying an opponent's attack. This attack deals (AP * 0.2 + 342) damage and immobilizes the target for 5 sec. Counterattack cannot be blocked, Dodged, or parried.
Feral Swiftness Druid Feral 2 Increases your movement speed by 30% in Cat Form and increases your chance to Dodge while in Cat Form, Bear Form and Dire Bear Form by 4%.
Ghostly Strike Rogue Subtlety 1 A strike that deals 125% weapon damage and increases your chance to Dodge by 15% for 7 sec. Awards 1 combo point.
Improved Defensive Stance Warrior Protection 3 While in Defensive Stance all spell damage is reduced by 6% and when you Block, Parry or Dodge an attack you have a 100% chance to become Enraged, increasing Physical damage caused by 10% for 12 sec.
Lightning Reflexes Rogue Combat 3 Increases your Dodge chance by 6% and gives you 10% melee haste.
Natural Reaction Druid Feral 3 Increases your Dodge while in Bear Form or Dire Bear Form by 6%, and you regenerate 3 rage every time you Dodge while in Bear Form or Dire Bear Form.
Surprise Attacks Rogue Combat 1 Your finishing moves can no longer be Dodged, and the damage dealt by your Sinister Strike, Backstab, Shiv, Hemorrhage and Gouge abilities is increased by 10%.
Turn the Tables Rogue Assassination 3 Whenever anyone in your party or raid blocks, Dodges, or parries an attack your chance to critically hit with all combo moves is increased by 6% for 8 sec.
Unfair Advantage Rogue Combat 2 Whenever you Dodge an attack you gain an Unfair Advantage, striking back for 100% of your main hand weapon's damage. This cannot occur more than once per second.
Weapon Mastery Warrior Arms 2 Reduces the chance for your attacks to be Dodged by 2% and reduces the duration of all Disarm effects used against you by 50%. This does not stack with other Disarm duration reducing effects.

## Enchants

This is a listing of enchantments that provide dodge. For a complete list of all enchantments, see the enchantments by slot article.

Slot Enchantment Effects Source
Head  [Arcanum of the Defender] +16 defense rating, +17 dodge rating Keepers of Time (revered)
Head  [Arcanum of Protection] +12 dodge rating  [60] Libram of Protection
Head  [Death's Embrace] +12 dodge rating, +28 attack power  [60] Death's Embrace
Shoulders  [Greater Inscription of the Pinnacle] +20 dodge rating, +15 defense rating The Sons of Hodir (exalted)
Shoulders  [Lesser Inscription of the Pinnacle] +15 dodge rating, +10 defense rating The Sons of Hodir (honored)
Shoulders  [Greater Inscription of Warding] +15 dodge rating, +10 defense rating The Aldor (exalted)
Shoulders  [Inscription of Warding] +13 dodge rating The Aldor (honored)
Shoulders  [Greater Inscription of the Knight] +10 dodge rating, +15 defense rating The Scryers (exalted)
Shoulders [Master's Inscription of the Pinnacle] +60 dodge rating, +15 defense rating Inscription (400)
Back [Enchant Cloak - Dodge] +12 dodge rating Enchanting (300)
Legs  [Arcanum of Protection] +12 dodge rating  [60] Libram of Protection
Legs  [Death's Embrace] +12 dodge rating, +28 attack power  [60] Death's Embrace

## Trinkets

This is a listing of high level trinkets that provide a large amount of dodge rating. A complete list of all dodge trinkets can be found here.

Item iLevel Level Instance Mode Details Dodge Use
[Heart of Iron] 226 80 Ulduar Heroic Ignis the Furnace Master - Use: Increases Dodge rating by 432 for 20 sec. (2 Min Cooldown)
[The General's Heart] 226 80 Ulduar Heroic General Vezax 107
[Furnace Stone] 219 80 Ulduar Normal Ignis the Furnace Master 105
[Defender's Code] 213 80 Naxxramas Heroic Zone - Use: Increases Dodge by 455 for 20 sec. (2 Min Cooldown)
[Valor Medal of the First War] 200 80 Naxxramas Normal 40 84 Use: Increases Dodge rating by 335 for 20 sec. (2 Min Cooldown)
[Figurine - Monarch Crab] 200 75 - - Jewelcrafting (400) - Use: Increases Dodge rating by 300 for 10 sec. (1 Min Cooldown)
[Indestructible Alchemist's Stone] 200 75 - - Alchemy (400) 50
[Shadowmoon Insignia] 141 70 Black Temple - Gurtogg Bloodboil 32
[Figurine - Empyrean Tortoise] 125 70 - - Jewelcrafting (375) - Use: Increases Dodge rating by 165 for 20 sec. (2 Min Cooldown)
[Commendation of Kael'thas] 115 70 Magister's Terrace Heroic Priestess Delrissa - Equip: Melee attacks which reduce you below 35% health cause you to gain 152 Dodge rating for 10 sec. Cannot occur more than once every 30 sec.
[Moroes' Lucky Pocket Watch] 115 70 Karazhan - Moroes 38 Use: Increases Dodge rating by 300 for 10 sec. (2 Min Cooldown)
[Figurine - Dawnstone Crab] 115 70 - - Jewelcrafting (370) - Use: Increases Dodge rating by 125 for 20 sec. (2 Min Cooldown)
[Charm of Alacrity] 93 1 - -  [58] Voidwalkers Gone Wild - Use: Increases Dodge rating by 192 for 10 sec. (1 Min Cooldown)
[Vigilance Charm] 62 57 Dire Maul - Immol'thar 24

## Notes

Greg "Ghostcrawler" Street, the Lead System Designer, posted about the upcoming changes in Patch 3.2.0 on the official forums. It was in response to some carefully researched numbers showing how overall avoidance was being lowered, and disproportionately to various tank classes:

Re: Avoidance Change | 2009-07-13 20:50 | Ghostcrawler
The main goal of the change was to make parry not so much less attractive than dodge as an avoidance stat. Since tank avoidance is so high already, we wanted to do that by nerfing dodge a little, not by buffing parry.

This hurts druids slightly more than other tanks, but the emphasis is on "slightly." This is not the big druid nerf that some forum posters have predicted. We will continue to evaluate tank survivability and threat generation based on PTR tests with " Patchwerk" to decide if druids need to be nerfed or DKs buffed or look at Prot warrior dps or anything else.

This is also not the big avoidance "come to Naaru" that some posters predicted. Overall, we think avoidance is too high and the game would work better with lower tank avoidance, but suddenly dropping everyone's avoidance by 20 or 30% would be a very big change with many ramifications for healing and gear among other things. It would also feel like a big nerf to the many players who didn't understand why it would be better for the game in the long term. But I still expect it is coming at some point.

## Patch changes

• Patch 3.2.0 (04-Aug-2009):
• The amount of agility required per percentage of dodge has been increased by 15%. This change required recalibrating the amount of dodge a player has with 0 agility by a slight amount as well, so all players will see their dodge percentage vary a small amount.
• The amount of dodge rating required per percentage of dodge has been increased by 15%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply.
• Patch 1.3.0 (07-Mar-2005): Every time a creature Dodges, it will report a Dodge. We will no longer translate a creature's Dodge of a rear attack to a "Miss."