COMBAT
Dodge and accuracy
Dodge and accuracy are the two stats the monster weapons brought into combat. Dodge makes enemy hits miss. Accuracy beats dodge, and turns what is left over into extra damage. Both show up in the game as a number of points, and one point is one percent.
Dodge
Dodge is the chance that an enemy's direct hit misses. A dodged hit deals no damage and triggers no on-hit effects.
- Direct hits only. Regular attacks and strikes can be dodged. Counters, splash, pierce, chains and every other hit that comes off another hit cannot.
- The whole squad. A commander carrying a Stalker Fang gives its dodge to every slot of its squad.
- Bigger attackers break through. When the attacking slot's attack power is higher than the defending slot's, the dodge shrinks. Evenly matched slots lose nothing, an attacker with 4x the attack power halves the dodge, and a far stronger one drives it close to zero. The comparison uses the slots as they entered the battle, so losing troops mid-fight does not make your dodge worse.
- Marked slots cannot dodge. A slot hit by Tactical Override's mark loses every dodge source until the mark ends.
Dodge from several sources
Omen's Premonition skill also dodges direct hits. When a slot has both, the two chances combine into one roll: each one gets a chance to stop the hit, so the total is higher than either alone but never reaches a certain dodge. The attack power rule above shrinks both.
Accuracy
Accuracy is the answer to dodge.
- It cancels dodge point for point. Accuracy is subtracted from the target's total dodge chance, after the attack power rule. Less accuracy than dodge leaves the difference as the dodge chance; as much accuracy as dodge removes it.
- What is left over becomes true damage. If the accuracy is higher than the dodge, each point left over adds 1% of the attacking slot's total ATK (unit ATK times the units still standing) as true damage, which ignores DEF. Against a target with no dodge at all, all of the accuracy turns into extra damage.
- It never misses on its own. Accuracy does not add a miss chance of its own and does nothing to hits that cannot be dodged anyway.
- The whole squad. Like dodge, a commander carrying a Chime Lance gives its accuracy to every slot of its squad.
In the battle replay, a dodged hit shows MISS (or BLINK when a monster's Blink dodged it). A hit that carried accuracy shows TRUE when it added true damage, or PIERCED when the accuracy was all spent cancelling a dodge.
Values
Dodge and accuracy come from monster weapons, and both grow with rarity and level. At the same rarity and level, a Stalker Fang's dodge is 60% of a Chime Lance's accuracy.
| Rarity | Stalker Fang dodge | Chime Lance accuracy |
|---|---|---|
| Common | 6 to 8 | 10 to 14 |
| Uncommon | 9 to 11 | 15 to 19 |
| Rare | 12 to 14 | 20 to 24 |
| Epic | 18 to 24 | 30 to 40 |
| Legendary | 30 | 50 |
The second weapon slot can carry a second copy of the same weapon, but its dodge or accuracy does not stack: only the stronger copy counts. Its attack still adds. A Broken weapon gives neither its stats nor its dodge or accuracy until it is repaired.
Where to get them
Stalker Fang and Chime Lance are forged in the Workshop's Weapon Fabrication tab from Workshop level 3, from materials that monsters drop while you hunt them. See Equipment for how they level and promote.
Monsters that dodge
Some monster packs carry the Blink trait, which dodges 20% to 60% of direct hits depending on its tier. Blink is not shrunk by your attack power, so a bigger squad alone will not break it. Accuracy cancels it point for point, and a Tactical Override mark stops it completely.