Griffy's Guide to Combat in Evolve
Section 1: Stats
(The following primary stats provide increased offensive or defensive stats without Diminishing Returns. This means that your most reliable form of stat stacking will come from these.)
Defensive Stats:
- Dodge
- Single Target
- Full damage negation
- Parry
- Single Target
- Full damage negation
- melee vs melee only with the exception of lightsabers working against ranged
- Evasion
- Area of Effect
- Damage negated based on evasion value
- 100% maximum
- Block
- Damage negated based on this block value formula
- Applied after armors
- ((Block Value + Strength) / 2) + 25)
- Glancing Blow
- Damage negated based on the armor value at the time of damage received
- Critical strikes and strikethroughs cannot be glanced
- 60% at 0 armor value to around 95% at 20k armor value.
- Critical Hit Reduction
- Reduces your chance to be critically hit at a 1:1 negation rate
- Lucky Dodge
- Evolve-exclusive defensive ability
- Full damage negation
Offensive Stats:
- Devastation
- Unique to Commandos only
- Special roll using a Heavy Weapon.
- Listed Maximum value for damage becomes the new Minimum
- The new Maximum is a 50% increase to the new Minimum
- Example: if your Weapon has a Min-Max of 500-1000, you will see a Devastation land between 1000-1500
- Strikethrough
- Penetrates a % of armor value based on this strikethrough formula
- Hard cap of 49% minimum and 98% maximum penetration will apply upon roll
- 10% + (Strength / 10) + (Strikethrough Value / 2) = Max Strikethrough Value, 5% + (Strength / 20) + (Strikethrough Value / 4) = Min Strikethrough Value
- Critical Hit
- Adds a damage multiplier bonus of 1-50%
- Guaranteed Hit
- Upon successful roll guarantees a hit roll
- This occurs prior to opponent's defensive rolls and negates them
- Freeshot
- Different types of freeshots exist
- All follow the same logic of making the ability cost 0 action
- Instant Cooldown
- Ability cooldown will reset upon a successful roll
- Dodge Reduction
- Reduces opponent's total dodge
- 1:1 from your reduction
- Parry Reduction
- Reduces opponent's total parry
- 1:1 from your reduction
Section 2: Combat Rolls
(This portion of the guide provides an overview of how stats influence combat mechanics using a rollover-based probability system. Understanding these mechanics will help optimize both defensive and offensive strategies in battle!)
Combat Rolls and Rollover Mechanics:
Combat rolls use a rollover method. This means that each failed roll chance will contribute to the next roll’s advantage, increasing the likelihood of success. Each roll can roll from 1-100 meaning you can only ever have a 99% chance to succeed even if the chance is higher than 100%. (there are a few exceptions that are more advanced and will not make their way into this guide)
Defensive Rolls
Single Target Defense:
- Dodge → Parry → Block → Glancing Blow
- Dodge = Dodge
- Parry = Dodge + Parry
- Block = Dodge + Parry + Block
- Glancing Blow = Dodge + Parry + Block + Glancing Blow
Area of Effect (AoE) Defense:
- Evasion → Block → Glancing Blow
- Evasion = Evasion
- Block = Evasion + Block
- Glancing Blow = Evasion + Block + Glancing Blow
Offensive Rolls
Single Target Attacks:
- Devastation (Pre-roll effect):
- Rolled before any other roll
- Does not carry its roll chance to the next
- Damage can stack with both Strikethroughs and Critical Hits
- Strikethrough → Critical Hit
- Strikethrough = Strikethrough
- Critical Hit = Strikethrough + Critical Hit
Area of Effect (AoE) Attacks:
- Devastation and Critical Hit are the only bonus damage effects applied to AoE attacks
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