Total War: WARHAMMER II

Total War: WARHAMMER II

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Dodging is Dodging
   
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Tags: mod, Battle
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6 Nov, 2021 @ 3:12pm
13 Aug, 2024 @ 5:19pm
21 Change Notes ( view )

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Dodging is Dodging

Description
When you think of dodging, you think of avoiding an attack entirely right? For some reason, that's not what the developers thought and instead, Dodging is a reduction in damage against attacks with no magical component. Does that make sense? It doesn't to me. This lead to the creation of this mod that replaces the Physical Resistance that various units get that is explained by the ability to dodge attacks with a Missile Block chance and Melee Defence improvement.

When a unit, ability or skill is stated to be avoiding attacks by dodging them, their Physical and Missile Resistance will be replaced with 1.5 times Missile Block chance, Physical Resistance replaced with 1/3 Melee Defence. Ward Save/Damage Resistance is replaced with 3 times Missile Block chance and 2/3 Melee Defence. Some skills are implied to only work in melee, thus, their Physical Resistance will only provide the Melee Defence bonus.

Mechanical Effects
The calculation for hit chance is: Chance to Hit (c) = 35% + Attackers Melee Attack - Defender's Melee Defence where 8% < c < 90%. This seems very simple but is a bit more complicated when going into detail. For example, in the case where this mod replaces Physical Resistance with Melee Defence, how much the unit benefits or suffers depends on what they are fighting. If a unit unaffected by this mod has Melee Attack equal to the Melee Defence of a unit affected by this mod, then after the change, their chance to hit will drop from 35% to 28%, meaning they are inflicting four fifths of the hits they were before. Moving on to another scenario, if an unaffected unit has Melee Attack equal to double the Melee Defence of an affected unit, then their chance to hit is reduced from 70% to 63% so they are inflicting nine tenths of the hits they inflicted before. If the attacking unit makes magic attacks, then the defending unit will always benefit from this change while it is circumstances dependent when attacking units do physical attacks. This means that units affected by this mod will benefit against units with Magical Attacks and/or low Melee Attack and suffer against units with high Melee Attack and non-magical attacks. The exception to this is when an attacking unit already has a very low hit chance, then the Melee Defence benefit will have less to no effect because some of the modifier goes beyond the minimum point and then gets adjusted back to the minimum.

Missile Block is where a unit will completely ignore damage from non-artillery missile attacks coming from their front a set percent of the time. Since this has replaced Physical Resist, it means that affected units will benefit against Magical Missile Attacks (as long as those missiles aren't an activated ability). It's hardcoded that artillery and ability missiles will ignore missile block chance. In addition, explosions are not affected by missile block chance so against physical damage explosions, affected units suffer a loss in survivability (makes sense, you're not dodging an explosion while in its blast wave).

One last major aspect to note is that while Resistances are not affected by flanking, Missile Block and Melee Defence are. Missile Block does nothing against missiles coming from the flank or rear while flank and rear attacks impose a Melee Defence penalty (-30% for flank attacks and -60% for rear attacks) to the defending entity which makes preventing affected units from being flanked even more important than in the vanilla game.

List of units affected
  • Crone Hellebron (on foot or on an Elven Steed)
  • Hag Queens (on foot or on an Elven Steed)
  • Death Hag (on foot)
  • Witch Elves
  • Sisters of the Singing Doom
  • Sisters of Slaughter
  • Wychwethyl the Wild
  • Shadowdancers
  • Legles the Elf
  • Wardancers (both variants)
  • Loec's Tricksters
  • Bladesingers
  • Ceridan the Lone Ranger
  • Tiktaq'to
  • Chameleon Stalkers (have instead had their Missile Resistance increased to 40% like other Chameleon Skinks rather than receiving a Missile Block chance, Melee Defence has still been increased by 7)
  • Pahaux Sentinels
  • Deathmaster Sniktch
  • Master Assassin
  • Eshin Assassin
  • Eshin Sorcerer
  • Gutter Runners (all variants)
  • Nightrunners (all variants)
  • Deathrunners
  • Visktrin's Death Squad
  • Eshin Triads
  • Iksha's Triads
  • Lahmian Vampire Lords (unless riding a Zombie Dragon)
  • Lahmian Handmaidens
  • Rangers

List of Abilities/Skills affected
  • Lightning Reflexes and Transfix (Lahmian Vampire Lord): Replaced 20% Damage Resistance with +13 Melee Defence and +60% Missile Block Chance (for a total of 90% Missile Block Chance).
  • Feint and Reposte (Tyrion and possibly Mistwalker units): Replaced 22% Physical Resistance with an additional +7 Melee Defence for a total of +31 Melee Defence.
  • Duck and Weave (Visktrin's Death Squad): Replaced 10% Physical Resistance with +3 Melee Defence (for a total of +13 Melee Defence) and +15% Missile Block Chance (for a total of 60% Missile Block Chance).
  • Woven Mist (Wardancers with Spears): Replaced 40% Missile Resistance with a +60% Missile Block chance (for a total of 90% Missile Block chance).
  • Just Dodge It (Deathmaster Snikch): Replaced 15% Physical Resistance with +5 Melee Defence (for a total of +10 Melee Defence) and a constant passive ability that grants +23% Missile Block Chance (for a total of 68% Missile Block Chance).
  • Combat Prowess (Theoderic Gausser and Adalhard): Replaced 20% Physical Resistance with +7 Melee Defence (for a total of +34 Melee Defence).
  • Woven Mist (Shadowdancer skill): Replaced 10% Physical Resistance with +3 Melee Defence and +15% Missile Block Chance (for a total of 45% Missile Block chance).
  • The Shadow's Coil (Shadowdancer skill): Replaced 15% Missile Resistance with +23% Missile Block Chance (for a total of 53% Missile Block chance).
  • The Shadow's Coil (Wychwethyl Faction Effect): Replaced 20% Damage Resistance with +13 Melee Defence and +60% Missile Block Chance.
  • The Shadow's Coil (Shadowdancer ability): Replaced 22% Damage Resistance with +15 Melee Defence and +66% Missile Block Chance.
  • Shield Wall (Shieldmaidens): Replaced 10% Physical and Missile Resistance with +3 Melee Defence and +30% Missile Block chance (for a total of 65% Missile Block chance).
  • Warleader of the Fir Domain (Chieftains of Albion): Replaced 25% Missile Resistance with 38% Missile Block Chance (for a total of 93% Missile Block chance).

Compatible Mods

Let me know if there are other mods you'd like me to make compatible with this.
12 Comments
TémpuS)(FátumA 29 Nov, 2021 @ 10:23am 
GJ, I'll let you know, if I'll find some other on my playthroughs.
Autumnchain  [author] 28 Nov, 2021 @ 11:07pm 
@TempuS)(FatumA Implemented. Thanks for bringing up the subject. Let me know if I missed any abilities or skills that are similar in fluff explanation to what I've changed.
TémpuS)(FátumA 27 Nov, 2021 @ 7:59am 
Hey, that's a good mod, sensible, I'd say. There are some units, that not only have Dodge, but some dodge-like abilities too, like Wardancers with their Woven mist ability, that actually should grant Missile Parry and not the Missile Resistance. Any chance you would include these abilities into the mod?
Flik the Changeling 11 Nov, 2021 @ 5:11pm 
for a moment I hoped we see Sans in battle field XD
Autumnchain  [author] 10 Nov, 2021 @ 6:52am 
I'd like to think that this is neither a buff nor nerf, it just means a change in the matchups.
titanbass1 10 Nov, 2021 @ 6:14am 
Hmm. Ok. I will have to test it out. Do you know how much better these units are now with this added?
kym821209 10 Nov, 2021 @ 3:00am 
I have think that same thing like you. but I have no ability to be implemented it.
thank you for make this mod. :steamthumbsup:
Autumnchain  [author] 8 Nov, 2021 @ 10:45am 
@titanbass1 -7% and -10% respectively. The proportion of attacks that will be avoided after a Melee Defence change is affected by the attackers Melee Attack so there's no answer to your question that will be correct in every scenario. That being said, if an attacker had equal Melee Attack to a defenders Melee Defence before this change then increasing the defender's melee defence by 7 means that 20% fewer attacks from the attacker will connect. Increasing the defender's melee defence by 10 means that around 29% fewer attacks from the attacker will connect.
titanbass1 8 Nov, 2021 @ 10:21am 
I thought so, but how much of a percentage does the 7 or 10 do?
Autumnchain  [author] 7 Nov, 2021 @ 11:57pm 
@titanbass1 That's what Melee Defence does. The chance to hit calculation starts at 35%, is increased by the attacking models melee attack and then decreased by the attacking models melee defence. In the case of ignoring ranged damage, that's what the missile block chance does, its just that the only stat that allows a model to avoid the damage of a missile completely is missile block and it's hardcoded to only work from the front.