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ambi Nov 25, 2019 @ 10:52pm
How do evasion pips work?
Newbie here. I know that having more evasion pips is "better". From what I read on the wiki, an evasion pip reduces the chance of getting hit by 50%. Do they stack? e.g. if I have two evasion pips, will the chance of getting hit be reduced by 75%? Or is it a static 50% until the pips run out?
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kensw Nov 25, 2019 @ 11:02pm 
Not sure where you got the 50% number from
I believe it is 10% per pip so an extremely fast light with a good pilot (since the pip cap was removed in 1.8) could get 7 pips (maybe 8?) or 70% reduction in hit chance
Slow assaults might get 2 pips - not really a big factor better off finding cover
every pip you lose drops your protection by 10% shot at lose 1 - sensor locked lose 2
The new Assassin mech ignores 3 pips when it fires so it is good for hitting light mechs
Last edited by kensw; Nov 25, 2019 @ 11:05pm
ambi Nov 25, 2019 @ 11:31pm 
^ Thanks! The wiki talked about an "evasive" status effect that's gained from sprinting, so I assumed that's what the pips represent. Maybe the wiki is out of date?

https://battletech.gamepedia.com/Status_effects#Evasive

Evasive
Effects:

50% chance to dodge ranged attacks.
Caused by:

Sprint action.
With the Evasive Move skill, any non-melee move will grant Evasive, provided the 'Mech is not Unsteady.
kensw Nov 25, 2019 @ 11:37pm 
Very out of date ?:steamfacepalm:
Edit: A little research (out of curiosity) it looks like evasive move pilot skill was waaay back in the games beta stage and changed in the release version
Last edited by kensw; Nov 25, 2019 @ 11:52pm
Lack of Stuff Nov 26, 2019 @ 12:50am 
+1 to hit defense = 5% according to the how the game outputs accuracy.

Each evasive chevron or pip is +2.
Zuul Nov 26, 2019 @ 3:21am 
To better fill in here...my memory may be very foggy, so take this all with a grain of salt.

Evasion does not work out directly to a % change, instead it adds “difficulty” to an enemies attack, 2 points per chevron, stacking with all other sources.

Each point of difficulty reduces the hit chance by 5% (and this is where my memory may be faulty, but pretty damn sure) to a 50% adjustment at 10 difficulty, after that, each point reduces it by 2.5%.

So, as an example a light mech (which innately adds 2 to the difficulty of any attack against it) with 6 evasion pips, and a +3 hit defense gyro, being attacked by a mech with an arm mounted large laser. The total difficulty modifier for the attack would be 13, or 57.5% less than the base to hit chance. I can’t remember what those are, but say 4 gunnery is 85%, so an attacker would have a 27.5% (shown as 25% or 30%, can’t remember which) chance to hit.
Last edited by Zuul; Nov 26, 2019 @ 3:30am
BourneGamer Nov 26, 2019 @ 5:13am 
Originally posted by Zuul:

So, as an example a light mech (which innately adds 2 to the difficulty of any attack against it) with 6 evasion pips, and a +3 hit defense gyro, being attacked by a mech with an arm mounted large laser. The total difficulty modifier for the attack would be 13, or 57.5% less than the base to hit chance. I can’t remember what those are, but say 4 gunnery is 85%, so an attacker would have a 27.5% (shown as 25% or 30%, can’t remember which) chance to hit.
Plus, with 1.8, pilot skill adds a small difficulty to hit at higher levels.
Zadown Nov 26, 2019 @ 6:55am 
Originally posted by Zuul:
Each point of difficulty reduces the hit chance by 5% (and this is where my memory may be faulty, but pretty damn sure) to a 50% adjustment at 10 difficulty, after that, each point reduces it by 2.5%.

Been playing this for hundreds of hours and didn't know that the extra points over 10 only reduce it by 2.5%, but that does explain some higher than I expected hit chances against some pesky light mechs. Thanks for the info! :steamhappy:
Sword_of_Light Nov 26, 2019 @ 7:20am 
Also keep in mind that Evasive can be broken without reducing all the evade chevrons. Doing enough stability damage to knock the opposing mech into Unsteady removes Evasive and all the evasion bonuses (how much stability damage you can sustain before this point is reached is determined by the Pilot ability). So even if you only hit once, if you do enough stability damage - say you've got an AC/20 with a + that gives you 25% more stability damage - you could quite easily remove all your enemy's evasion with that one shot.

Of course, removing ALL the stability results in a prone state, which is far worse here than on the tabletop because of the loss of Initiative means you're probably looking at a dogpile, and a lot of mechs dont survive that.
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Date Posted: Nov 25, 2019 @ 10:52pm
Posts: 8