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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
https://battletech.gamepedia.com/Status_effects#Evasive
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
Each evasive chevron or pip is +2.
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.
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!
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.