| - Melee evasion has been refined and refocused on block, dodge and parry effectiveness. There is no longer a base evasion that the player gets from dexterity as this type of evasion was decreased opportunities to counter attack. Dexterity will now increase your innate ability to parry and dodge. Strength increases your innate ability to block. You still receive a portion of your block, dodge and parry for free assuming you have your skill value up. Like other attribute based bonuses the required attribute to earn your full block, dodge and parry reward increases with level. |
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| - Block, dodge and parry skills now determine your maximum possible chance to block, dodge and parry. Increasing you skill will increase your both actual chance and potential for increase with more attribute investment. |
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| - You always have a chance to block, dodge and parry an incoming attack (assuming you have the skills) this was previously only true when hit. |
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| - The new melee evasion system has allowed us to radically increase the amount of block, dodge or parry that a class has making counter attacks a more common part of gameplay (if you choose to invest in evasion). These are the new innate values that can be reached at any level by class: |
| Bard - 16% parry and 6% dodge |
| Blood Mage - 8% dodge |
| Cleric - 8% block and 4% parry |
| Disciple - 8% dodge and 4% parry |
| Dread Knight - 14% block and 6% parry |
| Druid - 8% dodge |
| Monk - 12% dodge and 12% parry |
| Necromancer - 8% dodge |
| Paladin - 14% block and 6% parry |
| Psionicist - 8% dodge |
| Ranger - 16% parry and 6% dodge |
| Rogue - 16% dodge and 6% parry |
| Shaman - 8% block and 4% dodge |
| Sorcerer - 8% dodge |
| Warrior - 14% block and 6% parry |