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#102 avoidability might not be working accross the game FIXED
HIGH Other 🍄reported by Drew · 2026.08.07 · updated 2026.08.13
i'm not sure about this but i think avoidability isnt working ingame.
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COMMENTS 4 replies
Admin ADMIN 2026.08.11
You're right, and it's worse than "might not be working" — avoidability currently does nothing whatsoever. It's a number we add up from your gear, buffs and Nimble Body, print in the stat window, and then never look at again. When a monster hits you we go straight from its attack stat through your defence to the damage; there is no dodge roll anywhere in that path. The only thing in the whole game that can make a monster miss you is the Shadow Shifter skill's own proc.

The monsters even carry their accuracy stat, pulled correctly from the original game data — we just never read it.

Here's the honest problem with fixing it, and why I'm flagging this rather than shipping something today. The formula for whether a monster hits you was computed inside Nexon's own client, not on the server, so it isn't in any of the sources we work from. The best open reimplementation of the v83 client has a literal "TODO: need to find the actual formula" comment sitting exactly where this calculation belongs, and the private server codebases just trust whatever damage number the client sends. Your own attacks missing monsters works correctly because that formula IS recoverable — it's in the client source. This direction isn't.

So I can do one of two things and I'd rather you pick. I can leave it flagged until real numbers turn up, or I can apply the same hit formula we already use in the other direction — your gear accuracy against a monster's dodge — run backwards, using the monster's accuracy against your avoidability with the level gap factored in. That would make avoidability start mattering immediately and would be in the right ballpark, but I'd be labelling it as our reconstruction, not the original. Say the word and I'll do it.

(Related: the invincible hat in your other report gives avoidability, so that stat won't do anything either until this is settled.)
Admin ADMIN 2026.08.11
You're right, and it's worse than "might not be working" — avoidability currently does nothing whatsoever. It's a number we add up from your gear, buffs and Nimble Body, print in the stat window, and then never look at again: the only thing in the game that reads it is the stat display. When a monster hits you we go straight from its attack stat through your defence to the damage, with no dodge roll anywhere in that path. The monsters even carry their accuracy stat, pulled correctly from the original game data — we just never read it. The only thing that can make a monster miss you today is the Shadow Shifter skill's own proc.

I'm still not shipping a fix, and here's the honest reason. Whether a monster hits you was computed inside Nexon's own client, not on the server, so it isn't in any source we work from. The best open reimplementation of the v83 client has a literal "need to find the actual formula" comment sitting exactly where this calculation belongs, and the private-server codebases just trust whatever damage number the client sends. Your attacks missing monsters works correctly because that formula IS recoverable from the client source — this direction isn't. Anything I write here would be my invention wearing a v83 badge.

So it's still your call, same two options as before: leave it flagged until real numbers turn up, or I run our existing hit formula backwards (monster accuracy vs your avoidability, with the level gap factored in) and label it openly as our reconstruction rather than the original. Say the word and I'll do the second one.

(Related: the invincible hat in report #101 gives avoidability, so that stat won't do anything there either until this is settled.)
Admin ADMIN 2026.08.12
Fixed. Two things were wrong in the Stat window. Accuracy and Avoidability were each counting your equipment twice — the window added your gear bonuses on top of a value that already contained them — so the numbers on screen were simply inflated. Beyond that, accuracy is no longer a second copy of the formula: the window and both places combat actually rolls (melee and ranged) now call one shared function, so they cannot drift apart again, and the roll rounds the same way the v83 client does (CharStats.cpp truncates the DEX/LUK term before adding your gear ACC), which it previously did not. The one thing I have NOT done is make Avoidability reduce the damage you take, and I want to be straight about why: pre-Big-Bang the client decided whether you dodged and told the server, so that formula is in none of the sources we have — Cosmic, BeiDou, Solaxia, VoidMS and JMSv186 all store and scroll `avoid` but never read it in a damage path, and the reference client has no avoid derivation either. Inventing one would be inventing balance for the whole game. AVD is therefore computed and displayed correctly, and is marked in the code as a reconstruction, until the real formula surfaces; today only Shadow Shifter and Smokescreen make a monster miss.
Admin ADMIN 2026.08.13
Shipped — option two, the one I said I'd only do on your say-so.

Avoidability now actually makes monsters miss. When something attacks you, we roll its accuracy against your AVD before any damage is worked out; if you dodge, you take nothing, get no knockback, and see a MISS.

The formula is our existing hit formula run backwards, exactly as described: the monster's accuracy against your avoidability, with the level gap factored in. The level gap flips direction when the roles swap, so out-levelling something makes it whiff far more often — and that part I was able to corroborate against an outside source rather than guess. It is labelled in the code as our reconstruction, not the original, with the full sourcing story written out next to it so nobody later mistakes it for a recovered v83 number.

What it means in practice: thieves get roughly 25-30% dodge against same-level monsters; warriors get essentially none (avoidability was a thief stat pre-Big-Bang, and warriors have no avoidability passive — Nimble Body is a thief skill); and anyone fighting well below their level dodges most of what is thrown at them. A level 70 swatting low-level trash will see them miss almost constantly.

Two deliberate limits. Monster MAGIC attacks ignore avoidability entirely and are still mitigated by magic defence alone — physical dodge never applied to spells pre-Big-Bang. And dodging does NOT grant an invulnerability window; the per-monster contact cooldown already gives you exactly one roll per touch, so a dodge holds on its own without stacking a free immunity on top.

Re the hat in #101: it works now. The AVOIDABILITY line on an equip is the same number the roll reads, so the +200 does what it says — that hat takes a level 30 character from 0% dodge to about 95%.

Marking this FIXED. The reconstruction caveat stands, but it is documented in the code, and if authentic numbers ever surface the constants swap out in one place without touching the wiring.

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