Dodge bonus

The dodge mechanic works as a miss chance - a simple percentile chance to completely avoid physical attacks. You will see a "Dodge" hover over your character anytime it helps you dodge an attack.

Dodge chance mechanic
This check is done independent of the miss chance resulting from Armor Class and other measures of not getting hit, such as Concealment or Incorporeality.

The dodge chance is made up from the following major components


 * 1. Dodge Cap
 * 2. Dodge Bonus (passive)
 * 3. Dodge Bonus (temporary)

Dodge Cap
The dodge cap is a restriction on how much of your passive dodge bonus (dodge bonus obtained from items, enhancements, feats, epic destinies and other effects) is applied for use as a dodge chance to avoid an attack. This cap is made up also of two consecutive parts; Maximum Dodge Bonus (the maximum amount of passive dodge bonus that can be applied for defence when attacked), and Maximum Dexterity Bonus restrictions (a set of reductions of the dodge cap to a lower level depending on criteria met).

The Maximum Dodge Bonus begins at 25%. This Maximum Dodge Bonus amount can be increased through various means (see Increasing Maximum Dodge). If applicable, this Maximum Dodge Bonus may be subject to being capped (reduced) to functioning at a lower limit depending on the lower of Maximum Dexterity Bonus amount found on any armor and tower shields that has been equipped.

Dodge Bonus (passive)
The passive dodge bonus obtained from items, enhancements, feats, epic destinies and other effects, are added together to form your total passive dodge bonus (As of Update 19, dodge bonuses on items no longer stack, only the best applies.). Note that this amount can be much higher than your Dodge cap under certain circumstances. Whilst subject to the Dodge Cap, Players may still be able to benefit from this excess passive dodge bonus, if they are able to increase their Maximum Dodge Bonus (and if required, Maximum Dexterity Bonus) in the middle of battle, where the new higher cap would permit more passive dodge bonus to be applied for defence against attacks.

Dodge Bonus (temporary)
A temporary dodge bonus (such as Uncanny Dodge (see below)), grants a dodge bonus that is added on top of your applicable passive dodge bonus for defence (after any applicable reductions such as Maximum Dexterity Bonus limits from armor or tower shields) and is not subject to the dodge cap that limits your passive dodge bonus.

Dodge Hard Cap
Any combined amount of applicable dodge bonus (from any combination of passive and temporary bonus) that is in excess of 95%, will be capped to a maximum of 95%. This hard cap on Dodge was introduced as of Update 42 Patch 4.

Feats

 * Dodge: +3% (passive)
 * Spring Attack: +2% (passive)
 * Mobility: feat/item + 2% (also increases Maximum dexterity bonus by 2) (passive)
 * Uncanny Dodge and Improved Uncanny Dodge grant + 1% (passive) at Levels 4, 6, 8, 12, 16, and 20 of Rogue or Barbarian, respectively. The bonuses from Uncanny Dodge and Improved Uncanny Dodge do not stack with one another.
 * Uncanny Dodge also provides a clicky with temporary +25% (temporary), which ignores Dodge cap.
 * Improved Uncanny Dodge also provides a clicky with temporary +50% (temporary), which ignores Dodge cap.
 * Inspire Heroics +4% (level 15 bard buff) (passive)
 * Flurry of Blows, when centered: +2%, +4% and +6% (passive) at monk levels 1, 2 and 4, respectively.
 * Blinding Speed: +1% (passive)
 * Combat Archery passive: 2% if wielding a ranged weapon.

Iconic Past Life Feats

 * Shadar-Kai passive: 1% dodge (passive) per past life, up to 3%.

Legendary feats

 * Scion of the Plane of Air: 4% Dodge (passive), 4 to Dodge cap (maximum Dodge)
 * Scion of the Astral Plane: 4% Dodge (passive), 4 to Dodge cap (maximum Dodge)
 * Scion of Limbo: 20% Dodge (random cycle) (passive)

Monk stances

 * Lesser Ocean Stance: +3% Dodge (passive), +2 Dodge Cap
 * Ocean Stance: +6% Dodge (passive), +4 Dodge Cap
 * Greater Ocean Stance: +9% Dodge (passive), +6 Dodge Cap
 * Ultimate Ocean Stance: +12% Dodge (passive), +8 Dodge Cap

Epic Destinies

 * Meld Into Darkness, active: +10%/+15% (temporary) for up to 10 seconds. (Shadowdancer)
 * Catch the Wind, passive: 1% (passive) per rank, 3 ranks (Grandmaster of Flowers)
 * Feywild Attunement, passive: 1% (passive) per 4 Wilderness Lore (Shiradi Champion)
 * Action Hero, active: 40 seconds +15% (temporary) (Legendary Dreadnought)

Items

 * Cannith Crafting: Up to +15% enhancement bonus. Up to +7% insight bonus.
 * Named items: up to 21%
 * Random loot: Up to +15% enhancement bonus. Up to +7% insight bonus.
 * Wariness 2%, Alertness 6%, Omniscience 8% (legacy suffix on armor/headgear/rings)

Class enhancements

 * Artificer
 * Arcanotechnician
 * Master Defender (Tier 5): Your Iron Defender provides you 1%/2%/3% Dodge and he gains +2/+4/+6 Strength, Dexterity and Constitution.
 * Barbarian
 * Occult Slayer
 * Uncanny Dodger (Tier 1): +1%/+2%/+3% Dodge.
 * Bard
 * Swashbuckler
 * Confidence (Core, Lv 1): +1% Dodge, +1 Reflex Save, and +1 to the Max Dex Bonus of your Armor per Swashbuckler Core Ability you have.
 * Uncanny Dodge (Core, Lv 6): No dodge bonus, but you gain the Uncanny Dodge feat. You also gain 1% Doublestrike, 1% Doubleshot, and +1 Attack Damage while Swashbuckling.
 * On Your Toes (Tier 1): +1%/2%/3% Dodge.
 * Swashbuckling Style (Tier 3, Multi-selector): Skirmisher: While Swashbuckling with a Buckler in your off hand you gain 10% Dodge, and you may use a Buckler and still benefit from the Single Weapon Fighting line of feats.
 * Druid
 * Nature's Warrior
 * Flight (Tier 2): Use Wild Empathy to gain +10% Dodge for [12/24/36] seconds.
 * Improved Dodge (Tier 3): +1/+2/+3 Dodge while in any Bear or Wolf form.
 * Fighter
 * Kensei
 * Reed In The Wind (Tier 1): Makes an attack with +1[W] damage. If you successfully damage your target you gain a +3%/6%/9% Insight bonus to Dodge for 6 seconds.
 * Improved Dodge (Tier 2): +1%/+2%/+3% Dodge when wearing light or no armor. NOTE: Does not stack with Tempest(Rgr): Improved Dodge!
 * Monk
 * Ninja Spy
 * Acrobatic (Tier 1): +1/+2/+3 Balance, Jump, and Tumble. +1%/+2%/+3% Dodge.
 * Shintao
 * Reed in the Wind (Tier 1): Makes an attack with +1[W] damage. If you successfully damage your target you gain a +3%/+6%/+9% Insight bonus to Dodge for 6 seconds.
 * Ranger
 * Tempest
 * Improved Dodge (Tier 2): +1%/+2%/+3% dodge when wearing light or no armor.
 * Elaborate Parry (Tier 4): For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge and maximum dexterity bonus to light armor, equal to your Dexterity Modifier.
 * Rogue
 * Assassin
 * Nimbleness (Core, Lv12): On Sneak Attack: Up to once every 2 seconds, you gain 1% dodge for 6 seconds. This effect can stack up to 10 times.
 * Thief-Acrobat
 * Shadow Dodge (Tier 3): +1%/2%/3% Dodge, +1/+2/+3 Dexterity, +1/+2/+3 Maximum Dexterity Bonus w/ light armor.
 * Sorcerer
 * Air Savant
 * Elemental Apotheosis: Air (Core, Lv 20): +3 dodge plus bunch of other really cool stuff.
 * Acrobatic (Tier 1): Rank 3 gives 1% dodge bonus.
 * Wizard
 * Pale Master
 * Bone Armor (Tier 2): While under the effect of Shroud of the Wraith, you gain 1%/2%/3% Dodge.

Racial enhancements

 * Drow
 * Ambidexterity (Tier 2): Rank 2 gives 1% dodge bonus.
 * Improved Dodge (Tier 3): +1%/+2%/+3% Dodge when wearing light or no armor.


 * Elf / Sun Elf
 * Skill (Tier 4): +3% dodge, +3% Doubleshot, +3% Doublestrike, and bypass 3% dodge.


 * Gnome / Deep Gnome
 * Wariness 2x, Retain Scroll Essence (cores): +1/+1/+2


 * Halfling
 * Heroic Companion (Tier 2): Action Boost: Grants an ally 0/+2%/+4% Dodge, +0.25/+0.5/+1[W], +2/+4/+6 to hit and saving throws, and 0/0/+10 Physical Resistance Rating.
 * Improved Dodge (Tier 3): +1%/+2%/+3% Dodge when wearing light or no armor.
 * Halfling Agility (Tier 4): Up to once per second when you are hit, you gain 1% dodge until you are missed. This effect can stack up to 5 times.


 * Human / Purple Dragon Knight
 * Fighting Style (Tier 2, Multi-selector): Ambidexterity: Rank 2 gives 1% dodge bonus.


 * Shadar-kai
 * Improved Dodge (Tier 3): +1%/+2%/+3% Dodge when wearing light or no armor.

Reaper enhancements

 * Grim Barricade
 * Reaper's Defense V: +1 Dodge, +1 PRR and MRR
 * Reaper's Evasion: +1/2/3 Dodge while in Reaper Difficulty (4x, up to +12)

Increasing maximum dodge
Your chance to dodge attacks is restricted in three ways: The lower limit of the three applies. These are ways to increase (or decrease) the maximum amount of dodge bonus that you can get.
 * Dodge cannot exceed your armor's Maximum dexterity bonus
 * Dodge cannot exceed Max Dodge cap. This starts at 25%
 * Dodge cannot exceed your Tower Shield's Maximum dexterity bonus

See also:

Class enhancements
Bard Swashbuckler Fighter Kensei Monk Henshin Mystic Monk Ninja Spy Monk Shintao Ranger Tempest Rogue Assassin Rogue Thief-Acrobat
 * Roll with the Punches (Core, Lv 18): +5 Insight Bonus to Character Dodge Cap.
 * Ascetic Training (Tier 2, Multi-selector): Agility: +1/+2/+3 to dodge cap, Concentration, Reflex Saves. NOTE: Stacks with Ninja Spy(Mnk): Agility!
 * Athletic Mastery: (Tier 3): +1/+2/+3 Maximum Dexterity bonus and Dodge cap. works with all armor types
 * Embrace the Void: Gain 1/2/3 Meditation use per rest, +1/+2/+3 to Dodge Cap, and regenerate Ki faster while meditating. While you are meditating, you generate a protective shield which can absorb up to 25/50/100 damage, and is refreshed every 3 seconds.
 * Cauldron of Flame (Core, level 18): Fire Ki Spell-Like Ability. While inside the range of the ability and wielding a quarterstaff you gain +15% Dodge that ignores Dodge Cap.
 * Agility: +1/+2/+3 Maximum Dodge bonus, Concentration and Reflex Saves.
 * Meditation of War (Tier 5, Multi-selector): Earth Stance: This actually gives you a penalty of -5% Dodge Cap. You also gain +10 Insight bonus to Physical Resistance and +3% Insight bonus to Maximum Hit Points.
 * Meditation of War (Tier 5, Multi-selector): Water Stance: +5 Insight bonus to Maximum Dodge Bonus. You deal 10% less damage with attacks.
 * Improved mobility (Tier 3): +1/+2/+3 dodge cap while wearing light or no armor. -1/-2/-3 armor check penalty in light armor.
 * Elaborate Parry (Tier 4): For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge and maximum dexterity bonus to light armor, equal to your Dexterity Modifier.
 * Light Armor Mastery (Tier 5): You gain 1/2/3 to Maximum Dodge. While wearing light armor, gain 2/4/6 to the Maximum Dexterity Bonus of your armor, -2/4/6 armor check penalty, and gain 2/4/6 Physical Resistance Rating.
 * Measure the Foe (Tier 5): Gain +6 Melee Power, +2 Dodge, +2 Maximum Dodge, +1 to hit and +1 to the DC's of your Assassinate abilities for every 4/2/1 seconds you remain stealthed. This effect stacks up to five times, and lasts 10 seconds after you come out of stealth.
 * Tumbler (Core, Lv 6): You can pass through enemies when you tumble. +2 maximum dodge.
 * Kip Up (Core, Lv 12): You are immune to most knockdown effects and slippery surfaces. +2 maximum dodge.
 * Cartwheel Charge (Core, Lv 18): After tumbling, you gain a +2 Morale bonus to Strength and Dexterity for 12 seconds. +2 maximum dodge. +20% Doublestrike with quarterstaff.
 * Spinning Staff Wall (Tier 5): While wearing cloth or light armor, gain +5% Dodge, +5 maximum dodge, and +5 Maximum Dexterity Bonus with Light Armor.

Racial enhancements
Gnome / Halfling / Deep Gnome
 * Nimble Reaction (Tier 3): +1/+2/+3 Maximum Dodge Bonus and Armor Maximum Dexterity Bonus (cap).

Legendary feats

 * Scion of the Plane of Air: 4% Dodge, +4 to Maximum Dodge)
 * Scion of the Astral Plane: 4% Dodge, +4 to Maximum Dodge)

Monk stances

 * Lesser Ocean Stance: +3% Dodge, +2 Dodge Cap
 * Ocean Stance: +6%, +4 Dodge Cap
 * Greater Ocean Stance: +9%, +6 Dodge Cap
 * Ultimate Ocean Stance: +12%, +8 Dodge Cap

Reaper enhancements

 * Grim Barricade
 * Reaper's Defense VI: +1 Dodge Cap, +2 PRR and MRR
 * Reaper's Heightened Evasion: +1 Dodge Cap while in Reaper Difficulty (up to +2)

Guild buffs

 * Fencing Master: +2% Guild bonus to Maximum Dodge and Max Dex Bonus.

Items

 * Some Filigrees on Sentient Weapons, as well as filigree set bonuses give +1 to dodge cap. Different filigrees stack.

Bypassing enemy dodge
Some monsters can reduce or bypass the dodge chance of player characters.
 * Some Monster Champions bypass dodge.

Few rare abilities exist to bypass dodge:
 * Shiradi Champions Core 4 ability, Sixth Sense, provides 20% Dodge bypass.
 * Shadowdancers T3 ability, Grim Precision, provides 1% Dodge bypass per rank invested into it (maximum of 3% Dodge bypass at rank 3)

Dodge bonus to Armor Class
Previous to Update 14, Dodge used to be considered a bonus type, generally applying to armor class and sometimes reflex saves. In some very rare areas where the devs forgot to update the bonus types, there are still a few abilities/items that display as dodge bonuses to armor class in the breakdown, but officially the system has been discontinued, so they should be considered bugs.

Examples are:
 * Eldritch Shield Ritual and Eldritch Armor Ritual (Technically should count as bonuses types equal to their name per a dev post)
 * Favored Defense I to III +1-3 (Ranger only, vs. favored enemies)
 * Fighter's Mobility I to II +1-2 (fighter only, only while tumbling; requires Mobility feat)

Dodge stacking
The Dodge bonus always stacks, except the ones you get from items. As of update 19, only the highest item-based Dodge bonus will apply.

Prior to update 19, there were some issues with stacking sometimes. Depending on the order you equip your dodge items, the final result may not be correct. A workaround for it was stripping off and re-equipping in a different order.