I placed this information in this forum as I was pondering if I should emphasis Parry or Evade or keep them even for my burglar, Pylo.

I found an interesting, but dated, thread in the LOTRO forums.

"https://www.lotro.com/forums/showthread.php?57228-Block-vs-Parry-vs-Evade"

Here is the specific post that seems to answer my question, and in short, it doesn't seem to matter if I say the heck with Parry, go full bore on Evade. (Note, there are postings that say that a few Parry and Blocks were seen while fleeing which would indicate that Parry and Block may somewhat work for non-frontal attacks.)

Comments and Observations?

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Re: Block vs Parry vs Evade

Based on this new information here is how I believe it works.

B = Block (Expressed as a decimal, ex, 0.15)

P = Parry (Expressed as a decimal, ex, 0.15)

E = Evade (Expressed as a decimal, ex, 0.15)

A = Total Avoidance (Expressed as a decimal, ex, 0.15)

A = B + (1-B)*(P + (1-P)*(E))

You can read that avoidance equation as:

Chance to Block plus the chance block fails times chance to parry plus chance parry will fail plus chance to evade. The way the numbers work out here, it doesn't matter which order you do each in, you could swap the Bs, Ps, and Es in the equation and it still comes out the same. One thing you will notice from this equation, as someone else has already noticed, is that an increase of 1% to B, P, or E will always result in a higher over all increase if the 1% increase is given to the stat that is already the highest. For example, if you have 20% block, 15% parry, and 10% evade, and you have to choose between an additional 1% block, 1% parry, or 1% evade, you are better off choosing the 1% block from a pure avoidance point of view (ie, not even considering class reactive abilities).

Now, a dev just came out and said that the relative ratios of these stay the same, so they are probably normalized.

RB = Real Chance to Block

RP = Real Chance to Parry

RE = Real Chance to Evade

RB = (B / (B+P+E))*A

RP = (P / (B+P+E))*A

RE = (E / (B+P+E))*A

Of course the real algorithm is more complex when you take into consideration the level of the mob. I know that some other games scale the stats different depending on the level difference. For example, in EQ2 your chance to block doesn't factor in the level of the mob, but your chance to parry and evade are reduced when fighting higher level mobs.

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Forums

#14189871 Aug 12, 2019 at 03:06 PM | |
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Officer 197 Posts | The only downfall to focusing on one is that the curves for bpe have diminishing returns all the way up to cap. And as they mentioned in that thread, bpe is additive (each % of block is equal to any other % of block, or parry, or evade). That means, ignoring any reason you'd prefer b/p/e other than avoidance, the greatest % increase comes from adding to whatever you have the least of. With all stats equal I like evade, too, for the 360. |

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#14195830 Aug 20, 2019 at 12:07 PM · Edited 17 hours ago | |
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Valar 228 Posts | You make an excellent point! From the curves, you would get the best bang per stat point by nearly maxing out the Full Avoidance on Parry and Evade before going higher on Evade. Going higher than max Full Avoidance for Evade would increase Partial Mitigation and Partial Avoidance. So, I amend my original statement. I will build up my burg's Parry and Evade stats to maximum Full Avoidance then concentrate on Evade. (I will probably also pick up additional Parry just because some of the sources of Evade will also increase Parry, like increasing Agility rating.) For shield wielding classes, then Block would also be useful and scaled up with Parry and Evade. |

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