So evade doesnt actualy works against melee attacks?

The title. I was just testing it and got nothing, it seems it does work only against range attacks and doesnt against melee attacks. Actualy it never did even in legacy d2 lol. Frequent anamzon players probably knew but its new for me :slight_smile:

Edit: it seems to be working, just sound effect is bugged.

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Evade works against both melee and ranged WHILE moving, otherwise it does nothing.

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But it doesnt, I just tested that and my friend also. It only works against range attacks. He even tested that in legacy mode.

Dodge: “Grants a chance to move out of the way of a melee attack while standing still”

Avoid: “Grants a chance to move out of the way of a missile attack while standing still.”

Evade: “Grants a chance to escape any attack while moving.”
This skill also helps characters evade Area Effect Spells.

If it doesn’t actually work - will we be surprised??
tbh I never noticed either. I DO know all 3 are huge eHP modifiers and maybe we don’t notice because all 3 are up and running?

I would’ve thought that I would have seen something about this - what you’re saying - over the last century I’ve been playing this game.
Odd if true.

I’ll try with my Javazon and confirm if it’s the case.

It not working would simply be a bug.

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imagine if they never tested the evade before putting it into an item lol

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You testing offline or online? If online I can easily see latency affecting the outcome. Offline should tell you definitively.

Well…
Level 15 Evade 52%

vs Ranged: Running in circles, towards & away - Dodged like an absolute champ!
vs AOE(Catapults): Dodged Lightning and Fire(ground fx) consistently while running.

vs Melee: I don’t think I was missed once. Defense Zero obviously. I kept getting hit by everything. I didn’t hear 1 single “hup” “huu” vs them and AtD was going off constantly(attacker takes x damage) - that was another big indicator I was getting hit.

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Humor me on this: Test both with and without a shield. What I’m interested in seeing is if Evade is somehow preempted by a shield’s “chance to block”. Sort of how dodging animations used to cancel attack animations.

Sure thing.
Reserving this spot for an edit with results.
(sorry i’d love to make a vid but I suck)

Ok then.
No Shield: Got my behind beat down hard.
I did not Evade one time. Not once.
That massive Carver Village almost had a reason to throw a party. Caught me sleeping…BO wore off while i was at 300 hp haha. Close call.

Doesn’t seem to work at all vs Melee.
Get on the horn to Blizz STAT!!

Well its not exactly issue of D2R, friend tested it in legacy d2 and it doesnt work there either :slight_smile:

offline

It simply doesnt work and looks like never did lol :rofl: I was testing it with both shield and without and never hear the sound of evading like against range attacks.

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Well good catch Zax.

Will they fix this?
Unlikely. This is probably an old bug considering your friend tested in Legacy. That’s a 3-6 month fix in itself heh.

Maybe make Hustle a Tri-fecta Armor: +1 to D/A/E :wink:
Now it benefits all classes in all situations(except whilst moving vs melee).

Important Edit: Hey I didn’t try WALKING vs Melee! Did you or your friend try Walking?

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I just tried, no difference, it still doesnt do anything against melee.

Welp…
That’s a pickle and honestly surprised I never knew this. Gonna hit the big G and see what I find on the web.

Make it SO Blizz.

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hah, Diablo devs.

Man, I’m so cynical after so many years of their incompetence, I hope Diablo 4 restores my faith.

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Seems to work fine in 1.13c for me, level 20 Evade at 56% chance.

Tested against Zombies and Fallen in normal Blood Moor with a level 99 character, I was running so that hit chance would be a non-factor (autohit). Around half the time I wasn’t getting hit even though I was clearly within melee range and running, it seems that Evade occurs without a sound and without animation.

I’m gonna increase the Evade chance to 100% in skills.txt and see if that changes anything, then I’ll test it in D2R as well. Assuming there’s no hardcoded limit or anything like that. :sweat_smile:


Okay, finished the 1.13c test. I set Evade chance to 100% in skills.txt by changing Param1 (min % evade) and Param2 (max % evade) both to 100%, then I ran around in normal Flayer Jungle and was attacked by both melee, ranged, and shaman fetishes.

None of them could hit me with their melee attacks, ranged attacks, or spells (Inferno) while I was running, I only got hit when I stopped moving. Something interesting is that the Evade sound does plays but only for ranged attacks, not melee. I didn’t test to see if spells also triggered the sound but it probably does.


Tested in D2R by doing the same changes to Evade in skills.txt (setting Param1 and Param2 to 100%) and the results are the same.

I went to normal Flayer Jungle again and was attacked by melee, ranged, and shaman flayers and their melee, ranged, and Inferno attacks could not hit me while I was moving. The moment I stopped moving then I was getting hit.

I also went to normal River of Flame to test. Urdars couldn’t hit me with their melee/smite attack, grotesques and grotesque wyrms couldn’t hit me with their melee attack, blood maggots couldn’t hit me with their poison spit, and abyss knights couldn’t hit me with their spells or melee attacks. I was only hit when I stopped moving.

Also yes, spells do trigger the evade sound.

TL;DR: Evade works fine vs melee attacks, ranged attacks, and spells from my testing.

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Did you have any points in dodge?

1 point in Dodge as well as Avoid.

Can you test it without points there? Just remove required skills for evade.

I can but I don’t see why it’d make a difference. I’ll test it though, just a minute.

Results are the same, melee/ranged/spells can’t hit me while I’m moving, they only hit when I stand still.

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