Avoidance formula and cap
There is an interesting fact about evasion: depending on how much accuracy your enemy does have, there is a maximum of evasion that won't allow you to avoid more hits even if you increase that number.
There are many ways to increase evasion, you can avoid the maximum of 27.5% of hits even being the class with less DEX (Orc Fighter  26 DEX), you don't need to be a dagger for that. When you can avoid that amount of hits, P.Def. becomes even less important as the big reduction of damage relies on evasion.
As the table shows, there is an amount of evasion (depending on attacker's accuracy) from which you won't avoid more hits than you do. That point is reached when (Attacker's Accuracy)  (Defender's Evasion) = 25 . Then,
Here is a plot that shows linear behaviour with different slope each range of evasion. It's easy to see that +1 evasion will not always have the same effect in your protection, it depends on your current amount of evasion, the higher you have, the higher effect will imply +1 evasion. Different ranges with different slopes are coloured differently as lines. As an example, a tank with shield (it reduces evasion) won't notice a difference when he is buffed with Song of Water and Agility (+7 evasion), whereas characters wearing Light Armor (with passive mastery) will notice it considerably.
There are some other ranges represented as coloured areas, (a), (b), and ( c ), that shows the range where all races are in depending on their DEX. (a) range is moved along X axis when applying effects that increase evasion: Light Armor Mastery Passive and some buffs (Song of Water + Agility). Dagger passives as Boost Agility and DEX tattoos aren't represented, you can move that range to the left even more by using more factors.
Evasion cap for PVE (mobs)
If we know how much accuracy a monster has, then we can calculate how much evasion we need to reach the cap. If you search on the internet you will see that all same level mobs have same DEX (30) and same amount of accuracy unless it's a Raid Boss (RB's have different DEX) or it has some special passive skill which improves that (not usual). This is the result of that research:
An example: for level 80 mobs you need 137 evasion so that you reach the cap.
It's being used that +1 level implies +1 accuracy and +1 evasion for character and monster. Accuracy of mob with 30 DEX have been calculated with L2 Calc using Human Figther class as it has same DEX and no passives.
Evasion against P.Def., damage reduction factor (PVE, normal hits)
There is a formula for damage:
If you use this along with the 'chance to be hit' comparing different armors (heavy and light armor, for example), you can calculate the damage relation between both,
For example, we can have our destro level 76 with +5 DEX tattoo (26 + 5 = 31 DEX) and different settings with the same buffs for full defense and evasion: (L2 Calc  )
Doomcryer Level 78 [Earth chant, +4 evasion with Chant of Evasion] + Prophecy of Wind [+4 evasion] + Song of Water [+3 evasion] + Song of Earth.
Berserker spirit won't be used for the comparison.
Now we can make the comparison by using equation (4), we get De / D, that is a damage reduction factor:
De / D (Mithril Leather Armor / Imperial Crusader) = 57%
De / D (Draconic Leather Armor / Imperial Crusader) = 75%

De / D (Mithril Leather Armor / Draconic Leather Armor) = 76%
To understand better those results, an example: (Damage received with Imperial Crusader) * 57% = (Damage received with Mithril Leather Armor). Therefore, Mithril is better armor than Draconic and Imperial Crusader because you receive less damage because of evasion (remember that we can't avoid skills, this is not for PVP). Then,
P.Def. itself is overrated for many classes (PVE, PVP)
Let's see the damage reduction due to defense for Mithril (+6, with 2 Draconic parts +3) and Draconic (+3) armors. We apply equation (4) when A / Ae = 1 (same evasion, so it applies for PVP with skills too) to obtain,
Now we can calculate PVP damage reduction factor due to defense (still for same Destroyer, level 76):
De / D (Mithril Leather Armor / Imperial Crusader) = 157%
De / D (Draconic Leather Armor / Imperial Crusader) = 126%

De / D (Mithril Leather Armor / Draconic Leather Armor) = 124%
Now Mithril is the worst armor, you receive 57% more damage than with best armor, Imperial Crusader. So, with IC you receive 1000 damage, and with Mithril you receive 1000*157% = 1570 damage. But Heavy Armor would be less valuable for Tyrant because it doesn't have Heavy Armor Mastery, then that percentage would be lesser for it, it can be calculated. Tyrant also lose speed (a lot) and evasion with Heavy Armor, but it's good for PVP in some cases along with +CON tattoos. I don't know about Tyrants on Interlude, just Gracia Final and ahead.
But look at it, Draconic is not so OP compared to Mithril. With Mithril you just receive 24% more damage, and with Plated Leather less than 24% and you can enjoy +4 STR. Then, with Draconic you receive 1000 damage and with Mithril you receive 1240, and you have more M.Def. due to +6 Light Armor. That's why I could kill people 1 VS 1 in H5 servers wearing Plated leather against S84 armors, being Tyrant. Having 13 CON wasn't a problem as I still had much HP and CP (awesome orcs). But I changed armor depending on the situation, high grade Heavy, high grade Light, and Plated Leather; I almost always worn PL though.
Be careful, I don't say PL is the best armor, but it can be good even for PVP at level 80 depending on your class. For PVE I always want fastest killing possible.
Written by xSchrodingerx .
And this is a Warlord doing evasion tanking:
There is an interesting fact about evasion: depending on how much accuracy your enemy does have, there is a maximum of evasion that won't allow you to avoid more hits even if you increase that number.
Quote:
There are many ways to increase evasion, you can avoid the maximum of 27.5% of hits even being the class with less DEX (Orc Fighter  26 DEX), you don't need to be a dagger for that. When you can avoid that amount of hits, P.Def. becomes even less important as the big reduction of damage relies on evasion.
As the table shows, there is an amount of evasion (depending on attacker's accuracy) from which you won't avoid more hits than you do. That point is reached when (Attacker's Accuracy)  (Defender's Evasion) = 25 . Then,
Quote:(Defender's Evasion) = (Attacker's Accuracy) + 25 . (1)
Here is a plot that shows linear behaviour with different slope each range of evasion. It's easy to see that +1 evasion will not always have the same effect in your protection, it depends on your current amount of evasion, the higher you have, the higher effect will imply +1 evasion. Different ranges with different slopes are coloured differently as lines. As an example, a tank with shield (it reduces evasion) won't notice a difference when he is buffed with Song of Water and Agility (+7 evasion), whereas characters wearing Light Armor (with passive mastery) will notice it considerably.
There are some other ranges represented as coloured areas, (a), (b), and ( c ), that shows the range where all races are in depending on their DEX. (a) range is moved along X axis when applying effects that increase evasion: Light Armor Mastery Passive and some buffs (Song of Water + Agility). Dagger passives as Boost Agility and DEX tattoos aren't represented, you can move that range to the left even more by using more factors.
Evasion cap for PVE (mobs)
If we know how much accuracy a monster has, then we can calculate how much evasion we need to reach the cap. If you search on the internet you will see that all same level mobs have same DEX (30) and same amount of accuracy unless it's a Raid Boss (RB's have different DEX) or it has some special passive skill which improves that (not usual). This is the result of that research:
Quote:(Evasion for cap) = 132 + [ Mob.Level  75] = 57 + Mob.Level ;
Esub = 57 + L (2)
An example: for level 80 mobs you need 137 evasion so that you reach the cap.
It's being used that +1 level implies +1 accuracy and +1 evasion for character and monster. Accuracy of mob with 30 DEX have been calculated with L2 Calc using Human Figther class as it has same DEX and no passives.
Evasion against P.Def., damage reduction factor (PVE, normal hits)
There is a formula for damage:
Quote:Average Weapon Damage  Normal Hit
P.Atk.*70/P.Def. (3)
If you use this along with the 'chance to be hit' comparing different armors (heavy and light armor, for example), you can calculate the damage relation between both,
Quote:(Damage 'evasion armor') / (Damage 'another armor') = [ (defense 'evasion armor') / (defense 'another armor') ] * [ (Chance to be hit 'another armor') / (Chance to be hit 'evasion armor') ] ; that is,
De / D = [ de / d ] * [ A / Ae] . (4)
For example, we can have our destro level 76 with +5 DEX tattoo (26 + 5 = 31 DEX) and different settings with the same buffs for full defense and evasion: (L2 Calc  )
 Heavy armor (Imperial Crusader +3)
Defense (d): 1698
Chance to hit (A): 74%
Evasion: 119
Damage received per second: 13.3  Light Armor (Draconic Leather Armor +3 and +4 body)
Defense (d): 1344
Chance to be hit (A): 44%
Evasion: 129
Damage received per second: 10.1  Light Armor (Mithril Leather Armor (+6) + Draconic Helmet and gloves (+3), Set effect: +6 evasion and + M.Def.)
Defense (d): 1082
Chance to be hit (A): 27%
Evasion: 135
Damage received per second: 7.1
Doomcryer Level 78 [Earth chant, +4 evasion with Chant of Evasion] + Prophecy of Wind [+4 evasion] + Song of Water [+3 evasion] + Song of Earth.
Now we can make the comparison by using equation (4), we get De / D, that is a damage reduction factor:
De / D (Mithril Leather Armor / Imperial Crusader) = 57%
De / D (Draconic Leather Armor / Imperial Crusader) = 75%

De / D (Mithril Leather Armor / Draconic Leather Armor) = 76%
To understand better those results, an example: (Damage received with Imperial Crusader) * 57% = (Damage received with Mithril Leather Armor). Therefore, Mithril is better armor than Draconic and Imperial Crusader because you receive less damage because of evasion (remember that we can't avoid skills, this is not for PVP). Then,
Quote:Mithril > Draconic > Imperial Crusader .
P.Def. itself is overrated for many classes (PVE, PVP)
Let's see the damage reduction due to defense for Mithril (+6, with 2 Draconic parts +3) and Draconic (+3) armors. We apply equation (4) when A / Ae = 1 (same evasion, so it applies for PVP with skills too) to obtain,
Quote:De / D = de / d . (5)
Now we can calculate PVP damage reduction factor due to defense (still for same Destroyer, level 76):
De / D (Mithril Leather Armor / Imperial Crusader) = 157%
De / D (Draconic Leather Armor / Imperial Crusader) = 126%

De / D (Mithril Leather Armor / Draconic Leather Armor) = 124%
Now Mithril is the worst armor, you receive 57% more damage than with best armor, Imperial Crusader. So, with IC you receive 1000 damage, and with Mithril you receive 1000*157% = 1570 damage. But Heavy Armor would be less valuable for Tyrant because it doesn't have Heavy Armor Mastery, then that percentage would be lesser for it, it can be calculated. Tyrant also lose speed (a lot) and evasion with Heavy Armor, but it's good for PVP in some cases along with +CON tattoos. I don't know about Tyrants on Interlude, just Gracia Final and ahead.
But look at it, Draconic is not so OP compared to Mithril. With Mithril you just receive 24% more damage, and with Plated Leather less than 24% and you can enjoy +4 STR. Then, with Draconic you receive 1000 damage and with Mithril you receive 1240, and you have more M.Def. due to +6 Light Armor. That's why I could kill people 1 VS 1 in H5 servers wearing Plated leather against S84 armors, being Tyrant. Having 13 CON wasn't a problem as I still had much HP and CP (awesome orcs). But I changed armor depending on the situation, high grade Heavy, high grade Light, and Plated Leather; I almost always worn PL though.
Be careful, I don't say PL is the best armor, but it can be good even for PVP at level 80 depending on your class. For PVE I always want fastest killing possible.
Written by xSchrodingerx .
And this is a Warlord doing evasion tanking: