Avoidability (abbreviated AVOID) is the derived stat that decides whether a monster's physical attack misses you. It is the defender's side of the check covered by accuracy: where accuracy asks whether your attack lands on a monster, avoidability asks whether a monster's attack lands on you. A dodged hit deals no damage at all, so a higher avoidability turns incoming hits into clean misses.
Contents
How avoidability is calculated
Avoidability is led by LUK, with DEX contributing a smaller amount, and accuracy-and-avoidance skills such as Nimble Body and Focus plus equipment add on top. The exact stat-to-avoidability constants for Classic World are not yet confirmed, so they are not listed here; what matters in play is the order of influence: LUK first, then DEX, then gear and skills.
Dodge rate
Whether a monster's physical attack misses is the same single roll used for your own accuracy, run in the opposite direction. The monster's accuracy is tested against your avoidability, and the level gap counts in your favor when you out-level the monster. Writing monACC for the monster's accuracy and AVOID for yours:
L = max(0, characterLevel - monsterLevel) A = monACC x 100 / ((L + 51) x 5) f = 0.3 / (1 + exp((A - AVOID) / 12)) roll = uniform random number in [0.95 - f, 1.05 + f] dodge = roll x A < AVOID
The L term rewards out-leveling: the further your level sits above the monster, the lower its effective accuracy and the more you dodge. Fighting a monster above your own level gives no dodge bonus, but also no extra penalty beyond L = 0. As on the accuracy page, exp is the natural exponential function, and dodging becomes near-certain only when your avoidability sits well above the monster's scaled accuracy.
This dodge formula is a mirror of the verified hit-rate model rather than an independently confirmed result. Read confidence below before relying on exact dodge percentages.
Damage taken when an attack lands
When a monster's attack is not dodged, your physical defense (WDEF) reduces the damage it deals. Writing monATK for the monster's attack and WDEF for your physical defense:
Reduction = floor(min(WDEF x monsterLevel / 70, WDEF / 5)) Taken = max(1, floor(monATK x dmgRoll) - Reduction)
Here dmgRoll is a random number between 1.0 and 1.5. The first branch of the reduction (WDEF x monsterLevel / 70) only bites against monsters below level 14; from level 14 upward, defense is capped at WDEF / 5 of mitigation per hit. In practical terms, every 5 points of physical defense removes about 1 damage from each hit, and a landed hit always deals at least 1. Unlike the dodge model above, this incoming-damage formula is confirmed by in-game testing.
Magic attacks
Avoidability covers a monster's physical attacks only. Just as Magician spells never miss their target, a monster's magic attack is not dodged through avoidability: it connects regardless of your AVOID, and your magic defense (MDEF) rather than the physical formula above reduces the damage it deals.
Confidence
The dodge formula above is the mirror of the hit-rate model used on the Accuracy page, applied to incoming attacks. That hit-rate model was confirmed from in-game testing in the direction of a player attacking a monster. The game uses the same roll in both directions, but the incoming direction has not yet been independently checked against a known avoidability value. Treat the dodge percentages here as a community model rather than confirmed values, and expect adjustments as more data is gathered.
The incoming-damage formula is on firmer ground: it comes from separate in-game testing and is treated as confirmed. The stat-to-avoidability relationship, how LUK and DEX produce a raw avoidability number, is not yet documented for Classic World.