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BDO: Accuracy Explained

(extension)
Last Update: 04/05/2016

DISCLAIMER
This document is meant to be an “integration” to my previous document on the subject of
Accuracy in BDO. Since the discoveries that I made in my most recent testing session were
particularly interesting, I felt that it was necessary to make a new one, as making the
amends on the old one would take way too much time. Reading this document without
having read the previous one might be somewhat difficult, as I will make many
references. Hence, I invite you to either go read the old document fully, or at least having it
close to you so that you can better understand what I am talking about.
For those who are not familiar with my approach on this matter, my conclusions are drawn
after collecting data through empirical tests - whose settings are determined logically -, and
after analyzing the results of said tests logically.

As before, all the results shown in this


document are subjected to RNG: it is possible for
an attack with a 99% hit rate to miss 100 times out of 100, and it is also possible for an
attack with a 1% hit rate to hit 100 times out of 100. I will be conducting a statistical analysis
of the empirical data I gathered: you can argue about my conclusions, but please refrain
from doing so if you did not read (and understood) this document fully.
Also, do not question the data: if you keep on reading, you accept that the data I reported
are the data I gathered under the circumstances specified in the “Details” section - that is,
you accept that I am not lying about the data.

If you don’t want to read this document in its entirety, you can just go read the
Conclusions. Also, I covered how the new discoveries affected my old document’s
conclusions HERE.

Version History (not counting typos)

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- 04/05/2016: added a consideration in the Conclusions (and in the FAQs). Thanks to -
Degaussed- for raising this possibility.

Index of contents
1) Disclaimer

2
2) Index
3) Useful Links
4) Introduction
5) Tests: DP vs Enchant Level
a) Overview
b) Details
c) Results
d) Comments
6) Tests: DP vs Enchant Level (more detailed)
a) Overview
b) Details
c) Results
d) Comments
7) Armor Enchant: Evasion Bonus per piece
a) Overview
b) Details
c) Results
d) Comments
8) Tests: Damage & Level
a) Overview
b) Details
c) Results
d) Comments
9) Tests: Evasion & Level
a) Overview
b) Details
c) Results
d) Comments
10) Tests: AP & Hit Rate
a) Overview
b) Details
c) Results
d) Comments
11) Tests: Back Attack & Hit Rate
a) Overview
b) Details
c) Results
d) Comments
12) Tests: Bronze Dagger vs Steel Dagger: hit rates
a) Overview
b) Results
c) Comments
13) Conclusions (TL;DR)
14) Future Work
15) Credits
16) FAQ
17) Copyright & Contacts

Useful Links
(old) document
(old) Reddit’s post

3
(new) Reddit’s post
BDO’s Forums topic (Ranger’s Section)
AP vs Human Damage tests (BDO’s Forums topic, Ranger’s Section)

Introduction
First of all, I apologize. I apologize because my conclusions in the previous document were
somewhat wrong: a comment made in the Accuracy thread in the Ranger’s forums made me
aware that it was possible that certain items gain “Evasion” as they get enchanted. If this were
true, then my conclusion about DP affecting your Hit Rate would have been wrong, as the
reason I was hitting less/more was not because of the DP, but rather because my targets were
equipping/unequipping enchanted items which provided a (hidden) +Evasion bonus because
of them being enchanted. I can already state that this is indeed the case.
After having cleared this up, in my last testing session I tested some other things: I tested
whether level affected your incoming or outgoing damage (in the old document, I only tested
the outgoing damage and only in PvE); I tested whether level affected your Evasion rate (in
the previous document, I came to the conclusion that level provides a hidden Accuracy bonus,
but didn’t test the Evasion bonus); I did some more thorough tests on AP (alone) affecting your
Hit Rate; I did some tests on the different Hit Rates of a Bronze vs Steel Dagger; lastly, I did
some tests on Back Attacks.
Also, because of some users claiming that the sample sizes for my previous document were
too small, I decided to increase them by a huge margin (individual sample sizes of 200 or 300
units became the norm, with some going as high as 400 units).
Unfortunately I have yet to test the (possible) different Accuracy gain of a Liverto vs Yuria
weapon, as I haven’t managed to get a Liverto yet (damn your, RNG!), but be assured that I
will move on to test it as soon as I get one.

IMPORTANT: throughout all the tests herein discussed, the following guild bonuses have to
be applied:
Ranger(me): Accuracy +1, Damage Reduction +1
Tamer: Accuracy +5, Damage Reduction +5, AP +2
These bonuses are not reported in the tables shown here, so they need to be manually added.
Also, the Tamer had the +5AP crystal in his Liverto Shortsword: this bonus was reported in
the tables.

Tests: DP vs Enchant Level


In the Ranger’s section of the Official BDO’s Forums, in my “Accuracy” thread, a user once
came up and posted a link to a one year old post (done for a previous BDO build), in which it
was stated the following “Accuracy (Translated to be known as 'gravity' allows the player to hit a

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player more often, sidenote the higher the enhanced gear the lower your chance of hitting, which is
where accuracy plays a part in helping you actually connect your hits) “.
At first, I interpreted it as “since armor gains DP when it gets enchanted, you are going to need
more Accuracy to offset that increase in DP”. However, the more I thought about it, the more
I realized that it could also be that it was not DP that required you to have more Accuracy, but
rather, the fact that the item gets enchanted.
While some tests done in my old document might have proved otherwise (here is my
explanation), I felt I needed to verify this thoroughly.
Hence, accepting the offer of a user who was particularly interested in performing some tests,
I proceeded to test this out.

Details

Testing Methodology: the idea was to attack my opponent many times with my autoattack
and see how many hits connected. The tests had to be performed under different DP
conditions, and this difference had to be provided by jewelry alone: if my hit rate did not
change (with and without the DP trinkets), then it meant that DP is not a factor in your Hit Rate
(and, consequently, it would have meant that it was the enchant level that affected it).
Attacks used: regular autoattacks, performed with Bow Mastery X.
Sample size: since we were looking for small differences, our sample size had to be bigger
than the old 100 hits. This is why we decided to record the overall hit rate of 300 attacks per
test.
Gear and stats:
a) this was my equipment: Lv54 Ranger, +14 Yuria Longbow; +15 Bronze Dagger (blue
quality); 2xDUO:Ring of Good Deeds; PRI:Bares Belt; 2xWitch’s Earring; Scarla
Necklace.
b) These were my subject’s stats: Lv55 Tamer, +15 full Grunil set (green quality), Scarla
Necklace, 2xShrine Guardian Tokens, Rhutum Elite Belt, 2x Witch Earrings, +0 Needle
Trinket.
Extra: after the first batch of results, I felt the need of re-doing the tests without my Bronze
Dagger (these tests had a reduced sample size of 200 attacks).

Results

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Table1

Tests II and IV were the ones without the Bronze Dagger.


Tests I+II were the ones with just the Armor (full +15 Grunil), whereas tests III+IV were the
ones with Armor+Jewelry.
The Accuracy score is determined by using the tables of the old document - namely, a +15
(blue) Bronze dagger provides +19 Accuracy, and a +14 Yuria provides +11 Accuracy.

Comments

The table is pretty much self explanatory: after having increased my subject’s DP by 19 points,
my Hit Rate did not change much (it actually increased! - I blame RNG for this though). This
is pretty solid evidence - especially considered the big sample size - to state that it’s the
Enchantment level of your (most likely) Armor pieces that determines your dodge rate, and
not your DP.
What does this mean?
While your DP and your Armor enchantment level are directly tied, this means that if you
increase your DP by, say, using buffs and/or using jewelry, your dodge rate will not change.
This also means that applying a DP debuff on your enemy will not make you hit them more
reliably.
In a sense, we can say that, similar to how Weapons gain Accuracy as they get
enchanted, also Armor gains Evasion as it gets enchanted.

Tests: DP vs Enchant Level (more tests)


Since I wanted to be absolutely sure of my previous claim (and, possibly, find any “softcaps”:
maybe increasing DP past a certain value did not increase your dodge rate?), we decided to
make more tests on this matter. The idea was to remove one piece of armor from my opponent
and see how my Hit Rate changed. Then, I would ask him to put on all his DP trinkets and see

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if my Hit Rate changed. I did this three times: the first time we tested it without the chestpiece,
the second one without the chestpiece AND the gloves. Then we did it without the gloves AND
the boots: in this scenario, if we added the DP trinkets, I would obtain a DP which was the
same as the first test (the one with 3 Armor pieces).

Details

Testing methodology: explained above.


Sample size: 300 attacks (200 for the following 2 tests)
Attacks used: regular autoattack (Bow Mastery X)
Gear used:
a) my equipment: +14 Yuria Longbow, 2xDUO: Ring of Good Deeds, Scarla Necklace,
2xWitch’s Earrings, PRI:Bares Belt (no dagger).
b) Tamer’s equipment: it varied throughout the tests, but the pieces used included a full
+15 Grunil Set (green), Scarla Necklace, Shrine Guardian Token, Outlaw Ring,
Rhutum Elite Belt.

Results

Table2

I and II were done with Helmet, Gloves and Boots equipped (no chestpiece).
III and IV were done with Helmet and Boots equipped (no chestpiece AND no gloves)
V and VI were done with Helmet and Chest equipped (no gloves AND no boots).
II and IV had the full Accessory set equipped, whereas VI had only Rhutum Belt, 1xOutlaw
Ring and Scarla Necklace.

Comments

As you can see, my hit rates barely changed when he equipped the DP accessories. Not only
that, but test I and test VI were performed under a very similar DP value (107 and 108
respectively); however, the Hit Rates changed dramatically between the two (86% vs 98%):
the reason behind this is likely to be the fact that test I had 3 Armor pieces equipped, while
test VI had only 2 Armor pieces equipped. The sample size was simply too big to call it “bad
RNG”.
I can hereby, and with absolute certainty, say that DP is not a factor in your Dodge Rate, it
being affected by the Armor Enchant level instead.

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Tests: Armor Enchant Evasion bonus per piece
The results from these two groups of tests immediately raised one question: considered that
it’s the Armor Enchant level that increases your dodge rate (let’s say that it increases your
Evasion stat), does each armor piece provide the same Evasion bonus? Or are some pieces
more “important” than others? We decided to test this as well.

Details

Testing Methodology: The idea was to rotate 3 different pieces of armor and see if my hit
rates changed. The possible combinations of 3 different pieces of armor among a total of 4
pieces are 4: Helmet+Gloves+Boots; Helmet+Chest+Boots; Chest+Gloves+Boots;
Chest+Helmet+Gloves. We already had the results from the Helmet+Gloves+Boots (from the
previous test - the results of which were condensed in a single row), so we only had to perform
the tests for the other 3 combinations.
Sample size: 300
Attack used: regular autoattack (Bow Mastery X)
Gear used:
a) My gear was the same as the previous test.
b) As for my opponent, we rotated the armor pieces (I will report his DP value just for the
sake of clarity, although it’s meaningless now).

Results

Table3

C=chestpiece, G=gloves, B=boots, H=Helmet.


Test I was the one taken from the previous table: I condensed the results with and without
accessories as we’ve proved that DP is not a factor in your Dodge Rate.

Comments
The differences are abysmally small. I’d say they can very well fall into the RNG spectrum:
hence, I have reason to believe that each Armor piece provides the same amount of Evasion
as any other piece. In any case, assuming that there is a difference, this difference is so small
that it’s basically not perceivable.
However, there is one thing that must be noted: the results of Table2 showed that I achieved
a 100% hit rate when my opponent only had Helmet+Boots, and 99% Hit Rate when my

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opponent had Helmet+Chest (both had a 200 units sample size). Now, assuming a Hit Chance
of 99%, the possibility of landing 200 attacks out of 200 is (0.99) 200=13,4%. If you want to
consider this fact as proof that the Chest provides a (very slight) bigger bonus to your Evasion
in comparison to other pieces, be my guest - indeed, even the results of Table3 showed that
the highest hit rate was achieved when the Chest was not equipped. Again, up to you: if you
want to prioritize upgrading the Chestpiece because you believe it to give a bigger Evasion
bonus, you have strong reasons to do so.

Tests: Damage & Level


In my old document, I did some quick PvE tests to determine whether level affected your
outgoing damage, and the result was that it looked like it doesn’t. This time, I made more
thorough (PvP) tests to determine not only if your outgoing damage depends on your level,
but also if your incoming damage is related to your level. This was particularly easy to do with
my lv12 Ranger alt.

Details

Testing methodology: I simply had to write down the damage dealt and received when I
played with my alt (lv12 Ranger) and with my main (lv54 Ranger), and then compare them. Of
course, it was important that the gear used was the same, and that the attack used was also
the same (with the same skill level). In order to maximize the damage difference, the DP values
we used were very low (10). Of course, critical hits were discarded.
Attack used: for the outgoing damage test, I used the Round Kick (lv1) skill, which was the
only one (aside from the Dagger of Protection) that my two characters had in common. As for
the incoming damage test, I had my partner use one attack of Whiplash (lv5). This skill hits
twice per attack, but since I had no Armor equipped, both hits always connected.
Sample size: given the huge difference in levels (42 level difference) having a big sample size
was not necessary: if there were a difference in the damage dealt/received, it had to be
noticeable with just a few attacks. Hence, the chosen sample size was of 5 attacks.
Stats:
a) my stats: Ranger (lv54/12) AP: 105, DP: 10;
b) my partner’s stats: Tamer (lv55) AP: 122, DP: 10.

Results

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Table4

Of course, the AP column showed the AP of the attacker, while the DP column showed the
DP of the defender.

Comments
Again, the results are pretty much self explanatory. The damage difference was in the range
of 6-10% for a 42 level difference. Considered RNG, I’d say that if level impacts your damage
dealt/received, it does it very, very slightly.
This is true if there is not a cap (with regards to level difference) to your damage
increase/reduction - but I hardly believe this to be the case.

Another interesting thing that can be noticed from these tests are skill damage multipliers.
Granted, it’s not related to Accuracy, but it’s something that I couldn’t simply overlook.
Take a look at Table4. You can see that Whiplash dealt an average of 120 damage, whereas
my Round Kick dealt an average of 10 damage. I first thought it was odd - I mean, the players
were very close in terms of stats/level, so why is the damage difference that high?
If we look at the damage multiplier of Whiplash lv5, we can find that each hit deals (478%*2)
damage - which means that each attack hits 2 times, each time for 478% damage (for a total
of 956% damage if both hits connect).
Now, if I take a look at my Round Kick lv1 skill, we can see that it deals 84% damage.
If we compare the two, we can find that, assuming an equal AP/DP value, one attack of
Whiplash lv5 should deal (956/84)=11,38 times the damage of one Round Kick.
It’s interesting to note that this is mirrored by the values we obtained in game: 120 damage of
one attack from Whiplash is 12 times the damage of one Round Kick (10 damage) - a value
very close to the expected one, especially considered that the Tamer had a (slightly) higher
AP value (and, hence, Whiplash’s damage should be slightly higher).
More tests on how damage is determined will be performed in the future.

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Tests: Evasion & Level
In my old document, at the end of the fourth session of tests section, I showed that your
character kind of gains a (hidden) Accuracy bonus every time he gains a level. This time I
wanted to prove if the same can be said for a (hidden) Evasion bonus.

Details

Testing methodology: as usual, count how many attacks hit out of the total amount of attacks
used. This had to be done both on my main and on my alt, with both wearing the same gear.
Of course, I had to make sure that my opponent didn’t achieve a 100% hit rate on my main,
as that could potentially void the testing result.
Attack used: my opponent used the regular Tamer autoattack, which he has at lv5.
Sample size: 200 attacks
Stats and Gear:
a) both my main and my alt used the following gear: +15 Grunil Chest, +14 Grunil Helm,
+13 Grunil Gloves, +10 Grunil Boots (all green), Scarla Necklace, PRI:Bares Belt,
2xWitch Earrings, 2xDUO:Ring of Good Deeds, +15Blue Bronze Dagger, +14 Yuria
Longbow.
b) As for the Tamer, he had a full +15 (green) Grunil set, +15Liverto Shortsword,
+0Needle Trinket, 2xWitch Earrings, Scarla Necklace, 1xOutlaw Ring, 1xMark of
Shadows.

Results

Table5

Comments

It is pretty clear that your character gains a (hidden) Evasion value each time he levels up.

Tests: AP & Hit Rate

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Some users were not satisfied by my testing, in the old document, of AP affecting hit rate.
Indeed, my sample was pretty small that time, and I can understand their claims.
I decided to clear this issue once and for all with some very thorough tests, with a big enough
sample size: this time, instead of 100 attacks, I used 400 attacks.

Details

Testing methodology: same as usual: record how many arrows hit out of the total amount I
fired. Then proceed to do the same with a lesser AP value (and with my Accuracy staying the
same).
Attacks used: regular autoattacks, Bow Skill lv10.
Sample size: 400 attacks
Gear used:
a) my equipment was the following:
i) (first test) Level54 Ranger, +15 Grunil Chest, +14 Grunil Helm, +13 Grunil
Gloves, +10 Grunil Boots (all green), Scarla Necklace, PRI:Bares Belt, 2xWitch
Earrings, 2xDUO:Ring of Good Deeds, +7 Steel Dagger, +14 Yuria Longbow.
ii) The Second test was done with just the rings and the Longbow (I even
unequipped the armor).
b) As for the lv55 Tamer, we don’t need to report the DP (since we’ve already proven it’s
useless), but his armor was a full +15 Grunil set (green).

Results

Table6

Comments

I’d say that a less than 3% difference in Hit Rates for a nearly 40AP difference can be easily
considered within the RNG spectrum. Hence, I can say it more clearly now: AP does not affect
your Hit Rate.

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Tests: Back Attack
My testing buddy said that he noticed that attacking an enemy on the back resulted in your
attack being more likely to hit. Well, we tested this as well: since we already had the hit rates
for our “frontal” attacks, we simply had to perform the “back” attacks and see how our hit rates
were.

Details

Testing methodology: same as usual. We used the values of the “Evasion/Level” table for
our frontal attack hit rates, so we only had to perform the back attacks.
Attack used: regular Tamer autoattack, skill level 5.
Sample size: 200
Stats and gear used: the same of the Evasion/Level tests.

Results

Table7

Comments

The 5% difference can easily be considered within the RNG spectrum: it wouldn’t make any
sense for your attacks on the back having a lower chance to hit your opponent. Hence, I can
reliably say that back attacks do not have a hidden Accuracy modifier.
I actually believe that an attack has to hit first, and only then there would the “check” for
determining whether it is a back/down/air attack - but this is just my assumption, no way to
back it up, aside from my past gaming and programming experience.

Bronze vs Steel Dagger: hit rates


These tables are a byproduct of the “DP vs Enchant lv” and “AP & Hit Rate” tables. The
sample sizes differ, but they are nevertheless kinda big, so I’d say they are pretty accurate.
Of course, these tables are for a lv54 Ranger->Lv55 Tamer and only involve your
autoattack (done with Bow Mastery X) and assume an enemy wearing a full +15 (green)
Grunil set - which is kinda common nowadays -, so they are not set in stone, but nevertheless
I think they can be pretty handy.

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Since we can rule out DP as a factor in your hit rate, I condensed the results of the different
DP values of the “DP vs Enchant lv” table into a single row. In addition, since AP is also not a
factor in your hit rate, I condensed the results of the “AP & Hit Rate” table into a single line.

Results

Table8

Comments

Consider the following: with a +1 Accuracy from the guild Bonus (not factored in the table), I’d
reach 18 and 37 Accuracy values. Now, a person with a (green) +15 Yuria and no other
Accuracy item, with a +5Accuracy bonus from his guild buff, has exactly 17 Accuracy. Also, a
person with a (green) +15 Yuria, +15 Blue Bronze Dagger, no other Accuracy item and +5
Accuracy from guild buff has 36 Accuracy. Both these values are very similar to mine - which,
remember, are done against a 1 level higher opponent (which I showed in my previous
document that it matters only very slightly). Of course, if you have a Liverto these values can
potentially be different. Also, remember that these are being done against a full +15 Grunil
opponent.

Conclusions (TL;DR)
So, we’ve determined the following:
-DP does not affect your hit (or dodge) rate.
--It’s your armor’s enchantment level that affects it
---(it is likely that) similar to how Weapons gain Accuracy as they level up, your Armor also
gains a (hidden) Evasion bonus;
----(update 04/05/2016) from a small discussion with a Reddit’s user, I was made aware that
it might be possible for Evasion boosting items (like Parrying Dagger) to provide Evasion in
form of DP. That is, the DP they provide does not help toward your “damage reduction” but

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towards your “dodge rate”. This should be the case only for these items though: DP trinkets
and most DP buffs/debuffs should only work towards your “damage reduction” stat.

-Each Armor Piece provides the same (hidden) Evasion bonus


--or, if it doesn’t, then the difference is very slim (around 1%)

-You gain a (hidden) Evasion bonus as you level up (and I had proved in the previous
document that you gain an Accuracy bonus as well)

-Your level does not affect your outgoing or incoming damage


--or, if it does, the difference is very slim, almost unnoticeable (around 6% difference in
damage with a level gap of 42 levels)

-Back Attacks do not have a higher chance to hit

-AP does not affect your Hit Rate

It may be obvious now, but let me sum this up a bit:


-Accuracy affects your chance to hit: the more your Accuracy, the higher your chance of
hitting your opponent. You gain Accuracy by leveling up (I’d say you gain 1 Accuracy point per
level), by Enchanting your main weapons.and by using other specific items and/or buffs. It
does not affect your hit damage (=it does not affect your Armor Penetration). However, it does
contribute to your DPS.

-Evasion affects your chance to not being hit: the more your Evasion, the lower the chance of
you being hit by an attack. You gain Evasion by leveling up (I’d say you gain 1 Evasion point
per level), by Enchanting your Armor pieces and by using specific items and/or buffs. It does
not affect your damage taken, but it does contribute to your EHP (effective HP).

-AP (attack points/power) affect your hit damage: the higher your AP, the higher the damage
that your attacks will deal to your opponent. You gain AP by enchanting your Weapons and
by using other specific items/buffs. It does not affect your hit rate, but it does contribute to
your DPS.

-DP (defense points/power) affect your damage taken: the higher your DP, the lower the
damage you are going to suffer after receiving a hit. You gain DP by enchanting your Armor
and by using other specific items/buffs. It does not affect your dodge rate, but it does
contribute to your EHP.

-(it looks like that) Your Level affects your Accuracy, your Evasion, your HP, your MP (if any),
your Carry Weight. It also enables you to unlock more skills. (it looks like that) It does not
affect your AP or your DP.
Do note that the degree at which Level affects all the abovementioned stats is very small: a
small difference in levels (+-5 levels) doesn’t mean much; however, a big difference can be
too much to cope with.

Also, Tamer players might find interesting the fact that a Needle Trinket, coupled with the
Liverto (and no other Accuracy items, aside from a +5 Bonus from the guild buff) was enough

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to achieve a 88% hit rate (with autoattacks) against me. Granted, I was one level lower and
was not in full+15 Grunil (had one +15, one +14, one +13 and one +10) but it’s still a pretty
high amount. Like I did for the “Steel vs Bronze: Hit Rate” table, I can condense the results of
the “Back Attack” tests in a single row

Table9

So...What about my old document? Are all the findings there wrong?
Not at all. Some things became outdated: for instance, all the tables referring to DP as the
main factor in your dodge rate are now kind of useless. This is especially the case for the
Table16 and Table17. Also, the discoveries made with my recent tests kind of explained why
I was landing more hits on the (higher leveled) Warrior rather than on the (lower leveled)
Tamer: this was because the Warrior was probably using gear with a lower Enchant level (in
fact, I remember asking him to remove some of his pieces and equip some DP
accessories/cheap Reblath armor pieces in many occasions)..
Still, this is the only thing that really changed. Table13 is still proof that Level doesn’t matter
much in terms of Hit/Dodge rates: the equipment in those tests did not change at all.
Unfortunately, not much can be done with the data shown in my old document: since your
dodge rate is tied to your Armor enchantment level, I can’t use the old data in any way, as I
did not write down what equipment my partners’ were using (I just asked for their DP,
basically).

Future work
The discovery of armor enchants affecting your dodge rate leads to many questions:
-Does each armor set provide the same “+Evasion” increment per level?
-Does rarity increase the +Evasion value?
-How much +Evasion is gained per level?
Still, my first priority (aside from the Liverto) is trying to get all my Grunil pieces to +15 ASAP,
do some tests, then possibly get them to Yellow grade and do the tests again.
Also, it would be nice if I can get to lv55 (will hopefully reach it in a week or so) and start doing
some tests on different hit rates against full +15 Grunil opponents of the same level, in order
to better determine a table of “hit rate thresholds” against equal level, +15 Grunil opponents.
Another interesting thing to test would be the Accuracy gain of the Bow Mastery skill: cracking
this would mean being able to find out how all the other skills work in terms of Accuracy. I’ll
probably do this as well in due time.
Lastly, it could be interesting to determine the average Hit Rates against opponents with full
+15 Armor, with and without Accuracy off-hand. Doing this will also clear up the rumour about
“innate, hidden” stat bonuses for each class.

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Credits
A big thanks to Tigan for offering me her assistance: these testing sessions took almost 5
hours, and having another player unable to do anything else aside from being idle and do
some counting can be pretty boring.
Also, a big thanks to Evid for pointing out the (very old) post which was hinting the possibility
of Evasion being tied to your Enchant level: without you, it would never had occurred to me
that it was your Armor Enchantment level, and not your DP, to affect your dodge rate, and I
would have kept using DP as the reference value for all my future tests.

FAQ

Q: First you tell us that it’s DP that increases your dodge rate, then you say it’s Armor Enchant
level. Are you sure this time?
A: Yes I am. The only reason I wouldn’t be right is if “the DP provided by Accessories is not
factored in your dodge rate, only the DP provided by your armor”, which is a quite unlikely
remark.
UPDATE: I have been made aware of the possibility of DP having a dual nature. Read here
for more information. If this were true, then it would mean that “some DP affects your Dodge
Rate, other does not”. If this were true, it should only affect players who use Evasion boosting
off-hands though.

Q: Does upgrading your Defensive Accessories (Rhutum Belt, Ridell Earring) increase your
Dodge Rate?
A: Nice question. I don’t know honestly. If it does, I strongly believe it’s not because of the DP
increase.

Q: Does Armor quality (yellow/blue/green) affect your dodge rate?


A: I don’t know, but I am definitely going to test this out as soon as I can.

Q: I heard that the Evasion stat is broken and does not work. What are your thoughts?
A: I haven’t tested Evasion as a stat yet. Plus, I am not sure if what happens when you enchant
your Armor is a gain in Evasion or in something else. What I am sure of, is that it is something
related to your Dodge Rate. In this document, I referred to it as “Evasion”, but it is entirely
possible that this is not the case.

Q: Did you know that the correct word is “Enhancement” and not “Enchantment”?
A: Yes, forgive me. It’s just that when I started writing this document I subconsciously started
using “enchantment” and was too lazy to correct it. :(

Q: Your sample sizes are still too small. Your tests don’t hold any value, especially the ones
involving AP & Level!
A: While some tests require a big sample size to be meaningful, others don’t. I understand
that 5 attacks is not a lot, but what I tried to see there was the “magnitude” of each attack. I
know that 5 attacks are not enough to provide a definite range of your min-max damage, but

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this range is usually not that big (it’s basically the difference between having +-5AP). Hence,
my sample size was appropriate for my goal.

Q: You are wrong on a lot of things!


A: There are 2 things that can be questioned in this document: either my tests were set-up
wrongly (that is, the methodology used was not suited for the purpose of the test), or my
conclusions are wrong. The data gathered is not questionable, and the same can be said for
the sample size (I too would have liked to be able to use sample sizes of over 1000 units, but
the time required for doing so far exceeds what I have at my disposal). Hence, if you believe
I am wrong, you should specify where: the setup, the conclusions, or both. Of course, please
do provide valid reasons to back up your claim.

Q: Do you have videos to back up your claims?


A: I did record some of the testing sessions. If a lot of people ask for them, I might decide to
upload them. Bear in mind that the only thing you’d see is me firing arrows for 200+ times at
my opponent with a Vocaloid song in the background. If you have enough time to watch them
with the goal of spotting “errors” in my data gathering, then I’d invite you to go out and invest
that time in doing other tests (if you’re on Jordine, you can contact me yourself and we can
decide upon a proper testing session).

Q: Why are you doing this?


A: In truth, when I started doing these tests, I did not expect to go to such lengths. You can
say that I took a liking in doing these things and writing these documents. Plus, it’s good
training for my Master thesis.

Q: You’re just doing this because you like to manipulate an entire community!
A: Good one. It was not written anywhere (aside from that 1 year old post) that Armor might
gain Evasion as it gets enchanted. Forgive me for not considering this possibility when I made
all my tests 1 month ago.
Believe me: I know how hard it is to accept that you were wrong. I will probably get a lot of flak
for making people believe that it was DP the main factor in your dodge rate, and then change
my mind and claim that it’s Armor Enchant level instead. There will probably be some cases
of users arguing on this just because one has not read this new document yet (and, hence,
he has all the reasons for believing that what he says is true). I’m really, really sorry for this.
For what it’s worth, I could have refrained from posting this publicly - I mean, it’s very likely
that I will have stopped playing BDO by the time people figured out this truth, so it’s not like I
would have been addressed as the villain whose tests (and conclusions) were faulty. However,
I hate people who spread misinformation: considered this, I would be an hypocrite if I didn’t
release this document to make amends with the somewhat false information that I provided
with my first paper.

Q: What parts of you old document are still valid?


A: See here.

Q: Steel Dagger or Bronze Dagger?


A: Although I was one level below my opponent, you can see in Table8 the two different Hit
Rates of the two daggers against a full +15 Grunil opponent. I’ll make sure to update that table
once I reach lv55, and I’ll probably make more “variations” of it in the future (that is, I’ll try to

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get the Hit Rates when you’re using food buffs or other different Accuracy values). Still, it looks
like there is a “soft cap” on Evasion (it being when a player gets his armor to +15), so with
enough Accuracy buffs it might be possible for Steel users to match the Accuracy of the Bronze
Dagger. We’ll see: for the time being, I’ll still stick with Bronze.

Q: I hate all these hidden stats!


A: I don’t like them as well. This is what you get for playing BDO, though.

Q: So what do these discoveries actually change?


A: Aside from helping you better understand the “Math” behind BDO, I’d say that learning that
it’s the Armor Enchantment level - and not DP - that affects your Dodge Rate is pretty
interesting to know: basically, all items that provide DP now kind of “lose” some of their value,
as that DP only counts towards decreasing the damage you take, rather than helping you
passively dodge more hits. For example, I was using the Scarla Necklace because I thought
it to be a decent compromise between damage&survivability, but that 5DP points now are less
meaningful than before.
Also, it is now entirely possible to make tables with all the Hit Rates for any class: you just
need a class with a full +15 armor and test it out, without bothering about differences in DP.
This is actually one of the things I’m going to do once I reach lv55 (at least from the Ranger’s
side). Of course, DP will still be the go-to choice if you want to build a tanky character.
However, if you plan on having passive dodges improve your character’s survivability, then
you should ditch DP and go straight for +Evasion items (or just go for more AP/Accuracy,
which never hurt :> )

Q: Will +16-20 Armor pieces keep gaining the “+Evasion” bonuses?


A: I don’t know for sure, but I’m pretty confident they will.

Q: How much “Evasion” is gained per Enchant Level?


A: I don’t know. If they follow the same pattern as Weapons do with Accuracy, it is likely that
the value we’re looking at is around +1 Evasion/level.

Q: What does Accuracy do?


A: See here.

Q: What do AP do?
A: See here

Q: What do DP do?
A: See here.

Q: What does Evasion do?


A: See here.

Q: What does your Level do?


A: See here.

Q: I have another question that is not answered here!

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A: Go read the FAQs of my previous document and try to find it. Be warned that any reference
to “DP affecting Dodge Rate” or “you need Accuracy to cope with high DP values” should have
DP replaced with Armor Enchant Level. For anything else, feel free to ask in either the Reddit
or the BDO’s Forums thread.

Copyright & Contacts

You can post and use this guide in any way you like. Just do not claim it as your own work. A
credit would be highly appreciated.

You can contact me either in game (Server: Jordine (EU) - Family Name: Hihey54 -
Character Name: Pillow_Cake) or via email (hihey54@gmail.com). If you choose to contact
me by email, be sure to type in the words “BDO” in the subject of the email, as I am likely to
send your mail directly to the trash bin if you forget to do so.

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