Original Post — Direct link
What are people's thought on the topic of RNG in combat?

1) My impression is that there will be no RNG misses or resists of damaging attacks. Same goes for effects from attacks like DoTs, CC or debuffs. If someone sends it your way, and you don't have a specific effect that keeps from landing, it's going to stick. You may be able to reduce the damage with resists/armor stats, but it won't just be completely nullified. I bring that up because after the mage preview I've been seeing a lot of comparisons to systems where you just stack resists to a specific element to not get hit by it.

2) RNG blocks, dodges or parries. My understanding is that the default level of evade/block/parry will be 0%. I don't think we've seen anything official related to this from the Devs other than active block showcased in the tank preview. There are a lot of options .Tank and rogue are the most likely classes to have something like this. Either as a passive X% chance to block/evade damage, or as an active buff that gives an X% chance. But since all classes could have rogue/tank/other

#1: IMO for a modern MMO, RNG missing/resists are not needed. It's just too huge of a benefit for an attack to completely miss, especially in a cooldown based system.

For #2, I'm also not a fan of anything passive. But a moderate-to-long-cooldown RNG-based defensive buff would be ok (Ex: gain 30% evade chance for the next 5 seconds). Even better would be a cooldown based buff that negates the next attack against you. I'm more interested in having active block or iframes incorporated into the dodge roll
almost 1 year ago - Vaknar - Direct link
In case you missed it, be sure to check out the Dev Discussion we did on RNG a year ago: https://forums.ashesofcreation.com/discussion/52481/dev-discussion-41-rng/p1

Quite a few interesting opinions on the topic can be found there, as well!