Evasion is all-or-nothing. Every evasion point below the attacker's hit does nothing — dead stat until you cross the threshold. Once evasion exceeds hit, the formula activates.
Real T3 picture: Dedicated hit builds can reach ~4,800+ unbuffed. Shadowdancer passives add 700+ hit during fights, pushing real in-combat hit to 5,500+. A 5,100 evasion build is already losing against a fully buffed Shadowdancer — evasion is less dominant at T3 than commonly thought.
Evasion still works against builds that don't invest in hit — glass cannons and healers often run low hit. Against those opponents, 5,100 evasion gives a significant dodge rate.
The patch negative cap (−3k OW/−2k BG/−1.5k Arena) protects attackers from extreme evasion tanks. With real T3 stats the gap between hit and evasion is often small enough that caps rarely fire.
Unlike evasion, every point of endurance is useful. Once endurance equals crit — 0% crit on you. Every point above forces glancing hits — minimum base damage on the attacker.
Real T3 crit range: ~3,000 base from gear alone, spikes higher with buffs. Lightning Infusion adds +600 crit when the target is below 50% HP. Combined with endurance shred (up to 800), a burst window can push effective crit to 3,600 against a shredded defender.
Guaranteed crit on daggers: The first dagger hit has guaranteed crit coded as effectively infinite crit stat in the game engine. Without the patch cap this would produce near-100% crit. The BG cap at +3,000 catches this and floors it at 75% — this is the main reason the cap exists on the crit side.
At T3 base gear, endurance (~3,500) still walls typical crit (~3,000). The gap only opens in burst windows with Lightning Infusion + endurance shred active.
A heavy attack doubles your damage on that hit — shown as ×2. You can crit and heavy attack simultaneously for massive burst.
Real T3 heavy eva numbers: Typical builds run only 200–300 heavy eva — it mostly comes from passive gear incidentally. A dedicated heavy eva counter build can reach ~2,449, which completely neutralises a 2,450 heavy attacker. But almost nobody builds it intentionally.
The binary reality: Against a typical 250 heavy eva, a 2,450 magic heavy attacker has ~70% proc chance. Against a dedicated 2,449 counter build, that drops to near 0%. There is no middle ground — you either get countered hard or you don't get countered at all.
This makes heavy attack arguably the strongest offensive stat at T3 in most real matchups. The cap was likely added as T4 prep for when heavy eva becomes more buildable.
Magic heavy (~2,450) is meaningfully higher than melee heavy (~1,500) at T3. Magic DPS builds have a real edge here.
CC is fundamentally different — no hard 0% floor and no hard 100% ceiling. The skill's base land % is always active regardless of how badly you're outstatted.
The 250 denominator (not 1,000 like other stats) makes the curve much steeper. Just 250 gap drops an 80% base skill to ~40%. Brutal and fast crossover.
Real T3 CC arms race: CC Resist can reach ~3,400+ unbuffed — it actually edges CC Chance (~3,100) at base gear. At a −300 gap, your CC lands at only ~43.6% at 80% base. Both sides have buff sources that push hundreds of points higher, making timing critical. This is the only stat where landing your CC at the right moment — when your buff is up and theirs isn't — matters mechanically.
The patch floor protection is most impactful here — it protects builds that completely skip CC Chance from being fully walled by high resist stacking.
Key insight: Evasion is dead stat until it exceeds Hit. No partial benefit below the crossover. At T3 unbuffed, Hit ~4,800 vs Eva ~5,100 — only a 300 gap, giving ~23% dodge. A buffed hit build already beats evasion.
Which cap matters: Negative only (−3k OW/−2k BG/−1.5k Arena). Positive cap irrelevant — guaranteed zone doesn't use the formula.
Key insight: Every endurance point has value. Once endurance meets crit — zero crit. Real T3: 3,000 base crit vs 3,500 end = still walled. Burst window with Lightning Infusion (+600) + endurance shred (−800): 3,600 vs 2,700 = +900 gap = 47.4% crit.
Guaranteed crit mechanic: Dagger's first hit has guaranteed crit coded as effectively infinite crit stat. The BG cap at +3,000 catches this and produces 75% crit — this is the main reason the cap exists.
Which cap matters: Positive only (+4,500 OW/+3k BG/+2.25k Arena).
Identical formula to Crit/End but almost never countered at T3. Real heavy eva numbers: 200–300 typical (incidental from gear). A dedicated counter build can reach ~2,449 and completely neutralise heavy attack — but almost nobody builds it.
Result at T3: Magic heavy (2,450) vs typical 250 heavy eva = +2,200 gap = ~69% proc. Melee heavy (1,500) vs 250 = ~54% proc. Consistently the strongest offensive stat in most real matchups.
250 denominator (not 1,000) — curve spikes and collapses much faster. Steepest cliff in all PvP stats.
No hard floor, no hard ceiling — base % always keeps CC viable. Unlike Crit (0% below threshold), CC still lands at base % even when fully outstatted.
Real T3 reality: CC Resist (~3,400) edges CC Chance (~3,100) at base gear. At −300 gap with 80% base, CC lands at ~43.6%. Both sides have buff sources pushing hundreds higher — timing your CC when your buff is active and theirs isn't is the real skill expression here.
NCSoft added stat gap caps to all four PvP stat pairs. The effective gap fed into each formula is now clamped between a maximum and minimum value per content type.
This prevents extreme gear gaps from producing completely one-sided results. The caps apply to the calculated gap — not your raw stat values.
Community confirmed this is T4 prep — numbers will continue to creep as new gear tiers release. The caps are already in place before they're needed at Global T3.
| Mode | Stat Pair | + Cap | − Cap |
|---|---|---|---|
| Open World | Hit/Eva, Crit/End, Heavy | +4,500 | −3,000 |
| Battlegrounds | Hit/Eva, Crit/End, Heavy | +3,000 | −2,000 |
| Arena | Hit/Eva, Crit/End, Heavy | +2,250 | −1,500 |
| Open World | CC Chance/Resist | +1,800 | −1,200 |
| Battlegrounds | CC Chance/Resist | +1,200 | −800 |
| Arena | CC Chance/Resist | +900 | −600 |
CC caps are ~4× tighter — already has built-in protection via base %.
• Hit: ~4,800+ — buffed Shadowdancer hits 5,500+, already beating most evasion builds
• Evasion: ~5,100 — real in-combat higher, but hit keeps pace
• Crit: ~3,000 base — spikes to ~3,600 with Lightning Infusion in burst windows
• Endurance: ~3,500 — walls base crit, gets shredded by Lightning Infusion
• Magic Heavy: ~2,450 / Melee Heavy: ~1,500 — near-uncountered in most fights
• Heavy Eva: ~200–300 typical / ~2,449 dedicated counter — binary, no middle ground
• CC Chance: ~3,100 — resist currently edges it at base gear
• CC Resist: ~3,400 — wins the arms race unbuffed