Same as live I think.The strikethrough effect of Strength, Ballistic Skill and Intelligence will ONLY oppose the Weapon Skill, Initiative and Willpower bonuses to avoidance. Avoidance gained from gear, renown or any other source is opposed only by the Strikethrough stat. This was done to prevent the guaranteed hardcap offensive stat of any DPS class from completely wiping out the effect of specced defenses for free.
Off stats only affected "base defence chance". The defenders avoidance from gear (inc dual wield), tactics, renown, buffs and debuffs was added to that value and lastly attackers strikethrough subtracted.
the first part of the formula is:
<defensive stat>/<offensive stat>*0.075= base defence chance (this is capped at 25%)
the second part of the formula is:
<defenders increase in defence> - <attackers reduction in defence>
the complete formula is:
(<defensive stat>/<offensive stat>*0.075)+(<defenders increase in defence> - <attackers reduction in defence>
example of the formula in action:
(900 willpower/1050 intelligence*0.075)+(0.1-0.03)=13.42% disrupt chance.
Same as live as well going by this ol' post from AnnaiseThe effect of Toughness is independent of any other stat and is not capped by the attacker's offensive stat. Toughness will negate attack damage down to a minimum of 1. I'm not fixing this even if it can conclusively be proven to be a difference from the live formula because there's a defensive stat that actually needs bringing into line, and that stat sure ain't Toughness.
The code basically involves the following steps 1-9:
1: The weapon dps contribution is calculated first: damage1 = weapon dps x weapon speed
2: Offensive stat term is calculated next: damage2 = (offensive stat + power)/10 x weapon speed
3: Mitigation due to toughness is calculated next: mit1 = (toughness + fort)/10 x weapon speed
4: Then they are combined: damage3 = damage1 + damage2 - mit1
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