While everyone seems to know what agility basically is, there seems to be a bit of confusion as to how it actually works in Heroes Rising. This article looks at what agility is, how it works, and how modifiers affect it.
In Heroes Rising, agility is called movement. All power cards have three attributes: atk, def, and move. Movement determines the chance that your attack will hit your opponent, and also the chance that you will evade (dodge) your opponent's attack. As such, it is a *relative* concept; its importance is always *relative* to your opponent.
The developer has confirmed that there is a minimum chance of dodging attacks, even if you have zero agility. This figure is a single digit (under 10%).
By extension, this also means that you will never have a 100% chance of hitting your opponent, regardless of how high your agility is.
Some time back, I looked at the stats of a player - every single power card, all skill points allocated, and all gear modifiers. I had to add up all the atk, def, and move attributes of all cards (up to the limit imposed by the player's level), calculate the boost from skill point allocation, then work out the modifiers from gear equipped. Here is how it adds up:
1. First, the base stats are determined by the powers used;
2. Then, percentage boost from skill point allocation;
3. Finally, percentage boost from gear. If there are fixed boosts (+attribute not %attribute), these come after.
4. Boosts from any consumable come at the very end.
This order is very important as it means that the very last boosts have the biggest effect on final stats. Eg. a 10% boost from skill points increases a base move of 1000 by 100 to 1100, and a 10% boost from gear will increase total move by 110 to 1210. If a consumable that gives 10% boost is used, the total move increases by 121 to 1331.
What about other types of modifiers like debuffs? An important thing to note is that a % boost to your agility is not the same as an equivalent % debuff to your opponent's agility, even when both have the same movement stats to begin with. For example, you and your opponent start off with 1000 move each. A 20% boost to your agility brings your move to 1200, ie, your agility is 20% (200/1000) higher relative to your opponent. However, a 20% debuff to your opponent's agility reduces it to 800, ie, your agility is 25% (200/800) higher relative to your opponent. See the difference?
Additionally, a boost to your stats by gear, etc, is always there throughout a battle (unless your opponent debuffs you), but a debuff from gear needs to proc (activate) during an attack roll which *is not dodged* by your opponent.
As agility is relative, and based on probability, small differences between two opponents are less predictable for short battles (fewer rounds) and small sample sizes. Obviously, you can increase your chances of hitting your opponent (and dodging his attacks) by increasing the difference in movement stats relative to your opponent and by choosing gear that debuffs your opponent's stats.