Dodging

***This is a community article. The information on this page is not relevant to the base game, but the community surrounding it.***

Dodging refers to the action of attracting the ranged attacks of a boss by moving outside of its melee range. By doing this, the players that are in melee range of the boss will not get hit by the boss' ranged attacks. Because of that, having a good dodger is key for a successful boss fight in stein.world.

## Countering Lag

1. Refresh page
2. Close extra tabs
3. Stand at max distance
4. Do not use weapons with long Casttimes such as over 1 second

## Timing your actions

1. Bosses don't stack attack animations over each other. If you see the boss attacking the tank, it will prevent it from firing a ranged attack at the dodger for about 0.5s or more. Paying attention to when the tank takes damage will help you guess the time until it will be able to shoot a ranged attack again. Fire your attack while the boss is locked into its attack animation and is unable to fire a ranged shot.

2. Bosses either have only 1 kind of ranged attack or mutiple different ones. For most of them, there is a specific pattern of simple movement to dodge them. There also are those which don't have a specific pattern. They usually don't take a lot of movement to dodge them though.
On bosses which have only one ranged attack, there seems to be a minimum interval until it can fire its projectile again. How long the interval is depends on the boss.
On bosses which have multiple ranged attacks, there seems that each ranged attack has its own interval, usually different than the other, so they may start at different times and overlap throughout the fight.

3. The dodger can predict a projectile being fired if the rhythm of the melee attacks against the tank is stopped.The problem with that tactic is that an projectile can be fired directly after an melee attack, so you have to pay close attention the boss' actions. Spotting this can be easily done if the tank and the dodger stands on opposite sides of the boss, as the boss will turn around when it fires a projectile towards the dodger.

4. As the projectile is fired, you will need to move your character to a new location which is safe from the projectile. This location is dependent on the boss, as some bosses require at least 2 tiles of movement to dodge the attack while others only require 1 tile of movement.

5. Do not overstep your character while dodging as this costs time, which in turn lowers your damage, and it also disturbs your rhythm. With a bit of practice, dodging will come naturally, without a second thought, but if you dodge too far, which you aren't used to, you suddenly have to think about what to do next. This can seriously mess your rhythm up and cause you to die.
There are 2 types of movement, tap-movement and hold-movement. Tap-movement is done by tapping a WASD key. The problem is, you have to make sure your character has finished its animation after firing its staff. If tapped before finishing the animation, the player won't move. A dodger can familiarize itself with the Casttime of the their staves, but lag can extend this Casttime, adding an unpredictable factor. There is also the few ms of delay between finishing the animation and tapping WASD, which is wasted time.
Instead, use the hold-movement, so you start holding a WASD key during the playing of the animation. Stop holding the movement key before the character has completely reached the new tile to prevent overstepping.

6. After the boss has fired all his projectiles at you, there will be a delay until the next volley of attacks. This interval is dependent on the boss. Usually, it's atleast 4-5 seconds long, so make sure you move back to the location you were standing at before dodging the attack during that time frame.

7. The course of action of moving back to the starting location before dodging is dependent on the type of boss and also preference. For example, with Garub's attacks you are able to move RIGHT for the first dodge and then LEFT for the second dodge. Black'ist has a cross attack which you can either dodge and move back or dodge and dodge back to your original location on the next ranged attack.
The 2-tile strategy requires the dodger to dodge a bit back before the projectile lands on the ground and then move into the attack the exact moment it lands on the ground. Instead of moving 2 tiles and be in a new location after dodging a cross-attack you can dodge by moving 2 tiles and be back in the same location. This require practice and a stable internet connection.

8. Even if the 4-5s interval is over and the boss can fire another ranged attack, you can still keep attacking if the casttimes of your weapons are low enough that you can still dodge the next attack when you use a weapon at the time the boss attacks you. For some bosses, this does not work if your ping is too high.

## Survival

1. Use appropriate staves. Staves with high efficiency in terms of damage per mana contribute to dps, but also pay attention to their Casttimes. If it's too long, you might not be able to dodge an attack.

2. Place your eyes on the boss and do not look away for more than a fifth of a second.

3. If a boss has multiple different range attacks and uses them at the same time, dodge in a way that none of the attacks will hit you. This can be done by identifying the impact and splash tiles that the attacks hit and spread to independently, and find a common safe spot that they all share, and incorporate that into your dodging pattern.

4. Make sure that you have a way to heal yourself. Getting hit by a ranged attack doesn't always kill you, so you can heal yourself and maybe survive another hit. Being able to heal yourself is better than relying on the healer, since the healer might not be in range to heal you, or could be busy with healing the tank. Diverting the healer's attention away from the tank to heal you might get the tank killed.

5. Do not step outside of the dodger area which is a 10-tile radius away from the Boss' location. Check the range with your repeater before the fight starts, to make sure you know how far away you can stand. If you have to dodge in a way that you leave the 10-tile range, make sure you step back into the range before the next ranged attack is fired. If you are still outside of the range at this point, it will go on a random person furthest from the boss but still within the range and might kill them.

6. Some bosses have projectiles that are split (such as last boss of Bitterburg Keep). You can predict the landing position on these projectile by seeing how much the projectiles spread. Little spread = long distance , more spread = short distance. To dodge these try to predict the landing position of the projectiles. If you are unsure of the landing location then move sideways compared to the direction the shot is coming from.

## Maximizing Damage Output

1. Try to make use of all your mana to maximize your damage output. Also make sure to use the weapons that have the highest damage per mana, for highest efficiency. While you should try to always maximize your damage output, make sure you don't do more damage than your tank has threat. Otherwise you will get aggro and getting aggro back as tank isn't always that easy.

2. Move as few tiles as possible to save time. If you spend less time moving, you have more time for doing damage. Make sure not to get too close to the boss just because you want to move as little as possible. Getting too close might reduce the time you have to dodge too much and get you killed.

3. For some of the ranged attacks, you can't immediately move backwards after dodging. Therefore, you should use all your staves that are ready to use (except repeater), after dodging, and only move back after you are done with using them. This is safe to do since there is a certain interval until the boss will be able to fire another ranged attack.