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DC Comics

Up to date as of February 01, 2010
(Redirected to Michael Lasky (New Earth) article)

From DC Database

Character Template Character Template
Dodge

Michael Lasky (New Earth)
Gallery
Real Name
Michael Lasky
Current Alias

Identity

Affiliation
None

Relatives
Arthur Lasky (father); Colleen Lasky (mother); Rory Lasky (brother)

Universe

Base Of Operations

Characteristics
Gender

Height
Unknown

Weight
Unknown

Eyes

Hair

Unusual Features
No unusual features

Status
Citizenship

Marital Status

Occupation
None

Education
High School student


First appearance

Contents

History

History of character is unknown.

See Also

Links and References

  • None.

Footnotes

"You get right back here and finish this article, young man!"

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This article uses material from the "Michael Lasky (New Earth)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010
(Redirected to Dodge roll article)

From Dofus

Formula: math Where "a" is total agility of the character attempting to dodge and "b" is the total agility of the enemy he/she is adjacent to. Here is a table with chances of dodge rolling.

A dodge roll occurs in combat when a character or monster who is standing adjacent to another character or monster attempts to move to a different square. When the dodge roll is successful, the move is carried out. When the dodge roll fails, the character attempting the dodge roll loses all MP, and a percentage of AP equal to the probability to dodge, using the equation above. For example, if the character has 6 AP and 50% chance to dodge, and the roll fails, the character loses 3 AP. If a character loses all of its AP this way, or had no AP when the dodge roll was attempted, the turn ends immediately.

(The term "dodge roll" might be a little confusing at first to players who are new to it. The word "dodge" makes it seem like a defensive action, but frequently you have already attacked and you are attempting to move to a stronger position for the next round; or, full of confidence, you might be attempting to move away from one enemy in order to attack another enemy. The word "roll" does not mean a somersault, but refers to the roll of the dice, i.e, when you attempt the move a random number is generated which is used to determine if the move is successful or not.)

In this context, adjacent means the characters or monsters are within range of 1 square of each other. In the diagram below if character X is on one of the 4 squares in relation to character O, then character X will need to make a successfull dodge roll in order to move away:

  X    X = needs a successful dodge roll to move away
 XOX   O = waiting to see what X will do
  X

Dodge rolls are known to be affected by the agility of the participants. (Level might also be a factor.) In other words, if your agility is higher than the enemy next to you, you are more likely to make a successful dodge roll--and your enemy is more likely to fail a dodge roll. Having high agility can "lock" opponents next to you, which is desirable for melee fighters (like Iops or Sacriers).

A lot of tactical decisions in a battle center around either avoiding or forcing dodge roll attempts. Many classes have pushback spells, like the Cra's Retreat Arrow, and any class can acquire Release. When an Iop without much of a range attack battles a Prespic, the Iop often has to use Jump to get adjacent to the Prespic, hoping that the Prespic will then fail a dodge roll. Sometimes the main reason for casting a summons is to keep a monster from reaching the summoner, either because the monster gets dodge locked by the summons or the monster detours around the summons to avoid getting dodge locked--but then doesn't have enough MP to reach the summoner.

The outcome of a battle often hinges on dodge rolls, so be sure you understand how they work!


This article uses material from the "Dodge roll" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Joseph Dodge article)

From The Vault

Joseph Dodge
Biography
race: Human
affiliation: New California Republic
role: Governor of Hoover Dam
location: Hoover Dam
Gameplay
appearances: Van Buren
Statistics
Technical
The following is based on Van Buren and has not been confirmed by canon sources.

Born in 2201, governor Joseph Dodge is the leader and one of the founders of the town of Hoover Dam and of all what is presumably left of the New California Republic as of 2253.

War, no matter the longevity, can rattle the feathers of the easiest going souls. As one of the founders of current Hoover Dam, there was a time when Governor Dodge was proud of what he and the community did with Hoover Dam. But then the war with the Brotherhood of Steel hit and everything started to go downhill. Dodge tried to keep a stiff upper lip, but the constant state of alert, coupled with the infrequent attacks on the front gate, and then on the caravans, wore heavily on Dodge. When regular supplies ceased from NCR proper, almost all hope was lost.

However, Ailis McLafferty, of the Crimson Caravan, brought glimmers of hope. She found a good source of weapons and firearms to help Hoover Dam defend itself from BOS attacks. This put Crimson in a very favorable light with Dodge. However, even though the extra equipment would prove to help in the war effort, Dodge knew that he was living on borrowed time. The water filtration system was failing, and that had a far reaching impact on Hoover's crop growth. In addition, the crops that were growing were not enough to maintain the citizenry and trade. Dodge needed a larger area to grow crops. The area known as the Scum Pits was mentioned as a good location for a hydroponics farm, but Dodge knew that materials would be needed to construct such a thing, never mind the fact that the Scum Pits were filled with creatures that claimed the lives of several NCR troops. In addition, power from the two working power generators is slowly decreasing. Dodge has Pierre LaPoubelle and Otto Steed working on the problem, but a solution does not seem like it is in sight. Dodge is on the brink of giving up, not only because of the internal problems, but the war, too. Fighting a war when there is so much falling apart around just slinks Governor Dodge into deeper funks.

Appearances in games

Joseph Dodge was to appear only in Van Buren, the canceled Fallout 3 project by Black Isle.

Sources

Hoover Dam

This article uses material from the "Joseph Dodge" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010
(Redirected to Monk (Final Fantasy XI)/Abilities article)

From Final Fantasy Wiki

The Monk is one of the basic job classes in Final Fantasy XI. This is a list of job abilities and traits of the class.

Contents

Job Traits

Martial Arts

Martial Arts is gained at Level 1 by Monks and also at Level 25 by a Puppetmaster. The initial delay for hand to hand attacks is 480. Martial Arts I reduces this to 400. Martial arts II-VI progressively reduce the delay by 20 and only monks get this advantage. The improvements in Martial Arts II-VI are at levels 16, 31, 46, 61, and 75 respectively. It can be enhanced by wearing the Wrestler's Mantle.

Subtle Blow

Subtle Blow is a job trait for Monks, Ninja and Dancers. It reduces the amount of TP creatures hit by the monk or ninja gain from the attack. Typically the amount of TP gained by a physical attack for an enemy is based on the character's base TP + 3 per hit. Subtle blow will reduce this by a percentage based on the subtle blow ability of the character plus any equipment.

There are 4 levels of Subtle blow for Monk, one at level 5, 25, 45, and 65. Each level grants a -5% bonus to TP gained, for a natural -20% at level 75. Gear can further reduce this amount but total reduction of TP can never be beyond -50%.

Equipment Enhancement

  • Arakan Samue
  • Barbarian Mittens
  • Black Belt
  • Bushido Cape
  • Dragon Cap / Dragon Cap +1
  • Dragon Harness / Dragon Harness +1
  • Dragon Mittens / Dragon Mittens +1
  • Dragon Subligar / Dragon Subligar +1
  • Karasuageha
  • Melee Crown / Melee Crown +1
  • Melee Gloves / Melee Gloves +1
  • Melee Hose / Melee Hose +1
  • Meteor Cesti
  • Ninurta's Sash
  • Pahluwan Armor Set
  • Rajas Ring
  • Unji
  • Unsho

Counter

This trait allows the monk to take no damage from the attacks they counter. Counter is a passive ability and is gained once player has 10 levels in monk, or for anyone whose subjob is monk and has a job level of 20 or greater. Counter is only activated occasionally, but the chance of countering an attack can be greatly increased if a player uses the ability counterstance.

Max HP Boost

Main article: Max HP Boost

As the name suggests, Max HP Boost permanently increases the Monk's HP. There are multiple levels available:

  • Max HP Boost I - available at level 15 (also avaible to Puppetmasters at level 62)
  • Max HP Boost II - available at level 35
  • Max HP Boost III - available at level 55
  • Max HP Boost IV - available at level 70

Kick Attacks

Kick Attacks is available at level 51. When using Hand to Hand attacks, there will be a random chance of a kick attack occurring. This trait can also be granted by equipping certain pieces of equipment. An upgrade, Kick Attacks II can be obtained at level 71.

Invigorate

Invigorate is a merit trait which adds a Regen effect to Chakra.

Penance

Penance is a Merit trait which passively adds a TP reducing effect to the Chi Blast Ability.

Job Abilities

Hundred Fists

Hundred Fists is the Monk's two-hour ability. This ability is available, as with all two-hours, at level 1. When activated, the special ability status will remain for 30 seconds. During this time the monk's hand-to-hand weapons delay will drop to next-to-nothing. This allows monks to perform successive punches almost non-stop for the period of this effect. This does not increase or decrease the monk's accuracy, but it does increase then number of attacks he can make drastically, thereby greatly boosting his damage potential. The increase in damage could draw unwanted enmity though since monks are one of the highest damage jobs in the game.

Boost

Boost can be learned at level 5. It raises the next attack for approximately three minutes and is stackable. It works well in conjunction with Chi Blast and to increase enmity. Boost can be enhanced by wearing Temple Gloves.

Dodge

Dodge is a Monk ability in Final Fantasy XI gained at Level 15. When activated, the Monk's Evasion will increase temporarily. Dodge's effect can be enhanced by the Temple Gaiters. It can be activated every 5 minutes.

Focus

Focus is learned at level 25. Unlike in most Final Fantasy games, it raises Accuracy rather than Attack. Its effect can be enhanced by equipping the Temple Crown. Like Dodge, it can be activated every 5 minutes.

Chakra

Monks have access to Chakra at level 35. The ability can be used once every 5 minutes. When activated it will instantly heal a monk for twice his vitality in HP. The Vitality score used is the modified amount after gear, food, songs, et al. Chakra can also remove negative status ailments such as poison, Paralysis, blindness, and sometimes some other effects. Chakra can pretty reliably remove up to three of those effects, though paralysis may affect the monk's ability to actually use Chakra.

Chi Blast

Chi Blast is a Ranged Attack available to Monks at Level 41. When used, the Monk releases a blast of Chi to inflict damage on the enemy, with no chance of missing. The damage dealt is dependent upon the Monk's Mind (MND) stat. This also drains MP from the monk.

Counterstance

Counterstance is an ability available at level 45 which aims to increase the damage output of the Monk. This ability greatly increases their ability to Counter an attack, but it comes at an equally large drop in their defense stat. Functionally, this means that a monk will potentially get a counter-attack every time they are attacked, thereby increasing his own damage potential and lowering the enemy's, but the moment they start getting hit, the monk is going to lose hit points very rapidly. In addition, using the ability will raise enmity towards the player.

Footwork

Footwork replaces punch attacks with kicks. Kicks are slower but do more damage and gain more TP. There is also a delay when using spells, songs, and ninjutsu while Footwork is active. An extra kick will occur if a Kick Attack is activated.

Mantra

Mantra is a Merit ability for Monks. It increases all party members' HP by 4%, 8% or 12% depending on the level of Mantra merit the monk has. It can be used once every 10 minutes and the duration of the HP increase is 3 minutes

Formless Strikes

Formless Strikes is the other Merit ability available to Monks. When used, for the duration of 3 minutes, all melee attacks will be considered non-elemental magic damage. This includes status effects such as Invincible, naturally high defense, or weapon type immunity (specifically blunt); however, the attacks will also deal reduced base damage as compared to normal. It may be reused every 15 minutes, with further merit upgrades increasing its effectiveness


This article uses material from the "Monk (Final Fantasy XI)/Abilities" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010

From GuildWiki

This article is about the skill. For the action of the same name, see dodge (action).
Skill details
Dodge
Image:Dodge.jpg
Campaign: Prophecies Ranger
Profession: Ranger
Attribute: Expertise
Type: Stance
    5 Energy     30 Recharge

Full: For 5...10 seconds, you move 33% faster and have a 27...65% chance to block incoming projectiles. Dodge ends if you attack.

Concise: (5...10 seconds.) You move 33% faster and have 27...65% chance to block projectile attacks. Ends if you attack.

Contents

Expertise 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Duration 5 5 6 6 7 7 7 8 8 9 9 9 10 10 11 11 11 12 12 13 13
 % Chance 27 30 33 37 40 43 46 49 53 56 59 62 65 69 72 75 78 81 85 88 91

Acquisition

Skill Quests:

Skill Trainers:

Notes

  • "Projectiles" refers to projectiles from weapons, not spells.
  • The few creatures that use it (such as Bone Dragons) tend to waste it instantly, since they don't stop attacking.

Trivia

Related skills

Related articles

Facts about DodgeRDF feed

This article uses material from the "Dodge" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Star Wars Fanon

Up to date as of February 04, 2010

The Star Wars wiki of fan invention.

Dodge was a Rodian colony in Wild Space and the origin of the "Get the Hell out of Dodge" idiom used by smugglers.

Behind the scenes

The fictional planet of Dodge was created so the idiom "get the hell out of Dodge" can be used in the Force Maverick Saga.

Appearances

  • Force Maverick Saga: Transcending Love (First mentioned)

This article uses material from the "Dodge" article on the Star Wars Fanon wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

SWG Wiki

Up to date as of February 04, 2010

From SWG Wiki

Professions: none
Effect: Increases the chance of successfully dodging an attack. Dodged attacks are reduced to zero damage. States do not stick if an attack is dodged. While skill boxes no longer have permanent dodge skill mods, several foods will temporarily increase your dodge ability.


This article uses material from the "Dodge" article on the SWG Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

The Third Turn

Up to date as of February 05, 2010

From The Third Turn, a Wikia wiki

Dodge is a brand name of automobiles and light to heavy-duty trucks. From 1914 to 1927, the company was named the Dodge Brothers Motor Vehicle Company. The Chrysler Corporation acquired the Dodge company in 1928. In 1998, Dodge, along with all other Chrysler subsidiaries merged with Daimler-Benz. In 2007, Daimler sold 80.1% Chrysler Corp. to Cerberus. The new company was called Chrysler Holding LLC.

Contents

History

In 1901, John Francis Dodge and Horace Elgin Dodge moved their Dodge Brothers Bicycle & Machine Factory to Detroit, Michigan. Their bearings and other parts were in demand with the early automobile industry, and they helped design motor parts for early Oldsmobiles.

In 1902, the Dodge Brothers were approached by Henry Ford, who was looking for help in financing his own automobile company. Dodge Brothers helped finance the start of the Ford Motor Company as well as manufacturing parts for early Fords, to Ford and the Dodge Brothers mutual financial benefit.

In 1914, the Dodge Brothers started their own auto company, which they named the Dodge Brothers Motor Vehicle Company, choosing 50 dealers initially from hundreds of applications, some of which remain successful today. In a boost to their fortunes, the Dodge brothers brought a successful lawsuit against Ford in 1917. In the same year, Dodge Brothers began building motor trucks as well, at first for use by the United States Army during World War, then commercially after the war's end. In 1925, the Dodge Brothers Company was purchased by Dillon, Read & Company for US$148 million, said to be the largest cash transaction in history up to that time. Dillon Read in turn sold Dodge to the Chrysler Corporation on July 31, 1928.

Following Chrysler's takeover of the British Rootes Group, Simca of France and Barreiros of Spain, and the resultant establishment of Chrysler Europe in the late 1960s, the Dodge brand was used on light commercial vehicles, most of which were previously branded Commer or Karrier (Rootes subsidiaries), on pick-up and van versions of the Simca 1100, and on heavy trucks built in Spain. The most common of these was the Dodge 50 series, widely used by utility companies and the military, but rarely seen outside the UK.

Following Chrysler Europe's collapse in 1977, and the sale of their assets to Peugeot, the Dodge British and Spanish factories were quickly passed on to Renault Véhicules Industriels, who gradually re-branded to Renault the range of vans and trucks through the 1980s, eventually dropping the products altogether and using the plants to produce engines in the UK and some real Renault truck models in Spain. Dodge would not return to the UK until the introduction of the Dodge Neon SRT-4, branded as a Chrysler Neon, in the mid 1990s.

Dodge, along with Chrysler and Jeep became part of DaimlerChrysler AG, based in Stuttgart. As of 2005, the Dodge brand has become known primarily for its trucks, which account for 78% of the division's sales. Dodge is attempting to change this with the introduction of the new Dodge Charger and the forthcoming Dodge Challenger. In 2007, Daimler sold Chrysler Holding to Cerberus.

The Dodge marque was reintroduced to Europe in 2006. Currently, the Dodge Viper SRT-10 (sold as the Dodge SRT-10 in the UK), Dodge Ram, and the Dodge Caliber are the only Dodge-branded vehicles in that market. The Dodge Nitro will be released in mid-2007.

Dodge recently re-entered the Australian market in 2006 after a 30 year absence. Dodge Australia plans to release a new model every six months for the next three years, amid plans to re-ignite the brand's interest down under. The first of such models is the Dodge Caliber, which was well received at the recent 2006 Melbourne Motor Show.

Dodge vehicles are now available in many countries throughout the world.

NASCAR

In 1966 Dodge took the Charger into NASCAR in hopes that the fastback would make their car a winner on the high-banks. But the car proved to have rear end lift around corners which made it very slippery on the faster tracks. The lift was because the air actually travelled faster over the top of the car than under it, causing the car to act like a giant airplane wing. Drivers would later claim that "it was like driving on ice." In order to solve this problem Dodge installed in a small lip spoiler on the trunk lid which improved traction at speeds above 150 mph (240 km/h). They also had to make it a dealer-installed option in late 1966 and through 1967 because of NASCAR rules (with small quarter panel extensions in 1967). The 1966 Charger was the first US production vehicle to have a spoiler. David Pearson, driving a #6 Cotten Owens-prepared Charger, went on to win the NASCAR Grand National championship in 1966 with 14 first-place finishes.

Charger 500

In 1969, in order to help Dodge battle Ford/Mercury in NASCAR, two special Chargers were built. The regular production Charger wasn't fast enough to compete with the Ford Torino/Mercury Cyclone. The first year for the Charger 500 was 1969. This car looked like a standard Charger, except that the rear buttress was filled in, and a flush-mounted 1968 Coronet grille was used with exposed headlights. The rear bumble bee stripes would also have a "500" cutout which would help to identify this new Charger. These changes would help the car aerodynamically. Only 500 copies were built to abide with NASCAR rules--hence the name "Charger 500". The only engine choices were the standard 440 Magnum or the 426 Hemi. Only 67 Charger 500s were built with the Hemi.

Despite all of the new changes, Ford/Mercury continued to beat the Chargers. Dodge did not stand idly by. They went back into the wind tunnel and unleashed a new Charger that changed everything.

Charger Daytona

NASCAR in 1969 stipulated that any car raced in their series had to be available for sale and must build a minimum of five hundred for the general public. Since the Charger 500 was not fast enough, Dodge went back into the wind tunnel and created one of the most outrageous and most sought after Chargers, the 1969 Dodge Charger Daytona.

The Daytona used a pointed nose piece that added 18 inches into the front of the car. This gave the car the down-force that the engineers were looking for, but the rear end still tended to lift at speed. To solve this, they mounted a large wing over the trunk lid which would give the Charger Daytona and its sister car, the 1970 Plymouth Superbird, the nickname of "wing cars". The wing was 23 inches tall so that the trunk could be open without hitting the bottom of the wing. Fenders and a hood from the upcoming 1970 Charger were used on the Daytona. Rear facing scoops were added to the front fenders, right above the tires, which mimicked their NASCAR brothers. While they looked cool, they also added an aerodynamic advantage. It was widely believed at the time that they were only used to help with tire rub in hard corners. In fact, they relieved the high pressure that would build up in the fender well at high speed.

Only 503 Charger Daytonas were built with either 440 Magnum or 426 Hemi power. All Daytonas wore red, black, or white bumble stripes that bore the name "Daytona" in the middle of the stripe. The wings were painted the same color as the stripes. The "wing cars" would prove to be so fast and dominating that NASCAR effectively outlawed them for the 1971 season, as a new regulation was introduced that restricted all "aero" cars to a maximum engine displacement of 5.0 L (305 in³), down from the previous 7.0 L (429 in³).

Intrepid

In 2001, the Intrepid made its debut on the NASCAR circuit, signifying the return of Chrysler to NASCAR Winston Cup competition after a 16-year hiatus. Drivers in the initial Dodge campaign included Bill Elliott, Jeremy Mayfield, Ward Burton, Sterling Marlin, John Andretti, Buckshot Jones, Kyle Petty, Stacy Compton, Dave Blaney,and Casey Atwood. Marlin was the first to win in a Dodge, giving the marque its first victory since 1977, with the late Neil Bonnett driving.

Return of the Charger

In 2005 the Intrepid was replaced both on the track and sales floor by the Charger. Although NASCAR stock cars bear only a slight resemblance to actual cars, Dodge's 2005 and 2006 NASCAR entries were based on the Dodge Charger, replacing the previous Dodge Intrepid. Unlike the Intrepid, the Charger shares rear-wheel drive and a V8 engine with its NASCAR counterpart.

Avenger

Recently it was announced that all Dodge teams would run the new Avenger in the Car of Tomorrow races throughout the 2007 season.

External links

  • Dodge Cars, Trucks & SUVs
  • Discover Dodge - Dodge Global Gateway
  • Chrysler Group corporate official site
  • Stock Mopar — site that features the Dodge muscle cars from the 1960s and 1970s.
  • Allpar A site dedicated to everything mopar.
  • The Official Dodge UK site
  • The Source Guide A site dedicated to the first generation Dodge Charger

This article uses material from the "Dodge" article on the The Third Turn wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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