I'm more than a little puzzled that all those modifiers matter in evasion, but not pursuit. Some would seem at least as relevant there.
I think it does. To summarize the DMG:
Dungeon Avoidance
Automatic pursuit: If the encounter description, dungeon key, or monster description specifically says the creatures pursue, they do so.
Semi-intelligent or less intelligent creatures: If they are hungry, angry, aggressive, or trained to pursue, there is generally an 80% chance they will chase the party.
Low-intelligence creatures: The chance of pursuit depends on relative numbers:
Party outnumbers monsters: 20%
Roughly equal numbers: 40%
Monsters outnumber party: 80%
Monsters greatly outnumber the party and believe themselves superior: 100%
Once pursuit begins, the outcome depends on relative movement speed:
Party is faster: Pursuit ends if the party gets more than 100 feet away while visible, disappears from sight when already more than 50 feet ahead, or after 5 rounds without the pursuers gaining ground.
Both sides have equal speed: Pursuit ends if the party gets more than 150 feet away while visible, disappears from sight when already more than 80 feet ahead, or after 1 turn without the pursuers gaining ground.
Pursuers are faster: The pursuit continues unless the fleeing party disappears from sight while already more than 200 feet ahead, or the pursuers must stop because of physical exhaustion or other endurance limitations.
Modifiers to Pursuit
Several factors may impact a pursuit, depending on the creatures involved and area the pursuit has happened. These include:
Food
Treasure
Branching passageways
Note that light sources can be seen indefinitely in a straight line, or 60 feet on any corner. Characters in metal armor can be heard from 90 feet away while relatively quiet flight can be heard 30 feet away. Some creatures have an excellent sense of smell and can track the party nearly unerringly.
Mapping is impossible during flight or pursuit.
Overland Avoidance
Outdoor pursuit uses the same basic rules for determining whether creatures decide to pursue, but once pursuit begins, it continues until the fleeing party successfully evades their pursuers.
Base chance of evasion is 80%.
This percentage is modified by several factors:
Relative speed: Being faster improves the chance of escape by 10%, while being slower reduces it by 20%.
Terrain: Difficult terrain such as forests and mountains grant a +30% bonus, while open terrain such as plains, deserts, or open water imparts a -50% penalty. Adjudicate the impact in between this number for other terrains.
Party size: For 6 or fewer fleeing creatures, a +10% bonus is gained. If the fleeing party is between 12-50 creatures, a -20% penalty is enforced. For more than 50 creatures, the penalty is -50%.
Size of the pursuing group: If the pursuing party is more than 24 creatures, the fleeing party gains a +10% bonus.
Light conditions: Darkness improves the chance of escape by 50%, while full daylight imparts a -30% penalty. Starlight grants a +20% bonus.
Surprise and Evasion
If the fleeing party surprises the enemy, evasion is automatic.
If neither side is surprised, calculate the adjusted evasion percentage and roll percentile dice.
If the fleeing party is surprised, they cannot evade initially and must confront the enemy.
If the evasion roll succeeds, the party immediately escapes. If it fails, the pursuit continues.
Continuing Pursuit
An evasion check is made every game hour. If the adjusted chance of evasion ever falls to 0% or less, the fleeing party is caught immediately and must confront the pursuers. Likewise, if the pursuers are faster and can close the distance within an hour, confrontation occurs.