Didnt see a tread about all the dodge abities the monk has, and how to use them to make some good and fun builds.
Now i dont think we know for sure how the dodge stacks, but i seem to remember reading a blue post somewhere that it works like this:
Say you have 30% dodge chance from Mantra of Evasion, and also have 30% dodge chance from obsidian rune in Dashing Strike. You then get a dodge chance of 30% (from Dashing Strike) of that first 30% (from Mantra of Evasion). So together thats 39%. The next dodge chance is then added in the same way (percent of percent).
Now the problem with dodge builds is the lack of damage. Hopefully the runestones in my spirit spenders will help with that. Especially love crimson rune in Mantra of Evasion for 120% damage to nearby enemies when i dodge, hopefully with a 50% dodge chance.
Now make your own build based on Dodge and it's awesomeness.
Didnt see a tread about all the dodge abities the monk has, and how to use them to make some good and fun builds.
Now i dont think we know for sure how the dodge stacks, but i seem to remember reading a blue post somewhere that it works like this:
Say you have 30% dodge chance from Mantra of Evasion, and also have 30% dodge chance from obsidian rune in Dashing Strike. You then get a dodge chance of 30% (from Dashing Strike) of that first 30% (from Mantra of Evasion). So together thats 39%. The next dodge chance is then added in the same way (percent of percent).
Now the problem with dodge builds is the lack of damage. Hopefully the runestones in my spirit spenders will help with that. Especially love crimson rune in Mantra of Evasion for 120% damage to nearby enemies when i dodge, hopefully with a 50% dodge chance.
Now make your own build based on Dodge and it's awesomeness.
It appears that dodge chance stacks multiplicatively. To find your total dodge chance, use this formula:
1-[(1-DodgeSourceA)(1-DodgeSourceB)(1-DodgeSourceC)...etc] = TotalDodgeChance
So your build there has:
30% from Mantra of Evasion
30% for 12 seconds from Dashing Strike
10% from Guardian's Path
1-[(1-.3)(1-.3)(1-.1)] = 55.9% dodge chance before your passive Sixth Sense kicks in.
If you had 30% crit, you'd gain another 15% dodge. That 15% would be applied against your remaining 44.1% chance to be hit, giving you a total dodge of 62.5%.
Also, you missed the dodge buff from alabaster fists of thunder for another 20%. If you replaced Deadly Reach with that, you'd end up with 70% total dodge. Not too shabby.
Didnt see a tread about all the dodge abities the monk has, and how to use them to make some good and fun builds.
Now i dont think we know for sure how the dodge stacks, but i seem to remember reading a blue post somewhere that it works like this:
Say you have 30% dodge chance from Mantra of Evasion, and also have 30% dodge chance from obsidian rune in Dashing Strike. You then get a dodge chance of 30% (from Dashing Strike) of that first 30% (from Mantra of Evasion). So together thats 39%. The next dodge chance is then added in the same way (percent of percent).
Now the problem with dodge builds is the lack of damage. Hopefully the runestones in my spirit spenders will help with that. Especially love crimson rune in Mantra of Evasion for 120% damage to nearby enemies when i dodge, hopefully with a 50% dodge chance.
Now make your own build based on Dodge and it's awesomeness.
It appears that dodge chance stacks multiplicatively. To find your total dodge chance, use this formula:
1-[(1-DodgeSourceA)(1-DodgeSourceB)(1-DodgeSourceC)...etc] = TotalDodgeChance
So your build there has:
30% from Mantra of Evasion
30% for 12 seconds from Dashing Strike
10% from Guardian's Path
1-[(1-.3)(1-.3)(1-.1)] = 55.9% dodge chance before your passive Sixth Sense kicks in.
If you had 30% crit, you'd gain another 15% dodge. That 15% would be applied against your remaining 44.1% chance to be hit, giving you a total dodge of 62.5%.
Also, you missed the dodge buff from alabaster fists of thunder for another 20%. If you replaced Deadly Reach with that, you'd end up with 70% total dodge. Not too shabby.
Thanks for the clarification. Makes it even better, even tho i dont think I'll swap out Deadly Reach since i'll need the damage.
This is one of the builds I mused with for a bit when I was playing around with the calculator.
Since dodge stacks the way it does I think one of the other builds I made would work out better. I created a really beefy monk build that included dodge mantra buff, armor buff from skills, reducing all enemy damage by (i think it was 45%) etc. etc.
If its done correctly I think you can make the enemies hit you like paper. Not only that but your debuffs help out our entire party so you're all taking significantly less damage.
Edit: Nevermind about the dodge Mantra. I found what I was talking about. If you take Mantra of Conviction and use the Alabaster Rune it you get +20% damage done to enemies while their damage is reduced by 45%.
I think this will be a really strong effect for parties. Considering the eneimes will melt 20% faster and you'll be taking almost half damage to your entire party.
Considering the eneimes will melt 20% faster and you'll be taking almost half damage to your entire party.
Forgive me if this is common knowledge...
Do we know how damage increases and reduction aura/buffs stack yet? There are so many massive damage increasing buffs and reduction debuffs for enemies that if they all stack I'm really wondering just how hard it could be in a group of 4. Does the game just pick the highest and goes with that or do they stack in someway?
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Now i dont think we know for sure how the dodge stacks, but i seem to remember reading a blue post somewhere that it works like this:
Say you have 30% dodge chance from Mantra of Evasion, and also have 30% dodge chance from obsidian rune in Dashing Strike. You then get a dodge chance of 30% (from Dashing Strike) of that first 30% (from Mantra of Evasion). So together thats 39%. The next dodge chance is then added in the same way (percent of percent).
So here is my dodge build: http://us.battle.net/d3/en/calculator/monk#cYdXZb!ZWU!YZccZZ
Now the problem with dodge builds is the lack of damage. Hopefully the runestones in my spirit spenders will help with that. Especially love crimson rune in Mantra of Evasion for 120% damage to nearby enemies when i dodge, hopefully with a 50% dodge chance.
Now make your own build based on Dodge and it's awesomeness.
It appears that dodge chance stacks multiplicatively. To find your total dodge chance, use this formula:
1-[(1-DodgeSourceA)(1-DodgeSourceB)(1-DodgeSourceC)...etc] = TotalDodgeChance
So your build there has:
30% from Mantra of Evasion
30% for 12 seconds from Dashing Strike
10% from Guardian's Path
1-[(1-.3)(1-.3)(1-.1)] = 55.9% dodge chance before your passive Sixth Sense kicks in.
If you had 30% crit, you'd gain another 15% dodge. That 15% would be applied against your remaining 44.1% chance to be hit, giving you a total dodge of 62.5%.
Also, you missed the dodge buff from alabaster fists of thunder for another 20%. If you replaced Deadly Reach with that, you'd end up with 70% total dodge. Not too shabby.
Thanks for the clarification. Makes it even better, even tho i dont think I'll swap out Deadly Reach since i'll need the damage.
Now don't get me wrong, I'm not trying to be a dick but there is at least two threads on this already.
Since dodge stacks the way it does I think one of the other builds I made would work out better. I created a really beefy monk build that included dodge mantra buff, armor buff from skills, reducing all enemy damage by (i think it was 45%) etc. etc.
If its done correctly I think you can make the enemies hit you like paper. Not only that but your debuffs help out our entire party so you're all taking significantly less damage.
Edit: Nevermind about the dodge Mantra. I found what I was talking about. If you take Mantra of Conviction and use the Alabaster Rune it you get +20% damage done to enemies while their damage is reduced by 45%.
I think this will be a really strong effect for parties. Considering the eneimes will melt 20% faster and you'll be taking almost half damage to your entire party.
Forgive me if this is common knowledge...
Do we know how damage increases and reduction aura/buffs stack yet? There are so many massive damage increasing buffs and reduction debuffs for enemies that if they all stack I'm really wondering just how hard it could be in a group of 4. Does the game just pick the highest and goes with that or do they stack in someway?