Dodge effects are multiplicative as far as I know, so if you have an ability that increased it by 10% and another ability that increases it by 10% then it's actually a 19% increase to dodge (1 * (1 - .1) * (1 - .1))
Don't quote me on this, if you still have questions you should lurk in the Theorycrafting Forums.
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My place really was here. I was too foolish and stubborn to notice. But, what I truly hoped for then was here. Why do I always realize it When I've already lost it.
Yeah, it works like this apparently for 45% + 16% + 16% dodge
(1 - .45) x (1 - .16) x (1 - .16)
So .55 x .84 x .84 = .39 (chance to hit). Then (1 - .39) = .61 chance to dodge.
And if you have dodge sources like the following (all 150%)... you see it's better to have a smaller number of high dodge percentages vs a higher number of low dodge percentages.
70%+80%= 94.0% chance to dodge
50%+50%+50%= 87.5% chance to dodge
20%+20%+20%+20%+20%+20%+20%+10%= 81.1% chance to dodge
There should/would (untested) be Diminishing Returns on stats like dodge. Because essentially if there were items that could get you to 100% dodge, (which there probably would be if it was additive) then you could pretty much cheeze out the game negating a large amount of the game's damage.
But it should be multiplicative... I could even see them trying to put a hard cap on dodge to prevent cheezing content.
Dodge works on almost everything in the game, including range attacks, spells, groundbased AoE and of course melee attacks. The same goes for block, although block only blocks a specific amount of damage rather than completely negate it. If you are unsure about any game mechanic, please look around before stating incorrect assumptions as facts.
it does include range and spells too???
haha! awesome! thanks for the correction (^^)
I don't think there are items that gives dogde.. They give via DEX and DEX's dogde chance depends on monster level, which makes perfect sense.
Dodge chance is not based on monster level. Are you confusing dodge chance with damage reduction? (which is based on monster level).
Yep - i explained it to him in my last post. However.. .it SHOULD be based on monster level. Getting insanely high dex is going to get OP in expansions.
I don't think there are items that gives dogde.. They give via DEX and DEX's dogde chance depends on monster level, which makes perfect sense.
No. Dodge (at least in the beta) is a flat amount. 0.1 per Dexterity. 50 dex = 5.0% dodge. 500 Dex = 50% dodge.
No... you are wrong look here http://www.diablofan...ost__p__756147. With Patch 12 it was only 10 Dex = 1% Dodge up to 100 Dex... after that it takes 40 Dex = 1% Dodge. After 150 Dex it gets 45.45 Dex = 1%.
I'm not at home right now but I tested it with Patch 13 and its still the same IIRC (I tested it a while ago :(). So yeah... only stacking Dex isnt the best way
Given the "diminishing returns" of % dodge you get from +Dexterity I think it just reinforces the strengths of all of the flat +dodge abilities the monk is given. I think this is a very solid build for inferno - you get just about every +dodge modifier available to you - the only one I did not take was +20% dodge for 3 seconds from cyclone strike - I opted for the larger radius so that resolve can reduce enemy damage by 25% for 2.5 seconds to more mobs. This might be a mistake due to what I will call "over-reach" assume for example there are no mobs outside of the 24 yard radius - the benefit of the increased radius goes to zero.
if dodge is for any attack then x% dodge is like having x% of your life+ your life?
No - it isn't. dodge is a random chance... in the end statistically it is... but it plays differently
Say you have 10,000 Life, and a monster hits for 10,001 damage (after all damage reductions) and you have 20% dodge.
That 20% dodge gives you a 1/5 chance of taking no damage... therefore surviving that hit. This means 4 in 5 attacks you die.
20% more life means that you have 1999 life remaining after that first hit... and a second would kill you. However this means you have a 100% chance of surviving one hit.
In the end you need a combination of vitality, armor and dodge to survive inferno.
Dodge = chance to avoid CC/ all damage ... armor = ALWAYS reduces X damage by X percent... and life = Able to not die after 1 hit.
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1] Does "Dodge" include dodging ranged and magical attacks?
2] If i have 100% chance to dodge, is it really 100%?
Don't quote me on this, if you still have questions you should lurk in the Theorycrafting Forums.
(1 - .45) x (1 - .16) x (1 - .16)
So .55 x .84 x .84 = .39 (chance to hit). Then (1 - .39) = .61 chance to dodge.
And if you have dodge sources like the following (all 150%)... you see it's better to have a smaller number of high dodge percentages vs a higher number of low dodge percentages.
70%+80%= 94.0% chance to dodge
50%+50%+50%= 87.5% chance to dodge
20%+20%+20%+20%+20%+20%+20%+10%= 81.1% chance to dodge
oh shucks. so it only works for melee attacks.
@Knucker and sacridoc
Oh...woah! i totally will never be able to think of that.
Many thanks for the answers. (^^)
But it should be multiplicative... I could even see them trying to put a hard cap on dodge to prevent cheezing content.
it does include range and spells too???
haha! awesome! thanks for the correction (^^)
No. Dodge (at least in the beta) is a flat amount. 0.1 per Dexterity. 50 dex = 5.0% dodge. 500 Dex = 50% dodge.
Yep - i explained it to him in my last post. However.. .it SHOULD be based on monster level. Getting insanely high dex is going to get OP in expansions.
http://us.battle.net...XdVR!aXZ!ZcbaZY
http://us.battle.net/d3/en/calculator/monk#aZXdVR!aXZ!ZcbaZZ
No - it isn't. dodge is a random chance... in the end statistically it is... but it plays differently
Say you have 10,000 Life, and a monster hits for 10,001 damage (after all damage reductions) and you have 20% dodge.
That 20% dodge gives you a 1/5 chance of taking no damage... therefore surviving that hit. This means 4 in 5 attacks you die.
20% more life means that you have 1999 life remaining after that first hit... and a second would kill you. However this means you have a 100% chance of surviving one hit.
In the end you need a combination of vitality, armor and dodge to survive inferno.
Dodge = chance to avoid CC/ all damage ... armor = ALWAYS reduces X damage by X percent... and life = Able to not die after 1 hit.