"Dodge works on basically everything. You can dodge melee hits, missiles, spells, aoe hits, passive damage from environment, and so on."
I have found the that dodge does not work on any AoE effect. i.e. molten, plague, desecration, arcane rings, etc, yet does work on just about everything else.
Possible bug?
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To Jay Wilson and everyone else: Diablo 3 can be competitive without being an E-Sport.
I'll be honest, I haven't paid attention to myself doing it since launch, but I know that I've seen videos from beta where people were able to dodge the plague pools.
I think you could go into some lower difficulties and tried to find some desecrating/plague mobs to test it.
We were told constantly through development that all defensive stats would be beneficial vs. all types of damage for consistency sake. I believe this is a bug and should be heavily reported until a response is given.
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To Jay Wilson and everyone else: Diablo 3 can be competitive without being an E-Sport.
Blizzard never said that dodge would work on absolutely EVERYTHING. As far as I can tell dodge works on everything except for persistent ground AoE. (Environmental fires, molten/plagued pools, desecration) That may be "working as intended" but it sure does make Monks squishier against molten/plagued.
Berserkers stack Strength as their main stat: it gives them armor which reduces ALL dmg: melee, spells, AOE on floor.
Casters stack Intelligence as their main stat: it gives them resistances (including fysical) which reduce ALL dmg: melee, spells AOE on floor.
Monks and Demon Hunters stack Dexterity as their main stat: it gives them dodge which DOESN'T reduce ALL dmg: it dodges melee, ranged spells, but NOT aoe on floor.
How in the flaming hell do you think this is fair ?
Berserkers stack Strength as their main stat: it gives them armor which reduces ALL dmg: melee, spells, AOE on floor.
Casters stack Intelligence as their main stat: it gives them resistances (including fysical) which reduce ALL dmg: melee, spells AOE on floor.
Monks and Demon Hunters stack Dexterity as their main stat: it gives them dodge which DOESN'T reduce ALL dmg: it dodges melee, ranged spells, but NOT aoe on floor.
How in the flaming hell do you think this is fair ?
Well, dodge is a chance at a 100% reduction. It isn't quite comparable to a percentage based reduction.
Is there a thread on official forums about this? Maybe we should ask there and see if we get some explanation.
Though it does seem somewhat logical: I can't dodge a pool of acid I'm standing in
Also dodge doesn't work when you are stunned while res and armor do.
I can't see any real unfairness here, no gamebraking disbalance. But dodging everything would have been better indeed
How can you not see a disbalance? All the stats for all the classes cost the same on your items. Yet if you give a berserker 100 strength he gets 2% reduction all the time. If you give a monk 100 dexterity he only get 2% on everything but pools.
And Zic, your logic is completely flawed. Yes dodge is a chance at 100% reduction. It's also a chance at 0% reduction! That's how dodge works, overall in the long run you get to the % you have on your gear. The way it is now, my 45% dodge is only 45% against melee and ranged casts. As soon as a pool spawns my dodge is 0%.
The berserkers 80% armor is still 80% armor on pools; NOT 0%
How can you not see a disbalance? All the stats for all the classes cost the same on your items. Yet if you give a berserker 100 strength he gets 2% reduction all the time. If you give a monk 100 dexterity he only get 2% on everything but pools.
And Zic, your logic is completely flawed. Yes dodge is a chance at 100% reduction. It's also a chance at 0% reduction! That's how dodge works, overall in the long run you get to the % you have on your gear. The way it is now, my 45% dodge is only 45% against melee and ranged casts. As soon as a pool spawns my dodge is 0%.
The berserkers 80% armor is still 80% armor on pools; NOT 0%
Monk has multiple ways to survive including an inpenetrable 3-4s shield with 20s cd. And you can also stack armor via dodge aura rune (+20%) and dex passive (1 dex = 1 armor), there's a +20% resist rune as well, though it belongs to another aura. I only feel weaker than other classes because I can't kite as well as ranged ones, but monk's survivability is really good. I can't see any major unfairness from monk's perspective. Hate fast molten enemies, but again: who doesn't? Plagued are a joke even with my 200 resistances (inferno act II), Desecrators are ok - you have time to move away.
I don't know if we can compare "pure" stats without considering other benefits and downsides each class has. But I really think there's nothing gamebraking in not being able to dodge persistent ground aoe.
I've dodged frozen orbs before. Are you guys sure that you aren't just getting hit by the next wave of the AoE? AoE is constant damage and you might dodge some of it only to fail the next couple of dodge chances. I've dodged plenty of AoE and others things to make me think that it is working as intended. Half the time I don't even notice I've dodged something because I'm busy staying alive. I just know that I must have since I am alive.
I've dodged every possible spell in the game except 2: ground AOE pools and Arcane beams. I got an answer on a bug ticket saying this is working as intended. I find it utter bullshit that the 2 Dexterity classes have a harder time dealing with pools on the floor, then the strength and int classes :/ How is that balanced?
Not to mention that in Beta, you could dodge the dmg from pools. Either it's a bug, or they intentionally took it out.
I don't see what the big deal is. Monks currently have a much easier time surviving on Inferno than Barbarians. We've got an invulnerability bubble (they don't), our Mantras are similar in strength to war cray, we have reasonable mobility with dashing strike and tempest rush. Babas complain all day long about the fact that they don't have Deadly Reach, which allows me to hit a Plagued champion from safely outside the poison pool. A baba can't do that. (weapon throw kinda sucks and ancient spear is a 15s CD)
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"Dodge works on basically everything. You can dodge melee hits, missiles, spells, aoe hits, passive damage from environment, and so on."
I have found the that dodge does not work on any AoE effect. i.e. molten, plague, desecration, arcane rings, etc, yet does work on just about everything else.
Possible bug?
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I think you could go into some lower difficulties and tried to find some desecrating/plague mobs to test it.
http://diablo3onfarm.wordpress.com/ - Your source for efficient Diablo 3 Farming and news from a unique perspective.
Berserkers stack Strength as their main stat: it gives them armor which reduces ALL dmg: melee, spells, AOE on floor.
Casters stack Intelligence as their main stat: it gives them resistances (including fysical) which reduce ALL dmg: melee, spells AOE on floor.
Monks and Demon Hunters stack Dexterity as their main stat: it gives them dodge which DOESN'T reduce ALL dmg: it dodges melee, ranged spells, but NOT aoe on floor.
How in the flaming hell do you think this is fair ?
Well, dodge is a chance at a 100% reduction. It isn't quite comparable to a percentage based reduction.
Though it does seem somewhat logical: I can't dodge a pool of acid I'm standing in
Also dodge doesn't work when you are stunned while res and armor do.
I can't see any real unfairness here, no gamebraking disbalance. But dodging everything would have been better indeed
And Zic, your logic is completely flawed. Yes dodge is a chance at 100% reduction. It's also a chance at 0% reduction! That's how dodge works, overall in the long run you get to the % you have on your gear. The way it is now, my 45% dodge is only 45% against melee and ranged casts. As soon as a pool spawns my dodge is 0%.
The berserkers 80% armor is still 80% armor on pools; NOT 0%
I don't know if we can compare "pure" stats without considering other benefits and downsides each class has. But I really think there's nothing gamebraking in not being able to dodge persistent ground aoe.
Not to mention that in Beta, you could dodge the dmg from pools. Either it's a bug, or they intentionally took it out.