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.
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.
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.