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Adamsons

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#1  Edited By Adamsons

Adamson#2386

Normal

Monk

Europe

>:D

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#2  Edited By Adamsons

@StarvingGamer said:

@Seppli: I give you... ACHIEVEMENTS!

You may want to spoiler tag that stuff.

Edit - Thanks.

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#3  Edited By Adamsons

@Panpipe said:

Another Dumb Question: Can I join a friend who is further in the story? I'm guessing no.

Last I heard the difficulties were gated by level, but you could join someone further into the story. They could join your game though, so all you really have to gain from this is skipping some of the content I guess?

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#4  Edited By Adamsons

@gamefreak9 said:

@StarvingGamer said:

That kind of tooltip would be crazy difficult to implement properly without it becoming confusing since so many sources of dodge are going to be temporary. For example, a Monk may have 3 or 4 different ways of adding dodge as a momentary buff through certain skills. Should the tooltip show much much dodge is being added if none of these buffs are active? Should it show how much dodge is being added if all of these buffs are active? Should it only show how much dodge is being added if the sustainable buffs are active?

It's much simpler the way it's implemented in-game. Open up your character sheet, pop your shit, and watch the number go up.

well no it would work exactly like your character dodge tooltip thing which changes if abilities are active. Its just a simple multiplication,

=1-item dodge chance * current dodge

The issue is - that it would be an inconsistent value dependent on your current amount of dodge.

I don't think its a huge deal though because afaik it doesn't look like you can get dodge on items outside of dex (or most probably - set bonuses.)

Edit - off topic gents, but if you guys want to remain unspoiled i'd be careful browsing, pretty big story spoilers are floating around.

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#5  Edited By Adamsons

@gamefreak9 said:

@Adamsons said:

@gamefreak9 said:

The guy in the video is probably assuming he has 10% + 25% + 25% dodge but it is being capped at 49.4% instead of separate sources of dodge being multiplicative as stated above.

0.9 x 0.75 x 0.75 = .50625 or 50.6% chance to be hit

oh that's cool like that it can never be 100%! Whats the number of sources you can use to improve dodge and how much can they influence?

Dex is the most obvious, then there are a ton of extra sources from skills and rune effects.

  • Mantra of evasion - 15%
  • Mantra of evasion (activated) - 15%
  • The guardians path - 15%
  • War cry (runed) - 15%

Then there are a whole bunch more.

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#6  Edited By Adamsons

@gamefreak9 said:

The guy in the video is probably assuming he has 10% + 25% + 25% dodge but it is being capped at 49.4% instead of separate sources of dodge being multiplicative as stated above.

0.9 x 0.75 x 0.75 = .50625 or 50.6% chance to be hit

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#7  Edited By Adamsons

@StarvingGamer said:

Also I'm not sure where the notion of a 50% hard cap on dodge is coming from.

The guy who uploaded that dodge video said in the videos comments:

"There also appears to be a hard cap on dodge (around 50%)"

Probably because he is incorrectly assuming dodge is additive.

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#8  Edited By Adamsons

@gamefreak9 said:

yeah wow... dodge seems op... maybe its still being balanced? I mean I guess its sort of a risk management decision, reduce all damage for sure with armor, or take a risk of receiving higher damage with a higher chance of having 0 damage.

I think it depends on how much dodge you can stack - it will be a solid form of damage mitigation but if its all you're rolling with you are just going to be constantly rolling the dice, It isn't going to be fun.

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#9  Edited By Adamsons

@gamefreak9 said:

are you sure armor helps with elemental damage? i've never heard this before. And the dodge thing is also new to me... where did you read this?

Re dodge: http://www.youtube.com/watch?v=ug454JiZYFQ

That says there is a 50% dodge cap though, but I don't know why - I cant see anything in the video that points to a 50% cap.

Armor / Def has always said reduces all damage iirc.

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#10  Edited By Adamsons

@Tennmuerti said:

Is it me or does the "One with Everything" passive seems kind of OP? Seeing how Hell and Inferno difficulties were stated to once again have Elites that will be one shotting you without proper resist. Monk will be the only class that can just have a set that stacks a single kind of elemental resist and use it for every elite there is, unlike other clases that will either need to balance resists across the board or have several sets. This seems further multiplied by the buff that Blizzard is introducing for killing elites that will increase magic find.

IIRC Int increases resistance anyway, so the witch doctor / wizard will probably have a decent pool of resist just from stacking damage.

It isn't the only way to mitigate magic damage though, pretty sure armor reduces all damage including elemental, and dodge works on ranged and aoe effects.