Quote:
Originally Posted by Strill
I gave calculations showing how it's true. It's kind of polite to give reasons supporting your opinion rather than just spouting "You're wrong".
And for the record, I do understand why you might say that so I'll qualify that the effectiveness of dodge increases exponentially only in respect to what dodge works on. If you consider total survival time with non-dodgable damage included, then dodge will have increasing returns at the start, then start to decrease after a certain number and quantity of dodge bonuses.
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You're right I'm sorry, I should have given more reasoning.
Here's what is incorrect
When you have only one dodge modifier, you're reducing the chance to hit by the amount of the dodge, not increasing the percentage of dodge you take over the base.
So with your example of 12%, you're reducing the chance for an auto-attack to strike you by 12%. So in 100 attacks, you get hit 88 times on average. That means if the attack strikes you for 100 damage, without dodge, you get hit for 10,000 damage (disregarding armor), with dodge you get hit for 8,800 damage. A total reduction of 1,200 damage not done to you, or 12% damage reduction (not 13.63%, 100 hits is your base, not 88)
When you stack dodge modifiers, you get modified returns. Dodge does not stack additively. So, if you had two 12% dodge modifiers as in your example, your total dodge return would be,
12% + (88*.12) = 22.56% dodge
That means you get hit 100 times, without dodge, 88 times with one 12% mod, or 77.44 times (effectively 77-78) with two 12% mods.
So a second mod would effectively give you another 10-11% damage reduction from auto attacks, less than the first modifier.