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Guys if u can give us some info from beta we would be really pleased. Like how much dodge u got with a certain amount of dext + mantra. To see if stacking works multiplicatively first of all.
LVL 13 Monk:
No gear, base stats:
Str 20
Dex 46
Vit 20
Int 33
Dodge (w/o mantra): 4.6%
Dodge (w/ mantra): 28.5%
Dodge (w/mantra and bonus): 46.3%
Which is as expected:
(1-0.046) * (1-0.25) = 0.954 * 0.75 = 0.7155 -> 1-0.7155 = 28.45% (ui rounds off)
and
(1-0.046) * (1-0.25) *(1-0.25) = 0.954*0.75*.75=0.536625 -> 1-0.536625 = 46.3375%
Adding on an item with 6 dex i go from:
4.6% -> 5.2%
Adding on an item with 8 dex i go from:
4.6% -> 5.4%
Putting both items on adds 14 dex, i go from:
4.6% -> 6.0%
Using just two weps w/o dex and getting Guardian's Path:
4.6% -> 14.1% and not 14.6%
Using the two dex weps above adding 14 dex with Guardian's Path:
4.6% -> 15.4% and not 16%
So that should give a pretty good idea unless you want more...
edit: missed some zeros :P
Last edited by Zokar; 27-01-2012 at 07:17.
so as it seems it stacks multiplicatively, same as before. The things that remain unsolved is if there is a hard cap or if after 13 lvl the scaling is different and we get less dodge per dext point. Zokar thx a lot for the info mate! Can u tell us whats ur dodge chance with max dext +manta +bonus from mantra + guardian's path to check if we can higher than 50% dodge ? (also in ur formula where u write 0.46 u missed a 0 its 0,046)
Sure...
With my current setup, I have 96 dex.
Skipping the math...
With dex/mantra/guard I have 39.0%
With dex/mantra/bonus/guard I have 54.2%
Rough estimates would suggest I could get close to 200 dex which I would *rough* estimate with dex/mantra/bonus/guard to be around 63% or so...
I have a bunch of mats to go farm up to try and roll some of the better gear and with luck i'll get some returned gear with useful stats or play the AH till I find what I need.
Glad I got the same thing then:
Dex: 212 21.20%
Dex/Guard: 29.08%
Dex/Guard/Mantra: 46.81%
Dex/Guard/Mantra/Bonus: 60.11%
So, if this is any indication a reasonable estimate would have a monk dodging 1/2 attacks and each attack with be reduced 1/3, that doesn't sound too shabby.
No hard cap and dodge stacks multiplicatively still at that high percentages. Probably those things are gonna change until game is out or lvl is gonna affect scaling cause at the moment it doesnt.
Look at this http://i.imgur.com/sev8X.jpg
Multiplicative stacking is quite limiting just by itself. If you were to introduce a hard cap, there would be little reason to have more than 1-2 total sources of dodge (unless high end dexterity --> dodge is minimal, but that would be silly given it's a primary stat for two classes).
Maybe a good idea would be to treat every source of dexterity as a separate source of dodge. It seems far easier to balance things that way. You would still get a good chunk from your base dexterity, which would be a decent amount at level 60 I presume, then every source from items would be like having +dodge, instead of adding to your dexterity pool.
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