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Dodge is exclusive to Dexterity (and possibly to Legendaries or Sets) and since at the moment Dodge from DEX has certain breakpoints, we'll definitely want to hit one of them.
We can get up to 1700 DEX from gear, so hitting the 500 mark (20% Dodge) doesn't seem like it will require too much sacrifice in affixes, if any. Especially since all classes gain 1 secondary and 3 primary stats per level, so a Barb, WD and Wizard will have at least 60 DEX at level 60 and the Monk and DH will have at least 180.Code:Dex Range Dodge% / Dex 0 - 100 0.1 100 - 500 0.025 500 - 1000 0.02 1000 - 8000 0.01 8000 Dexterity = 100% chance to dodge
As for INT, I edited my previous post with information that should provide a reason to stack INT instead of STR for defensive reasons. Still, I doubt that will be enough for Barbs to pass up the damage bonus that STR provides for them.
What's really strange is that the most powerful Resist All affix currently seem to provide 80 resistance against all elements, which equals 800 INT and it can spawn on almost any items. No affix for INT comes even close to that, with the best providing 200 INT. Although the resist affix is a prefix, while the INT affix is a suffix, so ideally you'll still want both.
Last edited by HardRock; 27-04-2012 at 06:45.
That's a pretty stupid way to implement dodge... They should have just made it like EHP, rather than the silly "each point adds more than the last until you reach X value, at which point value drops greatly and then proceeds to slowly climb back up as you add more dex". I really don't see why they couldn't use a "normal" EHP formula here, since this seems like some kind of "approximation" for one...
As for defensive affixes, like I thought - The primary stats are really a re-named "attack" stat that has some slight defensive bonus that is tiny enough to make the stat rather worthless for other classes. They really messed up the stats revision IMO, as all it achieved was making items class-specific while unnecessarily complicating stuff.
Hmm. I'm wondering if perhaps the best way to build a Monk would be to pump Dexterity really high, around 1300 or higher, and then use Seize The Initiative to dump it all over to Armor too. You would get very high Armor and Damage, but I don't know how bad the diminishing returns are for Armor compared to Resistances, or if Resistances are even needed with that much armor.
With tier 16 white gear you can get 3045 Armor (~50% DR, +~100% EHP) or 4264 Armor (~58% DR, +~140% EHP) if you use a shield. As you can see, the bonus 1219 Armor of a high level shield raises your EHP by about 40%, so 1300 Dexterity with Seize the Initiative is indeed a good way to boost your defense.
Resistances and Intelligence are still a good way to become more sturdy, because individually Strength and Intelligence have the same value for DR% and EHP and most likely they'll stack in a way, the raising one will increase the value of the other, as Superstate said. Since all pieces of armor grants Armor and with Seize the Initiative Dexterity gains the Armor bonus of Strength, I think it will be slightly better to stack Intelligence and resists in this scenario.
Last edited by HardRock; 29-04-2012 at 17:44.
That illustrates why shields will be mandatory offhands when they finally release the PvP patch. There is a profit to be made there.
Unless I'm mistaken, +armor% affixes give more armor than +strength affixes, and +resistance affixes give more resistance than +intelligence affixes. It seems to me, then, that the lack of a corresponding +dodge affix would make dexterity the most attractive primary attribute.
Last edited by jokewood; 29-04-2012 at 18:07.
I didn't do calculations on this yet (way too many affixes would have to be considered), but that seems to be the case, until one of the dodge breakpoints at the very least.
Is there any base dodge chance? Everyone get's 5% crit as a default, but what about dodge? I guess everyone get some dex when they level up so there should be some base dodge chance for everyone.
Here's how attributes scale with character level:
Primary: 7 + level * 3
Secondary: 7 + level * 1
Vitality: 7 + level * 2
Dodge without DEX is zero. Monks and Demon Hunters will have 187 DEX at LVL60, the other classes will sit at 67. That's 12.175% and 6.7% dodge, respectively.
To me it seems that you'll want just about anything over a non-primary stat (aka int/dex for barb, str/int for dh/monk or str/dex for wizard/wd). Even if dex is the only way to get dodge, since dex is so powerful just for the damage increase it gives the dh/monk, it can't give *that* much dodge, and thus will likely be near-useless for barb/wizard/wd. For str/int it gets even worse because there are simply better alternative affixes.
IMO they could just ditch the whole secondary defensive bonus for the primary attributes, or for all I care even change them all back to "attack", as that defensive portion is not really working out as anything even remotely interesting.
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