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 First Look: Patch 2.1.0, NOW AVAILABLE on PTR 26June!!!

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gladfly
post Jun 18 2014, 11:56 AM

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QUOTE(kwwk87 @ Jun 18 2014, 10:59 AM)
...not to mention, I actually hope they buff dodge instead.. sigh blizzard.
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This was bandied around. Since dodge cant work on most elemental damage, some people actually suggested dodge = % of AR.

I think that would have been a better change say if I got 40% Dodge chance, if dodge grants say 20% more AR, based on my current monk AR now I would get 1.6k + 20% = 1.92k AR.

I would preferred that... rather than a lazy workaround like 1 dex = 1 armor but totally kills of dodge mechanism. MOE also needs rework then...

Agile monks RIP.

cowithgun give us some input oh holy cow...
gladfly
post Jun 18 2014, 12:07 PM

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QUOTE(kwwk87 @ Jun 18 2014, 12:01 PM)
Exactly. The philosophy behind Monk class has always been agility/speed. Kinda like Assassin back in D2.
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Don't know how they going to compensate that..we just have t PTR it and see how it goes.

IMHO, I don't like this change. Sure, monks needed to be buffed but by removing dodge form the game....defies the purpose of monk.

Might as well just roll a barb/ Cru then
gladfly
post Jun 18 2014, 12:17 PM

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QUOTE(ALeUNe @ Jun 18 2014, 12:09 PM)
Dodge doesn't protect you from plague and thunderstorm.
I think arcane sentry too.
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I understand that... that's the issue with dodge, it doesn't protect you from elemental damage. The list given as example is actually understatement.

Dodge is useless v

1. Arcane beam.
2. Molten.
3. Ice ball ( when the ice circles form up right before it explodes). You can dodge the ice explosion.
4. Poison enchanted
5. Plague
6. Thunderstorn


But, by removing dodge totally and replacing it with armor, = whats the diff between monk , barb or crudauser?

I rather work based on dodge giving some immunity rather than totally remove it form the game.

But that's just my 2 cents lo

gladfly
post Jun 19 2014, 05:30 PM

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QUOTE(Kevmeister @ Jun 19 2014, 11:59 AM)
My DH has been the only character I've played since DIII and safe to say, these are the list of things we can and cannot dodge:

Dodge-able
- Physical attacks (Melee and Ranged)
- Frozen, during its burst
- Thunderstorm
- Mortar
- Electrified

Not Dodge-able
- Desecrator ticks
- Frozen ticks
- Frozen Pulse ticks
- Orbiter ticks
- Jailer (per hit)
- Fire Chain (per hit)
- Plagued ticks
- Poison Enchanted ticks
- Arcane Enchanted ticks
- Reflect Damage

On a sidenote: Champion packs of 6 with Illusionist and Nightmarish is overpowered as heck. Throughout the whole 3 minutes of battle with them, I spent 2 minutes+ running away involuntarily from the Nightmare effect, which the Illusions also have >_>
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Actually, fire chains are dodgeable...just that the damage is massive and usually a non-melee toon will insta KO.

Hmm..Thunderstorm dodgeable? I don't think so.

Also to expand certain physical damage is non dodgeable -eg the big hammer monster in act 4 or act 2 spinning wraiths in act 2. (sorry cant remember the names..lel)


gladfly
post Jun 20 2014, 12:29 PM

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QUOTE(Quazacolt @ Jun 20 2014, 11:57 AM)
afaik thunderstorm are dodgeable since they aren't DOT ticks

all act 4 physical attacks should be dodgeable
act 2 spinning dudes should also be dodgeable.

similar to Rift guardian fire maiden's (lol cant remember name) spinning attack except hers are WAY TOO FREQUENT and it even BYPASSES NDE (near death experience) because the damage is done via high amount of hits (eg: nde proc on 1 hit, but the subsequent 5 hits or something just straight up kills you anyways) so if you fail to dodge at least 70% of the attacks (assuming you didn't move out by then) then you're dead.
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Its simple bro.

Take a monk with MoE-backlash.

Dismiss your follower run solo...find the monster and see if backlash procs or not.

If backlash procs, it means it is dodgeable.

Dune wraith for the love of good never procs backlash when they spin. Act 2 KW is a simple test and its minions too. Ran multiple times.

Same goes to the hammerstash - I took 20 hits from hammerstash but backlash never procs..

Hence, some attacks by normal mobs are not dodgeable. Like the stun doggy monster in act 4/5. Have you ever dodged that hit b4?..my experience ..never. Almost 100% chance of stun when get slammed.



gladfly
post Jun 20 2014, 12:33 PM

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QUOTE(Kevmeister @ Jun 19 2014, 05:44 PM)
At least, I don't notice any dodge working for me as I keep track of how much my HP drops per tick of skills and attacks by mobs.
Yes, since Thunderstorm ticks for about 1 per second, it was easy to observe the damage. And I've seen my character's 'dodge' message when a melee-type champion pack used thunderstorm from far away to hit me.
Sledgehands' mighty arm stomp attacks are dodge-able, just not as frequent as we would have noticed it.
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See my reply to Quaza on the sledge hand. Also on the stun white mob...

Its been tested bro. There is NO rule that says only DoT damage is undodgeable. I tested thunderstorm on a MoE -backlash mon..it never procs bro hence can assume it never dodged.

Firechain -easy test just run between the fire chain and you can see the word dodged popping out.
gladfly
post Jun 20 2014, 01:11 PM

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QUOTE(Quazacolt @ Jun 20 2014, 12:41 PM)
Backlash is a bad way to determine if you dodge or not la
Some attacks don't "connect " and it'll not proc,  not sure if it's intended or bug.

But the gist is simple : receive an attack,  see if you take damage or not /seeing the word "dodge " popping on your character and /or your character performs a dodging animation
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Exactly bro. The reason why I use backlash is as a secondary confirmation. If we dodge an attack, the word dodge will pop. Sometime however, we may miss it, but backlash is easy to see.

Anyway, as mentioned, simple test, go to act 2 find a dunewraith. Walk into it when they spin. You will notice the word dodge never ever pops up. You will receive damage along the way.

Same goes with hammerstash. As I mentioned I took at east 20 hit, never saw dodge popping up. Mind you I had like 45% chance to dodge, so statistically for me not to dodge in 20 random chance is extremely low.

 

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