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http://us.battle.net/d3/en/calculator/monk#aZXdVR!aYZ!ZcbaZY
ETA: Removed Seize the Initiative for Transcendence I don't think you can keep the 73.16% dodge up all the time due to global cooldowns and such but naked at 60 you should be able to get pretty close (higher with +dex gear). Dex adds 0.1% chance to dodge Monk starts at 10 dex and gets +3 per level all of the way up to 60 so 187 dex naked at 60 = 18.7% base dodge (naked) 16% Fists of Thunder  Lightning Flash 20% Dashing Strike  Blinding Speed 15% Mantra of Evasion  standard 15% Mantra of Evasion  bonus 20% Cyclone Strike  Wall of Wind 15% The Guardian's Path (passive) ==== 1  ( (1  0.187) x (1  0.16) x (1  0.2) x (1  0.15) x (1  0.15) x (1  0.2) x (1  0.15) ) = 73.16% dodge you also get these modifiers: +30% armor bonus (Mantra of Evasion  Hard Target)  you will have this "up" full time +15% damage for 45s for every Breath of Heaven  you should be able to keep this "up" full time +58% damage reduction from mobs (Resolve 25% x Crippling Wave 20% x 30% Innate)  "up" pretty often to nearby targets +118.6 health per spirit spent Effective Health calculation (EH) EH DI DTot Ability 100   Life 123 19% 18.7% Naked (187 Dex @60) 145 15% 30.9% The Guardian's Path 170 15% 41.3% MoEstandard 200 15% 50.1% MoEbonus 238 16% 58.1% FoTLF 298 20% 66.4% Dashing Strike 373 20% 73.2% Cyclone Strike EH = L/[(1d)(1D)] 373 / (10.58) = 888%
Edited by Vixen on 3/15/2012 4:54 AM PDT

another thread dedicated to dodge:
http://www.diablofans.com/topic/36273dodgechance/ Also contrary to popular belief, dodge chance is not diminished based on character level (sorry I don't have the proof but this guy sounds pretty confident): Dodge chance is not based on monster level. Are you confusing dodge chance with damage reduction? (which is based on monster level). 
Perhaps but in what world does 25% and 20% = 50% damage reduction. That's some funky math(sorry Vixen :P)? The correct answer is Resolve + concussion = 40% Dmg reduction. I wonder if Vixens dodge math was right :P ? 
Things like this are why its not surprising Monk took some hits from the nerf bat in the last patch.Perhaps but in what world does 25% and 20% = 50% damage reduction. That's some funky math(sorry Vixen :P)? The correct answer is Resolve + concussion = 40% Dmg reduction. I wonder if Vixens dodge math was right :P ? Nope, nice catch. fixed
Edited by Vixen on 3/2/2012 8:00 PM PST

ok...this changes things a bit...
Up to 100 points of Dexterity my 13 clvl Monk has to invest 10 points in Dexterity to increase dodge chance by 1%. Above 100 Dex on equipped items, he needs 40 Dex to get 1% of dodge. 
ALTHOUGH....
In retrospect that just adds value to all of the abilities that add dodge.. A passive that adds 15% dodge @ 60 is the equivalent to 681.75 dexterity!!! at a minimum 1100 dexeterity = 0.1% dodge for every point of dexterity 101140 dexterity = 0.025% dodge for every point of dexterity 140+ = 0.022% dodge for every point of dexterity.. ...and it could always diminish beyond that... 
It doesn't work quite that simply, but like this: Bonuses to dodge always add the same % to your current dodge. So if you have 20% dodge, or 80% chance to be hit, then you add 15% dodge it works it out by taking the 80% chance to be hit, and lowering that by 15%. So 15% of 80 is 12, which means you have a new chance to be hit of 80  12 which = 68% The formula is 100  ((inverse dodge) * added dodge) + current dodge = new total dodge current dodge (Cd) = your current dodge before adding the new buff / passive amount Inverse dodge (Id) = 100  Cd. This is the chance to not be hit, the oter way of looking dodge Added dodge amount (Ad) = the amount of dodge the new buff / passive gives New total dodge (Nd) = the total amount of dodge you will have after adding the buff / passvie 100  ((Id) * Ad) + Cd = Nd Real life example: my naked lvl 13 monk has 46 dex, which gives 4.6% dodge. I want to calculate what my dodge will be if I use MoE (15%) So: Cd = 4.6, Id = 95.4, Ad = 0.15 and Nd = ??? 100  ((95.4 * 0.15) + 4.6) = 18.91% dodge, Now I want to add TGP on top of that (another 15%) Cd = 18.91, Id = 81.09, Ad = 0.15 and Nd = ??? 100  ((81.09 *0.15) + 18.91) = 31.1 % dodge That's written kinda badly. Lemme know if you want me to expand on it EDIT: dex adds dodge in a similar way, but goes in tiers as said above which I haven't looked into yet, so I'm not certain on the formula.
Edited by Balor on 3/4/2012 3:10 AM PST

Crippling Wave  Concussion seems pretty bad !@#
=1((10.2)*(10.2)) That ability alone reduces mob damage by 36% Add in Resolve + Guardian's Path as "always active" abilities and you get: =1((10.2)*(10.2)*(10.25)*(10.15)) 59.2% damage reduction if we treat attack speed, dodge and damage reduction equally  let me see if there is a formula showing how all of these interact at diablofans. 
The formula is 100  ((inverse dodge) * added dodge) + current dodge = new total dodge Ah I see :) Then how come you wrote this?

The formula is 100  ((inverse dodge) * added dodge) + current dodge = new total dodge Why don't you correct it if you think it's wrong? Worded another way, how much dexterity do you need to stack to get the equivalent of 15% dodge?
Edited by Vixen on 3/4/2012 8:13 AM PST

Added an effective health calculation to this build, also swapped out Seize the Initiative which I am souring on. Let's say you have 300 Dexterity at 60, StI only adds 300 Armor to your dr which is pretty damn small considering max Armor caps out at like 30k?

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