Diablo® III

Naked@60: 73.16%(Dodge) + 58%(dr) = 888%EH

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 D-I D-Tot Ability
100 - - Life
123 19% 18.7% Naked (187 Dex @60)
145 15% 30.9% The Guardian's Path
170 15% 41.3% MoE-standard
200 15% 50.1% MoE-bonus
238 16% 58.1% FoT-LF
298 20% 66.4% Dashing Strike
373 20% 73.2% Cyclone Strike

EH = L/[(1-d)(1-D)]

373 / (1-0.58) = 888%
Edited by Vixen on 3/15/2012 4:54 AM PDT
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d3 math nerd thread:
http://www.diablofans.com/topic/29185-beta-combat-mechanics-compendenium/
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another thread dedicated to dodge:
http://www.diablofans.com/topic/36273-dodge-chance/

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).
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Things like this are why its not surprising Monk took some hits from the nerf bat in the last patch.

Despite what a lot of people think, the Monk active and passive skills have, in my opinion, probably the most synergy of all the classes.
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03/02/2012 07:11 PMPosted by blitzkrieg
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 ?
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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
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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.
After 140 Dex there is another breakpoint.
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Isn't that the opposite of what they would want? What you're saying makes it sound like the breakpoints get smaller the more dex you have o_O

/confused
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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

1-100 dexeterity = 0.1% dodge for every point of dexterity
101-140 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...
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Isn't that the opposite of what they would want? What you're saying makes it sound like the breakpoints get smaller the more dex you have o_O

/confused


diminishing returns, why opposite??
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diminishing returns, why opposite??


Ah nevermind, your post made it sound like the first breakpoint was 100 dex and the second was 140 dex (not 240 dex).
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03/03/2012 07:38 PMPosted by Vixen
A passive that adds 15% dodge @ 60 is the equivalent to 681.75 dexterity!!!

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
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The formula is 100 - ((inverse dodge) * added dodge) + current dodge = new total dodge


Read my first post ;)
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does anyone know if this combo would work?

Fists of Thunder
Fists of Thunder
Cyclone Strike
Crippling Wave (third hit effect)

or does the combo reset due to the interruption by CS?
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Crippling Wave - Concussion seems pretty bad !@#

=1-((1-0.2)*(1-0.2))
That ability alone reduces mob damage by 36%

Add in Resolve + Guardian's Path as "always active" abilities and you get:

=1-((1-0.2)*(1-0.2)*(1-0.25)*(1-0.15))
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.
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The formula is 100 - ((inverse dodge) * added dodge) + current dodge = new total dodge
Read my first post ;)

Ah I see :)
Then how come you wrote this?
03/03/2012 07:38 PMPosted by Vixen
A passive that adds 15% dodge @ 60 is the equivalent to 681.75 dexterity!!!
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The formula is 100 - ((inverse dodge) * added dodge) + current dodge = new total dodge
Read my first post ;)

Ah I see :)
Then how come you wrote this?
03/03/2012 07:38 PMPosted by Vixen
A passive that adds 15% dodge @ 60 is the equivalent to 681.75 dexterity!!!


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
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hmmm no hard cap I can find yet
Edited by Vixen on 3/4/2012 8:31 AM PST
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Nah I didn't think you were wrong, but was wondering how you got that figure.
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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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