1) Dodge doesn't exist as an innate or stat based mechanic in Diablo 3
2) There's no Mitigation cap (You can get 100% damage mitigation)
3) Vitality and Attack are static (1 Attack increases damage by a set amount while 1 Vitality raises your HP by a set amount)
4) Precision and Defense scale (you need more defense and more Precision to raise your mitigation and crit %'s the higher the level monster you're fighting)
5) All characters have a base mitigation value from auto stats added to Defense which (from the limited Beta) appears to gravitate towards 40% (check your level 13 Beta characters, remove all gear and tell me what your mitigation % is from Defense)
6) Auto Stats at most will get a stat to about 130 (that's base of 12 + 2 per level for 59 levels)
7) Players have around 2000+ stat points to allocate between gear, gems and enchants (750 from gems, 750 from Enchants and 50 per slot (which is being very generous with the value and excluding the fact you can get multiple stats in the same slot) *13 slots = 650 from gear)
So what questions can we garner from these pieces of information? Well, my first thought is if your base defense is 130ish at level 60 for the characters that get 2 defense points per level and you can get 100% mitigation, 2130 defense should easily get you 100% mitigation.
The problem with that is that reducing all damage in the game by 100% would make it preeeeeeetty easy which leads me to believe the *something* happens to prevent this, and I'm thinking that something is diminishing returns. This also holds true with precision and crit chance.
That's my first discussion point. What do you think happens with very large amounts of Precision and Defense? Do you think the Base values drop sharply later in level so your base mitigation doesn't stay around 40%? Do you think there's some event in game that effects this? Do you think there's diminishing returns? Do you think something else happens?
And if there are diminishing returns won't that just cause a softcap to be mathematically figured out? Wouldn't that also mean there will be an *ideal* Defense and Precision value to aim for before you start allocating stat points elsewhere? I'm curious how this is going to work out for a level 60 character!
My second Discussion point is Attack and its static value. 1 Attack = 1% Damage increase, and if you can allocate 2000+ points that's 2000+%! is Blizzard really going to let you sway characters damage by 20+ times? If I have a 2000+ point defense Wizard and you have a 2000+ Attack Wizard are you really going to do 20x more damage than me? that sounds pretty excessive, but also sounds like it allows for quite a lot of variation. Do you think this will stay static the entire time or do you think the excessivness will be addressed in some manner?
My third discussion point is, what do you think of dodge being removed from Diablo 3?
Fourth Point is, what do you think of no Mitigation Cap? A higher level with a high enough defense running through lower level areas will be literally invulnerable with 100% mitigation. Do you think this is alright?
I'm obviously a lot more curious about how Blizzard intends to deal with how Precision and Defense works at the higher levels but thought I'd throw in those other points as they came up in my ramblings!