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%

d3 math nerd thread:

http://www.diablofans.com/topic/29185-beta-combat-mechanics-compendenium/

http://www.diablofans.com/topic/29185-beta-combat-mechanics-compendenium/

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).

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.

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 ?03/02/2012 07:11 PMPosted by blitzkriegThings like this are why its not surprising Monk took some hits from the nerf bat in the last patch.

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

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.

/confused

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...

/confused

diminishing returns, why opposite??

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).

03/03/2012 07:38 PMPosted by VixenA 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.

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

Read my first post ;)

Fists of Thunder

Fists of Thunder

Cyclone Strike

Crippling Wave (third hit effect)

or does the combo reset due to the interruption by CS?

=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.

Read my first post ;)

Ah I see :)

Then how come you wrote this?

03/03/2012 07:38 PMPosted by VixenA passive that adds 15% dodge @ 60 is the equivalent to 681.75 dexterity!!!

Read my first post ;)

Ah I see :)

Then how come you wrote this?03/03/2012 07:38 PMPosted by VixenA 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?

hmmm no hard cap I can find yet

Nah I didn't think you were wrong, but was wondering how you got that figure.