I am fine with having unreliable defensive mechanisms such as dodge, as long as it is it optional choices on top of the base defensive choices; HP, resistances, armor.
So, dodge as an optional thing you can go for; fine. Dodge that some classes have to rely on; bad.
If there any kinds of resistance or armor penetrations they should be kept pretty small. To the point where it might just not exist. Instead of penetrating 10% of your resistance, the enemy can just deal more dmg. Something like 100% resistance penetration should not exist.
My only problem with armor and resistance both offering % dmg reduction is that fill the same role then. Which seems pointless.
So maybe keep resistances as purely % based against different dmg types (including physical resist) and importantly, get rid of all resist, so you have to actively go for each resistance.
And then make Armor do something different.
Maybe low effect against magical attacks, but high effect against low dmg hits, and low effect against high dmg hit. Essentially, instead of reducing % dmg, it reduces absolute dmg numbers. A very simple example could be; you have 5000 armor, and an enemy hits you for 8000; then 8000-5000 = 3000 dmg goes through (with a limit to efficiency that means you cant prevent more than 80% of the dmg - similar to how resistances should have some cap around 70-80% - imo a normal cap at 70%-75%, and the ability to go above normal cap through special affixes from uniques/legendaries, up to max 80-85% - armor could likewise have special affixes that allowed you to go a bit above the normal 80% cap).
Like; someone attacks you with a dagger; your very high armor value prevents 80% of the dmg.
Someone attacks you with a huge 2handed mace; your armor prevents 30% of the dmg. Just isn’t very effective vs. a weapon that can crush you like a bug.
Someone attacks you with a fire arrow; your armor prevents 80% of the dmg (still a non-magic attack, with a small weapon, similar to a dagger, even with the elemental effect); while against a magical fireball; your armor prevents 20% of the dmg, since the attack is mostly magical (with a bit of kinetic dmg mixed in, which the armor helps against).
If that is too complex for D4 (for some reason), then dont have any physical resistance stat at all, and just let Armor be % physical dmg reduction, and resistances be for elemental, poison etc.
Agreed. I am fine with hit chance in CRPGs, but in an A-RPG, misses should be actual misses; like you aimed your fireball badly, or the monster leaped out of the AoE etc. Not roll-based.
Well, and of course dodges, those are still fine. They are still roll-based, but without affixes to prevent it, so no player attack rating/hit rating, which is what we should not have. Dodge should not be used frequently. Most enemies should have 0% dodge, but we could have some unique enemies, or elite affixes, that gives monsters a dodge chance. To make it more interesting than just a generic chance to miss (which kinda just translates to increasing their HP), how about 2 types of monster dodges; Dodge vs. Single target attacks and Dodge vs. AoE. Encouraging the players to change which attacks they are using against enemies with these two dodge types.