Dodge chance, how is it calculated?

I have an active skill that gives me 35% DC plus a passive skill that gives me 35% DC. So why is my DC only 57%?

The calculation is multiplicative

also for Dex i pulled this

if (Dexterity <= 100)
  DodgeChance = Dexterity * 0.001;
else if (Dexterity <= 500)
  DodgeChance = (Dexterity - 100) * 0.00025 + 0.1;
else if (Dexterity <= 1000)
  DodgeChance = (Dexterity - 500) * 0.0002 + 0.2;
else if (Dexterity <= 8000)
  DodgeChance = (Dexterity - 1000) * 0.0001 + 0.3;
else
  DodgeChance = 1;

It’s also calculated from chance to be hit first. so for example
Guardian’s Path (15%): 0.15 = 85% chance to be hit
or
(1 - 0.15) = 85% chance to be hit

Base Dodge chance from Dex first then passives ect
E.G
(1 - 0.25)(1 - 0.15)(1 - 0.15)(1 - 0.15) = 0.75 * 0.85 * 0.85 * 0.85 = 0.46059375 ~= 0.461
So you have 46.1% chance to be hit; ie. 53.9% dodge

It’s multiplicative and it has diminishing returns. If it was additive then you would have three or four different sources of high 30-35% dodge chance and you’d become untouchable. If you have 2 different passive skill sources for 35% dodge chance then the calculation is:
0.35 + [(1-0.35)x0.35] = .5775 =~ %57
Just like shown in the tooltip. When you push Gogok of Swiftness to your equipment, that number can still change in active combat.

Same as with CDR / CR / DR - diminishing returns.

With 0% dodge, the chance for a mob to actually hit you (that is, the attack actually reaching you) is 100%.

Your first skill takes 35% off this chance, leaving only 65% chance to hit.
Your second skill takes 35% off the remaining chance, i.e. 35% off 65%, which is 0.35 * 0.65 = 22.75%.

Together they comprise the value you see in your stats, 57.75% (might be rounded somewhere in the UI).

2 Likes

Should I assume that a 57.7% dodge change is okay I seem be staying alive longer ever since I started using the passive 35% along with the active 35% even if it is not truly 70%. Thanks for the feedback on this.

You can sit back as a Monk but depends on build. You always have the option of bringing Dashing Strike’s dodge skillrune or Gogok of Swiftness bonus. As long as you support it with enough recovery such as life regeneration, LoH or LpSS you’ll be fine with minimal dodge but still you need to deal damage so there’s a balance to that.

You need to find a sweet spot, after which investing in the dodge any further will have negligible results.

Another problem with dodge is that it’s too dangerous to rely on it too much. You can manage pretty well on average, but if you sacrificed DR / Resist All for it, your char will be occasionally one-shotted, esp. by RGs and other similarly strong enemies. This might become an issue on HC.

I would say your current dodge is good enough to leave it as it is. There are very few dodge sources in the game, so you won’t have much of it anyway. Whether to increase it any further, add a Gogok to your build and look how much it changes your DC and overall toughness. Then figure out which legendary gem you have to remove, and how much it costs you (not just in terms of defence, but overall). You will probably find it’s not worth it.

Thank you for the feedback on this I will just need to be happy with 57.7%. I enjoyed the explanations.

you are welcome. i enjoy sharing my expertise.

With Guardian passive and Dashing Strike/Blinding Speed, I go into the fight with 61% Dodge.

Decent CD reduction allows for pretty constant uptime, which I’ve been sacrificing lately, could use more for sure.

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I was able to get it up to 74% for 4 seconds. I mostly use DS to get out of trouble, sometime I get overwhelmed and DS gets out of it. So I use it as more of an escape skill.

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Yep. Some attacks can’t be dodged, either.

A few examples:

  • Mallet Lord hits (including Perendi)
  • Arcane beams
  • persistent ground effects (e.g. Desecrator, Plagued)

Arcane beams always get me on a high dodge monk. You’re cruising along, feeling super tanky with your 75% dodge, and then bam! You died instantly to an arcane beam.

2 Likes

add in the innate 30% damage reduction for being “melee” and

Monks are op. nerf monk

I feel your pain, they would always one shot me as well as those fat guys that would explode into a ball of fire.

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Soloing GR140+ with 350k toughness feels wrong. In the case of Inna’s Monk I’ve been playing this season, the build holds up better than expected, but you can’t make mistakes.

To help avoid being one-shot, those dodge chance skills can change to hybrid Dodge & DR.

Ie. 35% Dodge → 20% Dodge and 20% Damage Reduction

Personally I feel okay playing builds that get one-shot, but I get annoyed when some unescapable damage triggers cheat death, right after respawning from a previous death. I guess that can happen to any build if you don’t cast your buffs in time.