View Full Version : The Dodge feat

06-28-2012, 04:27 AM
Previously, if you were in the "high enough" window of AC that an increase in AC made any difference, the bonus of the Dodge feat would make the enemies 5% less likely to hit you. This is kind of "meh" for an entire feat.
Now it's 3% separate dodge, which unless someone can tell me otherwise, is a huge nerf to an already underpowered feat. I happen to be of the opinion that all feats should be useful to at least some builds, but this makes this feat only used as a prerequisite for other bad feats or good prestige enhancements.

So here is what I propose, buff Dodge back to it's former lack of glory, i.e 5% dodge bonus.

Secondly, if it's not too much to ask for, increase the dodge cap, 25% is fine if (and only if) you're wearing armor. I think it should be 20% if wearing heavy armor, 25% if wearing medium, 30% if wearing light, 35% if wearing no armor. While wearing no armor your AC is likely to be low and your PRR unexistent. So you should at least have the option (if heavily investing in it) to have a decent chance of not being easily killed.

06-28-2012, 05:06 AM
Previously, if you were in the "high enough" window of AC that an increase in AC made any difference

You hit the nail on the head right here. The old Dodge only mattered if you were within that small range where your AC both matters and it's unhittable except on a 20. The new Dodge works all the time, no matter what.

It's a buff for most people, with those losing out being low-level twinks or characters that went 100% for AC before U14. I'm sure there's a lot of happy Tempest Rangers, since now the feat they're required to take will be worth something.

06-28-2012, 05:19 AM
While wearing no armor your AC is likely to be low and your PRR unexistent.

"Me fail English? That's unpossible." --Ralph Wiggum. :D

But yeah, a measly 3% seems pretty pathetic considering how scarce feat slots are. I think 5% is a good amount though.

Classes that can't use items for PRR should have a better chance at avoiding damage altogether to balance it out, if they're of a class that can get their AC at a comparable range to armour-wearers (so Monks, then.)

06-28-2012, 05:38 AM
I've seen 1200hp tanks that have blown feats on a mere 1.8% hp increase (extra Toughness, 22hp when cap was 20).

3% mitigation is far better than that. Dodge is a good feat - not an absolute must have like the first Toughness, but it is a solid choice.

06-28-2012, 06:13 AM
Except that Dodge is now completely separate from AC. It's not an extra 3% chance that the enemy doesn't hit you. It's an entirely separate roll the enemy has to make before it even touches your AC. A better comparison would be to blurry, ghostly, or dusk. Except that unlike those 3, it's stackable with other dodge bonuses.

/not signed

06-29-2012, 11:48 AM
Look at most of the other sources that provide a Dodge bonus. The numbers are all fairly low. So 3% actually ends up being a fairly high number.

That being said, I think there are still some work that needs to be done with Dodge. It needs to be limited by armor type defnitely, but on my 20 Rogue, my damage mitigation is pitiful now.

I have Epic Duelist's Leathers (one of the better Dex-based armors) and Combat Expertise. Being a rogue, I benefit from some extra dodge (Improved Uncanny Dodge) and I have a couple items that add Dodge %. Somewhere (maybe from the leathers) I even picked up PRR of 10.

Now, with all of that taken into account, I'm only at 5% chance to defend against things of my level, 13% chance to dodge, and 6% reduction of incoming damage. Those numbers look super low to me.