I was just messing around with a bit of theorycraft, trying to build a somewhat viable Dodge-focused melee TWFer...but I don't know what Dodge/Max Dodge bonuses do or don't stack. Here's what I came up with, hopefully someone can tell me where I'm counting bonuses that won't stack, or maybe leaving something out:
Halfling Monk 6/Rgr 6/Rogue 8
+3 Ninja Spy Agility
+3 Tempest Improved Mobility
+3 Halfling Nimble Reaction
7% Dodge/Mobility/Sneak Attack
6% Monk Flurry of Blows
3% Ninja Spy Acrobatic
3% Tempest Improved Dodge
3% Uncanny Dodge
3% T-A Shadow Dodge
35% base total (so, at 34% cap)
I'm not considering EDs, since I didn't want to lock up the choices there...unless there's a huge Dodge-related feature that's worth considering? This'd also let me take Improved Evasion (Tempest) and Incorp (Ninja Spy) for more damage avoidance.
As for temporary dodge...does Elaborate Parry stack with Uncanny Dodge clicky? Do they both ignore the Dodge cap? 10 secs of 64% dodge, or XXX secs of 84% Dodge (whats duration on Uncanny Dodge?) or possibly 100% with both?
And am I forgetting/neglecting anything else Dodge-related?