Quote (Red2Blue @ 13 Oct 2012 06:01)
I lied, it's not additive.
It is indeed multiplicative.
What seemed like a bug, actually isn't (I assumed the variables in the character screen were bugged).
I assumed it was additive after testing in the field (because there's a bug currently with reflect, where an enemy projectile can kill an allied player if it bounces off another player's reflect. Projectiles seem to be doing insane damage after bouncing off a shield and sometimes causes it to become invisible, I'm not sure of what's going on, but I've been one-shot through 5 charge shield many times before.
After putting in 4x 25% reflect gems, I stopped dieing constantly from my friend's relentless reflects.
I just recently tested against a 100% reflect berzerker ice shield in pvp mode with him throwing tomahawks at me, and after a while, it indeed does hit you.
The value is really multiplicative.
Sorry.
In the battlefield, mob projectiles can also hit you. But inbetween forcefield, block, and dodge, it only seems like you are not getting hit, when you really do have a chance (while very small), to get hit by a projectile.
I am currently unsure of which skills or abilities will bypass block/dodge/reflect. But it seems like reflect will deflect a large assortment of skills and projectile types (I have reflected, bombs, and flame throwers in the minefield) I have an idea of which properties are which, but I need further testing.
I sure spread lots of incorrect info...
But it's not like anyone else is exploring it or spoon feedin' me, would be nice though. :|
Resists in combination with DR% seem to be pretty important.
I was running 400~ all resists and DR% while my friend is running 1.5k resists + DR% with the same amount of life. And he is face taking AoE fire from bosses and purple ooze. But I got MELTED instantly standing in it. I think you need a bit of both.
OH And to calculate the gains per 25% skull:
So, it's something like...
25% dodge chance in 100% possibility.
25% dodge chance in 75% possibility to dodge if failed in first pass.
25% dodge chance in 56.25% possibility to dodge if failed in the second pass.
25% dodge chance in 42.19% failure to dodge if failed in the third pass.
Do some fancy math:
4x 25% dodge runes = (0.25*100)+(0.25*75)+(0.25*56.25)+(0.25*42.19) = 68.4%
For fun:
5x 25% dodge runes: (0.25*100)+(0.25*75)+(0.25*56.25)+(0.25*42.19)+(0.25*31.64) = 76.3%
6x 25% dodge runes: (0.25*100)+(0.25*75)+(0.25*56.25)+(0.25*42.19)+(0.25*31.64)+(0.25*23.73) = 82.23%
7x 25% dodge runes: (0.25*100)+(0.25*75)+(0.25*56.25)+(0.25*42.19)+(0.25*31.64)+(0.25*23.73)+(0.25*23.73)+(0.25*17.80)= 86.68%
Essentially speaking.
An optimized amount to build is: 5x on your champ, any more would be hit too hard by diminishing returns.
Interesting, but what are these passes you speak of? Is dodge not calculated just once per attack? Also, are all attacks dodgeable? I was thinking more of 5% DR gems, but with 2 socket per armor piece, there's probably plenty of space for DR gems and dodge too. And i'd have to do some testring to see if resists are calculated before or after DR, if it's after, it can be kickass.
edit: and, with your math, it sounds like there's no diminishing return. Dodging 86% of the time will see you taking nearly 2x more attacks than 76%. You get hit 12.3% of the time instead of 23.7%.. Or,. in effective numbers, if you have 100 attacks thrown at you for 1 damage each, you get hit for 12 damage instead of 23.
This post was edited by StephanePare on Oct 13 2012 10:41am