
Originally Posted by
WhoIsThis
Is there a potential solution?
A dodge cap.
Say, the maximum dodge is 60% after any dodge would go to armor.
Let's say:
Dodge Cap = 60%
Armor Modifier = 2 for each percentage
We have a character with 80% dodge and 200 armor.
So they would have actually:
60% dodge
Modified Armor = 200 (base armor) + 200 (base armor) * (80%, which is the character's dodge - 60% dodge cap) x 2 = 240 armor.
This character has 60% dodge and 240 armor now instead of 80% dodge and 200 armor.
Note: I'm not sure what the correct dodge cap and modifier are, but I think that 60% is a good starting point and 2% for the armor cap.
Other notes
This is a very simple proposal, but it may be a "quick win" if done correctly (ex: the right percentages used). It may need tweaking by class as well (ex: the dodge cap might need to be different per class). It will require a lot of feedback, but could balance end game. In that regard, it could be the simple mechanic that fixes dodge, but getting the percentages right will likely take several revisions.
Keep in mind the impact of buffs when these caps are on and off.
I'm not sure what the dodge cap should be, as I said, but 60% is a good starting point I'd say. I think that gives a good balance between dodge and damage. Too much dodge favors strength based builds (especially bears), while too little makes dodge ineffective. Tweaking will be needed as discussed. 60% is a starting point, but an I'd say an educated guess.
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