I've been struggling a bit to work out how the diminishing returns on avoidance should affect my gearing choices and so I worked myself out a little example and I was slightly surprised by the results.
I decided to mimic Satrina's examples on how constant increases in armour will increase your survivability in a linear fashion. The formula's I used to calculate the this example were all taken from Satrina's post on diminishing returns.
For this example I've assumed we have a character with 100hp and no mitigation and no avoidance who is being attacked by a mob who attacks once a second for one damage. The numbers are a very unrealistic I know, but maths is not my strongest point and it made it easy for me to understand.
In the table below each row shows the percentage dodge chance before diminishing returns (A), after diminishing returns (Ad), the amount of dodge rating required to get this dodge % (Rating) and the number of seconds you would expect to live on average if being attacked by the example mob (TTL or time to live). Each row is a 5% increment in raw dodge.
Code:
Dodge
Rating A Ad TTL
0.000000 0.000000 0.000000 100.000000
196.739950 5.000000 4.937126 105.193537
393.479900 10.000000 9.350426 110.314914
590.219850 15.000000 13.319067 115.365625
786.959800 20.000000 16.907028 120.347122
983.699750 25.000000 20.166576 125.260818
1180.439700 30.000000 23.140827 130.108088
If you calculate the deltas between the rows you get the following
Code:
Delta A Delta Ad Delta TTL
0 -> 5 4.937126 5.193537
5 -> 10 4.413300 5.121377
10 -> 15 3.968641 5.050711
15 -> 20 3.587961 4.981497
20 -> 25 3.259548 4.913696
25 -> 30 2.974251 4.847270
As you would expect increasing your raw dodge by a constant amount increases your actual dodge be increasingly small amounts what surprised me was the fact that the increase in your time to live is also decreasing i.e each point of dodge is actually worth less than the last point added. I had assumed that the changes to avoidance would bring it in line with mitigation from armour so that each point of dodge would be worth the same amount as the last point added.
Here's the same thing for parry
Code:
Parry
Rating A Ad TTL
0.000000 0.000000 0.000000 100.000000
245.924950 5.000000 4.706436 104.938881
491.849900 10.000000 8.556150 109.356725
737.774850 15.000000 11.763553 113.331852
983.699800 20.000000 14.477018 116.927634
1229.624750 25.000000 16.802487 120.195900
1475.549700 30.000000 18.817626 123.179447
Code:
Delta A Delta Ad Delta TTL
0 -> 5 4.706436 4.938881
5 -> 10 3.849714 4.417844
10 -> 15 3.207403 3.975127
15 -> 20 2.713465 3.595782
20 -> 25 2.325469 3.268266
25 -> 30 2.015139 2.983547
The lower cap on parry means that it is affected by the diminishing returns much faster. Given that its also the most expensive avoidance stat it seems like quite a poor thing to stack for avoidance.
There's been a couple of posts on defense vs dodge so I wanted to see how they compared with each other. The table below shows how much defense skill you get for the same amount of rating from the dodge table above. It shows how much raw dodge (Dd), parry (Dp) and miss (Dm) you would get from this and then the total raw avoidance (A) this gives you. I'm ignoring block rating in this example and again I'm assuming the character has no other avoidance.
Code:
Defense
Rating Skill Dd Dp Dm A
0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
196.739950 39.999990 1.600000 1.600000 1.600000 4.799999
393.479900 79.999980 3.199999 3.199999 3.199999 9.599998
590.219850 119.999970 4.799999 4.799999 4.799999 14.399996
786.959800 159.999959 6.399998 6.399998 6.399998 19.199995
983.699750 199.999949 7.999998 7.999998 7.999998 23.999994
1180.439700 239.999939 9.599998 9.599998 9.599998 28.799993
The tables below show the diminished avoidance levels for raw dodge and parry from defense in the above table. Rather curiously at very low levels of avoidance the diminishing returns formula actually seems to increase the amount of avoidance you get.
Code:
Defense Dodge
A Ad
0.000000 0.000000
1.600000 1.642448
3.199999 3.224797
4.799999 4.750284
6.399998 6.221922
7.999998 7.642512
9.599998 9.014665
Code:
Defense Parry
A Ad
0.000000 0.000000
1.600000 1.616096
3.199999 3.124755
4.799999 4.536346
6.399998 5.859946
7.999998 7.103532
9.599998 8.274148
Since the cap does not appear to be known for miss at the moment I calculated it with two values. The first cap I set at 100% miss and the second I set at 0.000001% miss (I would have used 0 but it made the spreadsheet unhappy).
Code:
Defense Miss (Cap 100)
A Ad
0.000000 0.000000
1.600000 1.646090
3.199999 3.238866
4.799999 4.780875
6.399998 6.274508
7.999998 7.722006
9.599998 9.125473
Code:
Defense Miss (Cap 0.000001)
A Ad
0.000000 0.000000
1.600000 0.000001
3.199999 0.000001
4.799999 0.000001
6.399998 0.000001
7.999998 0.000001
9.599998 0.000001
Summing the totals together we get
Code:
A Ad-m100 Ad-m0.000001 Dodge Ad
0.000000 0.000000 0.000000 0.000000
4.799999 4.904634 3.258545 4.937126
9.599998 9.588417 6.349553 9.350426
14.399996 14.067506 9.286632 13.319067
19.199995 18.356376 12.081869 16.907028
23.999994 22.468050 14.746045 20.166576
28.799993 26.414286 17.288814 23.140827
The first column is the total raw avoidance from defense, the second the total diminished avoidance from defense assuming a miss cap of 100% and the third the total diminished avoidance from defense assuming a miss cap of 0.000001%. For reference the final column contains the diminished amount of dodge you get if you stacked an equivalent amount of dodge rating.
From this you can see that dodge is more initially more effective at providing avoidance but as the diminishing returns kick in it moves into the range of avoidance values that defense can provide. Which stat is more effective to stack depends on the cap rate on miss and while we don't know this we can calculate at what point defense becomes more effective.
Code:
Rating Miss Cap Crossover
196.739950 92.5000%
393.479900 37.0079%
590.219850 26.0874%
786.959800 21.3868%
983.699750 18.8643%
1180.439700 17.3840%
From this table we can see that for a low amount rating the miss cap would need to be quite high for defense to be more effective than dodge but as you increase the amount of rating the crossover point for the miss cap drops. By the time you have ~1180 rating to spend (about 30% raw dodge) the miss cap only needs to be ~17% for it to be more effectively spent on defense.
I'm not really 100% sure what conclusions you can draw from all this but my gut feeling is that amount of dodge rating you'll get from gear will mean that if you want to gem or enchant for an avoidence stat defense will probably be your best choice.
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