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1) The problem is if you are playing oddity mode there's just no way to bring burrower's accuracy down to 10% with evasion early game on dominating, 50% is just not good enough.
2) My point w/ Grover is that he's a very weak npc, my char was overleveled with the best setup possible for dodge and it STILL FAILED. 50% dodge rate is just not good enough.
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In the past (pre ver 1.0.3) many dodge/evasion builds are without uncanny dodge/sprint/evasive maneuvers [...]. This is either because there are far better alternative and/or just simply can't afford the feat slot. These builds traded skill point in order to save ability points and/or feat slot, with the prime example being crossbow builds. I would argue uncanny dodge + evasive maneuvers greatly enhance dodge/evasion but are not truly the core of d/e builds. You simply cannot activate uncanny dodge when you are ambushed by a lurker (and lost initiative check) assassin. Evasive maneuvers will only save you from aimed shot/shock bolt/burst for one turn while realistically d/e builds need to be safe from those threats for more than one turns. In addition, if you have enough MP for evasive maneuvers/sprint to be effective it's usually far better to run away (outside enemies' weapon optimal range) and/or break line of sight. This is not ... the desired tactics for some special melee build such as a crit brawler/psi monk.
Correct me if I am wrong, but your goal, so far as I can understand it from these quotations, is to see if it is possible -- on Dominating difficulty, mind you -- to develop a Dodge & Evasion build that can push most enemies' chance to hit below 50% (preferably 10%, if not full immunity) by the time that the player commonly encounters them (
e.g. a level 5 character dodging rathounds and burrowers in the early-game)
without use of Uncanny Dodge & Evasive Maneuvers. Correct? This is what you are testing the viability of?
Doesn't that sound a little... unrealistic? This
is the hardest difficulty in the game, mind you. It's called "DOMINATING," in all caps, for a reason. There's even a disclaimer on it that says "We do not guarantee that the game can be completed in this mode so choose at your own peril." It shouldn't be a cake-walk.
Now, I understand wanting to conserve feat slots. Believe me; I've played a crossbow-user and a psi-monk. But... shouldn't the ability to avoid practically all attacks still warrant use over something like Expertise or Recklessness? IDK, call me crazy, but when you're setting your build up around alpha-striking enemies to death within the first round, anyway, 1-turn immunity feats still sound pretty good.
Yeah, putting Uncanny Dodge and Evasive Maneuvers aside, you're not going to be able to dodge more than half of the attacks that get thrown at you, but considering that you're playing on the hardest difficulty, is that really so lamentable? A 50% hit-ratio may not be "good enough" if you can only take a couple of hits before dying, but it's better than a 95% hit-ratio, and I think that difference alone still warrants the use of Dodge & Evasion on Dominating difficulty.
Regardless, I suppose that I am really just squabbling over your use of the word "viable," at this point. After all, wouldn't it be a bad thing if Dominating
wasn't a challenge, no matter how hard you try to mitigate it? Remember, Styg only put this difficulty in for crazy idiots like us that feel compelled to try it out even if it destroys us.
And let me state that I mean no hostility towards you at all, destroyor. Truthfully, you are a much better Underrail player than I. I just enjoy debating with you.
You do whatever makes you happiest, my friend.