Tikki Tokki potions need more accurate descriptions

Both are misleading, and I still haven't fully figured out how the dodging potion works.
The Reflex potion grants you 1st strike. Moreover, if the monster survives the attack, and then you survive its counterattack, you get a free retaliation attack (which happens automatically and is easy to miss if you aren't looking for it). The tooltip doesn't explain this at all.
The Quicksilver potion is also weird. '10% stacking dodge' sounds like to gives you a 10% dodge bonus which is stacked with any existing bonuses. What it actually means is that you are given a 10% dodge chance, and after every attack you make, the dodge chance increases by 10%. After three stacks, your dodge rate is increased to 100% (which is not reflected on the status icon but shows up in the combat prediction window as !!Dodge!!, a confusing indication with no precedent elsewhere in the game and uniterpretable without extensive experimentation).
I'm still not clear how this potion works if you already have innate dodge. Does the potion still get discharged if you 'naturally' dodge the attack?
I tried to test this using a Rogue who had already taken the Dodge boon. I got a really weird result. The rogue failed all three dodges, and then got the autododge, which clears the potion effect. I got this same result with three different runs. The odds of this happening are extremely low. The first dodge is 40%, then 50%, and then 60%. To have all three of those fail, and three times in a row, suggests that I either have cosmically bad luck or that the quicksilver potion actually deactivates ALL dodge effects (including its own) until the autododge is reached, is uh, is not what it says on the label.
EDIT: Just tested this twice more. Still the same results, although this I noticed that a dodge-booned rogue hits autododge after 2 tries instead of 3 (which is different for other classes).
The odds of this being a coincidence are 0.23%. It looks like the dodge potion actually PREVENTS you from dodging at all until you reach the autododge threshold (which seems to be affected by the presence or absence of the Dodge boon). This means that the dodge prediction displayed on the character screen is entirely fictitious and potentially dangerous. The potion is also unattractive for rogues (over four attacks, a rogue has a 59% of getting at least one dodge, and a 10.2% of getting two or more. The potion changes this to a 0% dodge for 3 rounds, and then gives you a 100% dodge on the fourth. That is a ho-hum trade and will sometimes even be detrimental).
The Reflex potion grants you 1st strike. Moreover, if the monster survives the attack, and then you survive its counterattack, you get a free retaliation attack (which happens automatically and is easy to miss if you aren't looking for it). The tooltip doesn't explain this at all.
The Quicksilver potion is also weird. '10% stacking dodge' sounds like to gives you a 10% dodge bonus which is stacked with any existing bonuses. What it actually means is that you are given a 10% dodge chance, and after every attack you make, the dodge chance increases by 10%. After three stacks, your dodge rate is increased to 100% (which is not reflected on the status icon but shows up in the combat prediction window as !!Dodge!!, a confusing indication with no precedent elsewhere in the game and uniterpretable without extensive experimentation).
I'm still not clear how this potion works if you already have innate dodge. Does the potion still get discharged if you 'naturally' dodge the attack?
I tried to test this using a Rogue who had already taken the Dodge boon. I got a really weird result. The rogue failed all three dodges, and then got the autododge, which clears the potion effect. I got this same result with three different runs. The odds of this happening are extremely low. The first dodge is 40%, then 50%, and then 60%. To have all three of those fail, and three times in a row, suggests that I either have cosmically bad luck or that the quicksilver potion actually deactivates ALL dodge effects (including its own) until the autododge is reached, is uh, is not what it says on the label.
EDIT: Just tested this twice more. Still the same results, although this I noticed that a dodge-booned rogue hits autododge after 2 tries instead of 3 (which is different for other classes).
The odds of this being a coincidence are 0.23%. It looks like the dodge potion actually PREVENTS you from dodging at all until you reach the autododge threshold (which seems to be affected by the presence or absence of the Dodge boon). This means that the dodge prediction displayed on the character screen is entirely fictitious and potentially dangerous. The potion is also unattractive for rogues (over four attacks, a rogue has a 59% of getting at least one dodge, and a 10.2% of getting two or more. The potion changes this to a 0% dodge for 3 rounds, and then gives you a 100% dodge on the fourth. That is a ho-hum trade and will sometimes even be detrimental).