q 3 wrote:Then you could just keep plinking away at monsters that do minimal damage, until your dodge rate gets up to 100% (or whatever cap is imposed, if any), then hit the boss. If you dodge before you get to 100%, try again. At least with quicksilver potions, you have to spend quite a bit of resources to obtain another one each time you successfully dodge
Actually this is not so easy. Tikki punishes you for taking repeated hits. Also taking damage means you expend a bunch of tiles to regenerate, so this is not without cost. And weak enemies are usually lower level than you, and thus strike after you, which means if you kill them you don't get hit. This is especially problematic for rogues with their high damage and innate first strike. Also going for 100% is just not viable. There is a cost to stacking, and the chance the chain will break before reaching 100% is very high.
Also the trick I theorized about (giving low level enemies first strike on purpose to easily stack up dodge) is not especially problematic. First off, this only actually helps for enemies that die in one hit. Which means they are dead after handing out their hit. Also it attaches a cost to killing off everything that you usually could kill in one hit. And rogues have innate first strike, which they give up by doing this, which means they trade one hit against the boss (from first strike) for one or two hits against the boss (efficient dodge stacking). Also Rogues aren't really viable with a really big sword, so they actually have to desecrate TT's altar, which means it actually has to show up for this to be possible. This leaves TT worshipers who switch and desecrate as the sole target audience for this trick.
Another way to easily stack up dodge is using GG's Sanctify to avoid killing low level enemies. This costs 5 piety for every use, which is quite a waste, and yet again doesn't work well for Rogues with their high damage bonus.
Taurog's punishment is another one, but lower damage means you get less damage against the boss out of your dodge. So this is hardly useful.
I think making all dodging work like quicksilver would work pretty well. Values would need to be halved or something to keep it balanced. Then again, nothing is really wrong with the current dodging mechanic, but I think the current dodge values are just too low to be useful. The "Die, snakes, die!" patch certainly helped with that, but compared with the boons from other gods and many class features dodge (and quicksilver) are still quite weak.