I think the logic is that you can block(be charged for blocking) twice per second, but can only roll dodge once per second.
If you think of X cost reduction for an action as "gaining" X resource everytime the action is performed, then the two become roughly equal(resource 'gained' per second).
(this does not mean i am happy with how things work, just seeking an explanation for the 400/800 disparity)
The strength of dodge rolling is underrated in the above calculation, in the sense that, as OP said, dodge prevents damage (and also snares, which still apply even if you block the associated attack). It also gives a period of continuous evasion after the roll completes.
Dodge reduction is too powerful currently, even considering the cost increase mechanic for consecutive rolls. Well fitted needs to a) be reduced to 4% a piece and b) made multiplicative as well.
Also, the reduce stamina glyph needs to exclude dodge. We got the cost increase on dodge to prevent perma-dodge and then they added in enough possibilities for cost reduction, that returns it to be more or less "perma" for an individual encounter, especially in PvP.
There is a significant disparity between block and dodge. Especially combined with sets like morihaus and eternal hunt, dodge is nowadays a very strong offensive move as well. If you then consider that blocking stops stamina reg while dodging doesn't, you end up with a "wtf" conclusion.
The only thing going for block is the fact that it also applies to AoE, but with the movement speed reduction, this advantage is irrelevant, since you need to "unblock" to move out of the AoE zone. Dodging usually gets you out of the AoE zone much faster, so that you eat less damage than you would have blocking.
A large part of the disparity between magicka and stamina comes from dodge, similar as to what shields did before for magicka chars. Shields were adjusted, dodges not. It's time to handle that.
I agree very much in general, the nerfing needs to stop and buffing needs to happen. In this specific case, I would much rather see dodging toned down a bit.The strength of dodge rolling is underrated in the above calculation, in the sense that, as OP said, dodge prevents damage (and also snares, which still apply even if you block the associated attack). It also gives a period of continuous evasion after the roll completes.
Dodge reduction is too powerful currently, even considering the cost increase mechanic for consecutive rolls. Well fitted needs to a) be reduced to 4% a piece and b) made multiplicative as well.
Also, the reduce stamina glyph needs to exclude dodge. We got the cost increase on dodge to prevent perma-dodge and then they added in enough possibilities for cost reduction, that returns it to be more or less "perma" for an individual encounter, especially in PvP.
There is a significant disparity between block and dodge. Especially combined with sets like morihaus and eternal hunt, dodge is nowadays a very strong offensive move as well. If you then consider that blocking stops stamina reg while dodging doesn't, you end up with a "wtf" conclusion.
The only thing going for block is the fact that it also applies to AoE, but with the movement speed reduction, this advantage is irrelevant, since you need to "unblock" to move out of the AoE zone. Dodging usually gets you out of the AoE zone much faster, so that you eat less damage than you would have blocking.
A large part of the disparity between magicka and stamina comes from dodge, similar as to what shields did before for magicka chars. Shields were adjusted, dodges not. It's time to handle that.
Very well written post. I just dont think that roll dodge should be nerfed, I think that the other defensive mechanics should be buffed.