Dodge and Block Mechanics I've attached a video below showing everything that I've said here. It's worth noting that the monk in this video has a passive that allows a native 10% dodge when dual-wielding. Dodge: You can dodge: Melee Attacks Ranged Attacks Ranged Spells Ground-based AoE You cannot dodge: Status effects (but you can dodge damage related to status effects) There also appears to be a hard cap on dodge (around 50%). Overall, it appears that any source of damage can be dodged, making it rather ridiculous. The cap could be explained through a bug, but it cannot be explained through diminishing returns. The 10% buff you get from the passive is always 10%, and dodge appears to only work on a percentage basis, not on a rating system. If it isn't a bug, and there's a 50% cap, it may make mantra of evasion fairly useless depending on items and passives. Blocking: I don't yet have a video for blocking, but block appears to work on a similar set of mechanics where anything that causes damage can be blocked, but status effects cannot be avoided through these two mechanics. Blocks cannot be critical. You cannot critically block for more damage than what was listed. That may sound obvious and ridiculous, but in other Blizzard games (WoW), you can critically block under an almost identical system. It isn't nearly as easy to get the numbers for blocking that you can for dodging in the beta due to mantra of evasion, making this one much more tedious to research. I am working on it, though. If you didn't know, block has multiple components to it. You have a percentage chance to block a blow, and then a block amount. So you can have a 10% chance to block 5-10 damage, as an example, giving a range on the mitigation, unlike dodge which is complete and total mitigation. This appears to make blocking almost completely worthless when compared to dodge, but it is assumed then that you won't be able to achieve a high % of dodge with the same uptime (uptime meaning procs or spell activations) that you would block.