I have been thinking about how a Super Reflex person would work in the real world and wondered if it could translate into the game. If a person was dodging an attack but was still hit by the attack the damage would be reduced by the skill/speed they are capably of.
While I recognize that having a cap for dodge makes sense in the playability of the game, most of the pool powers carry defense as well. making a Super Reflex hero easily capping their 45% dodge chance. While IOs help mitigate this issue by allowing you to add resistance, that feels more like a band-Aid than an actual solve. Below are a couple of the ideas I was kicking around. If these changes are done, removing RES to PSI DMG would make sense for balancing and logically. how could you physical movement RES a PSI attack?!? Put the RES PSI with Practice brawler.
Options 1: Let's take the auto power [Dodge] as an example. It's base RES (ALL but PSI) could be changed to 7%. (each of the 3 would add to this totaling 21% base RES). You could either add DEF enhancements to increase the chance that you will resist by 7%, or you could enhance it with RES to increase the amount of RES when it succeeds.
Option 2: Change all DEF checks so that any failed dodge will result in a hit with a RES of a percentage above the cap. So, if you have the above 80% dodge chance and the dodge fails, it reduces the attacks DMG by 17.5 to 35%. This would likely need some fine tuning. Or, maybe it is half the amount to all players, but a SR auto ability can increase the amount from half (17.5%) to the full amount (35%).
I look forward to everyone's thoughts.