Been doing some AC/Dodge calculations for my tank build [1].
Here is a chart I've put together. Each row/column cell is an equivalence set - AC/Dodge.
How to read the Chart
For each set of rows, the the AC shown is the "lowest" AC+Dodge to reach that HIT CHANCE (Hc). eg. 65% Hc and 75 TOHIT requires greater than 62AC and 6% Dodge or 35% Hc and 125 TOHIT requires greater than >169AC and 13% Dodge or >146AC and 25% Dodge.
Notes:
- Will always miss on a "1" - no point looking at hit chance greater than 95%.
- Conversely will always hit on a "20" - however chart only goes down to 20% hit chance
- The benefit of dodge scales to the Hc.
We can see the AC/Dodge ratios, but these are very dependant on what Hc you want and the BAB/TOHIT of the mob. So for example at 50% Hc and 100 TOHIT, +9AC = 8% Dodge; 125 TOHIT it is +11AC = 8% Dodge; or 150 TOHIT it is +13AC = 8% Dodge.
At 35% Hc and 100 TOHIT 29AC = 25% Dodge or 1.16AC = 1% Dodge; 125 TOHIT it is 49AC = 25% or 1.96AC = 1% Dodge.
However, TOHIT is not static. So you have to build towards a reasonable high water level. ie. 35% Hc and 125 TOHIT. Then 143 AC and 23% Dodge will be a good target. Say for the same numbers you can't hit 23% Dodge, say you hit 15% Dodge - then the Hc increases. In this case from 35% to 38.25%. Conversely +2% Dodge to 25% changes the Hc from 35% to 33.75%.
An open question is if Dodge or Ghostly applies before or after a "20" to-hit roll. Is it possible to dodge a vorpal?
See http://forums.ddo.com/showthread.php?t=376703 for more details about the new system.
EDIT: Initial chart had some errors due to misunderstanding rounding for monster and the new TOHIT system.
[1] http://forums.ddo.com/showthread.php?t=388329