The 100% to hit was a thing in D:OS1, and from what I understand it was removed for two reasons. The first being that most CC abilities in the game ignore dodge mechanics entirely, you're either in the AOE or you're not; which makes dodging less viable. Wouldn't be an issue in of itself it it wasn't for the fact that there are about 4 different kinds of stuns to use on multiple spells and abilities meaning that the dodge mechanic itself was rarely ever used.

Turn 1: Shock into Stun
Turn 2: Wet into Frozen
Turn 3: Knocked Down
Turn 4: (If you're fancy) A good ol' petrify or other saucy CC like Blind, Smoke, or similar.

So the long and short is that the 100% to hit was basically removed because accuracy as a mechanic would not really be a meaningful thing anymore. It definitely feels unintuative, but I think you'll find that in the long term it works better in this particular game. D:OS1 was almost entirely "Can you stun this guy for me so I can hit him?"
I try my best to just roleplay it out in my head. You're on the ground but roll to evade a hit, you're electrocuted but able to through the haze capable of moving yourself out of harms way. You're... Petrified... So... You see, the earth gods themselves... Um... I'll get back to you.

Then again, maybe I'm wrong. Why you trusting strangers on the internet anyway?


Trap Strats: DOS1:EE? Cheese - DOS2? Mashed potatoes - Proper nutrition is key to dungeon delving.