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So if you want to compute the probability of "evading" an attack whether it be through dodge or block, it's something like 1 - (1 - P(block))(1-P(dodge)).
Indeed the probability to get hit is (1 - P(block)) * (1 - P(dodge)). (you get hit iff you did not block and you did not dodge). The probability not to get hit (i.e. through a dodge or a block) is then 1 - that probablity, hence the formula above
That's close to computing the average of both, but it's not exactly the same
"The target's Block, Dodge, and Cover are added together to give Defense Strength."
(...)
"If the attack fails, the system will randomly determine whether the target Dodged, Blocked, or Took Cover. Cover is the first line of defense—if the hit strength is less than the cover value, the shot hits and does damage to the cover. Otherwise, Dodge or Block is selected, weighted by the target's defense ratings."
If it was two checks you would then be better to stack one over the other, and so everytime you got an upgrade you would have to go in and check the character sheet. Making it one check actually makes them identical, so its a bit simpler.
Giving them different names gives the impression that it's better to stack one or the other. The problem is that the impression is false. Anyone who knows basic probability would assume that they should be concentrating them on different characters and that a penalty to one from age or a theme can be mitigated by stacking the other and only know that this isn't how it works if they looked them up on the wiki. And likely still assume it's an error by an editor that doesn't know how probabilities stack.
I agree, this is a good idea!
Blizzard did it first is not a good excuse for opaque and misleading game mechanics and assuming players read a wiki to uncover misleading mechanics is not an acceptable standard of communication. This is especially true since I've seen a dev mention of an upcoming console version. You can't guarantee a console user has a web browser available.