The defensive stats are actually pretty balanced

I agree, I run 1h phys cleave melee at lvl 80 in hc and its pretty easy even with less then stellar gear
armor isn't balanced well at all. It just plains sucks compared to life.
Bullshit, you get the game for free.

-Qarl
Posted this originally on 15MAR in Suggestions forum. The point is that out of the five defensive configurations, the only one that's arguably weak is pure evasion -- it needs Acrobatics to be viable. Evasion+armour has some pro/cons vs pure armour but works okay, while evasion/ES and armour/ES are just fine as long as you're not sacrificing all your life to CI.

All information below was calculated against a standard level 68 monster.


This graph shows how how EHP vs physical damage increases with certain setups as you put more into them. Yellow line represents armor+evasion, green evasion+acrobatics, red pure armour, and blue evasion without acrobatics. So for example, x=10k for the yellow line means 5k armour and 5k evasion. This is all without endurance charges.


As the previous chart, but now with 7 endurance charges. Notice that pure armour hits the 95% reduction cap relatively quickly, after which it can't improve.

Note that on both charts we're focusing on physical damage (without monsters having a chance of critical strike). Armour has no use against non-physical attack damage and is less useful than evasion against criticals.

Conclusions:
* If you're not committing too much to defense, Acrobatics is pretty good, then drops off after time. However, anyone looking to seriously commit to defenses isn't going to get much out of a pure evasion build.
* If you're not going endurance charges or Unwavering Stance or some such, hybrid armour and evasion is best, keeping up with pure armour against physical while also helping against elemental and criticals.
* If you are going endurance charges, pure armour is best until you manage to cap it, at which you probably want to add more evasion.

Which means, IR isn't really that great, and hybrid armour/evasion is actually pretty darn good.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Dernière édition par ScrotieMcB#2697, le 25 mars 2013 à 20:05:31
imo evasion is one of the best stats in the game once you get iron reflexes, its far easier to scale up evade with dex and evade nodes then convert it to armor

http://www.pathofexile.com/passive-skill-tree/AAAAAgYA_5MeGjBUmVcoKrVIbWxTNZu1wzrrLBmGfVtRTCCcNnvLQXK7sbPtQaZ_h9th4ha_8-pwUnDVwFHjhIhrGde29xEv8NlJOyLq6NbrFI2_UUcwfH8rd9d0QRR1Dq0ppVb63UZjp_xOykpvnhEPRnGVICj66-64k6cIj0bQ0M9lVcYWb5uhZ73ubwx9EH_GnjQghQ4iJvzFZ6CHdkOcGNt08Z65IWBAoAUtYEt673Tt704otTIJYIhhUp_LhO-bg1PfWNuE2WVNR36rxb2BmStuacS41fi-pzLRRUe1BF3GRtftIOFzi4wFW0p9qriqf4cZ

blood magic gem on your melee skill

and determination/purity/haste/anger/wrath on your mana
ci isnt balanced when i have zo hide everytime i see a cold dmg enchanted mob even with 78% cold resi

permafreeze is so much fun










https://poe-ssf.herokuapp.com/. Join the fun.
SSF HC Legacy Witch Lvl 53
Dernière édition par ventiman#1405, le 25 mars 2013 à 20:07:12
There are 2 types of damage

Sustained (done by swarms of weak monsters and dots)
Burst (done by crits and single strong monsters)

They come in 3 flavors

Physical Elemental and Chaos



A good defensive build will have answers to all of them. Relaying on just Evasion means you will die to sustained
Oh god... I'm only at "life steal" and how it's "optimized for glass cannons", and I already want to make a huge response to the OP.




It'll have to wait another hour or two, though, busy with IRL stuff.

Stay tuned!
I still don't know why so few people use immortal call.

I've been able to get 10+ seconds of invincibility to physical damage and i've been told that 30+ seconds is possible with full passives and quality gems and supports
"
NotRegret a écrit :

-Armor: Scales better than hp vs physical but worthless vs spells. Best defense against swarms of weak enemies, worthless vs burst or 1 strong enemy because it becomes less effective the higher the damage
-Evasion: scales better than hp vs physical but worthless vs spells. Bad against swarms of weak enemies you end up being stun locked. Great against burst since it doesnt scale backwards like armor.
-Block chance: A physical reduction stat that scales better than armor/evasion but you sacrifice dps for the abiltiy to block


I just want to put in my 2 cents that NONE of these stats protect you from physical burst. I don't understand how evasion is "great against burst" why by definition evasion means
0 damage
0 damage
0 damage
5k hit

Burst protection what?

"
SirOtis a écrit :
I still don't know why so few people use immortal call.

I've been able to get 10+ seconds of invincibility to physical damage and i've been told that 30+ seconds is possible with full passives and quality gems and supports


30+ seconds means you're running 2 unique rings, so 9 endurance charges, +duration passives and supports.

That means in total you need 4 points for passives for the extra charges, which means you're also almost certainly getting duration boosts, so 6 points, then all the extra points you spent to GET to those locations in the tree, it is very unusual that you're immediately next to all three, so lets call it 10 points total, plus the duration passives, plus two pieces of gear (rings) that normally have much better stats.

THEN, you need to run around building endurance charges (assume 1/cast, since most high physical damage bosses don't have much trash) so for 9 charges at ~4 seconds cooldown, 36 seconds.

So if you're fine running around kiting for 36 seconds, AND building your build around immortal call, it is great.

Personally I'd rather just play ranged and not have to engage high physical bosses at all.

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