Iron Reflexes vs Acrobatics question SOLVED.
I would take acrobatics over iron reflexes any day.
Julius's path of exile wine bundle for mac here: http://www.pathofexile.com/forum/view-thread/48708/page/1
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That mechanics post makes Evasion seem more worthwhile to me, however I believe tha just like in most games, a good mix of armor and evasion will receive the best results, and so neither of these keystones are great investments.
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" That's not how statistics work in real life, or this game. (In PoE you're basically guaranteed to dodge one of those four, and in "real life," there is a 31% chance that you'd be struck each of the four times, not 75%. Anyway, how does Dodge work in concert with Evasion? They are different values on the character sheet. Is the 20% Dodge value from Acrobatics a flat 20% RNG roll, then, if the attack "hits," it is further checked against your current Evasion Entropy? Or is it vice-versa? (Check Evasion, then check Dodge --or-- Check Dodge, then check Evasion) Or is there some sort of additive that goes on? Dernière édition par Laserbot#0915, le 4 févr. 2013 à 16:18:20
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" From what i've been reading, the mechanics for dodge seem to be: 1) Check dodge roll, true RNG, not entropy based RNG. 2) If dodge roll fails, do the entropic evasion chance. 3) If evasion fails, get hit and hope you have enough life. So Dodge is a seperate roll from evasion, and is not governed by the entropic RNG mechanic, so you can get streaks of dodges or not. ----- Also in regards to the comment on armour, the formula for mitigated damage is: Damage Reduction = Armour / ( Armour + (12 * Damage) ) So the higher the hit, the more you will take, the mitigation given on the character sheet is just some form of weighted average. Some examples: 1000 Armour Hit for 10 damage - 89% mitigation or 1 dmg taken Hit for 100 damage - 45% mitigation or 55 dmg taken Hit for 200 damage - 29% mitigation or 142 dmg taken Hit for 300 damage - 21% mitigation or 234 dmg taken As you can see, the harder the hit the less mitigation you have which comes full circle around to the case for both forms of mitigation. If you take a huge hit you either don't mitigate enough to survive or you fail your evade chance and your forehead collapses; in both cases, life rules. |
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" I love it when people are so utterly wrong. Read up on the games mechanics before you dribble more nonsense please. |
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" It is actually worse than that. % reduction = [armor value] / ([armor value] + 12 * damage taken) This means that -for a 100 damage hit, 1200 armor will protect you for 50%, or 50 damage -for a 1000 damage hit, 1200 armor will protect you for 9%, or 90 damage -for a 5000 damage hit, 1200 armor will protect you for 2%, ot 100 damage You rarely get even 1/12 of your armor as damage reduction. |
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i figured out some thing forgive me am new to the game + my English is brok a bit but her is the thing i understand if u want to benefit form the evasion and dodge stat u have to build base regen whether energy shield or health so if u dodge the energy shield well recharge back so u wont have to worry about hard cor calculation 4 to one or dodge chance or eny of this things
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" Sort of. If you build around Dodge+Evasion, you need to recognise that a big hit WILL eventually get you, so you need to stack enough life to survive it and have enough Regen + Flasks to buff your health back to max immediately just in case another hit comes through straight away. Epic necro, BTW :) == Officially Retired 27/02/2019 ==
Massive thanks to GGG for producing such a fun and engaging game, it has taken up faaaaaaar too much of my life over the last 5 years. Best of luck in the future! |
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It works this way:
Armor (armor penetration applies): Good for a lot of small physical hits Good for non-lethal big hits (that big that it would kill evasion char if landed) Bad for lethal big hits (that big that it would kill armor and/or evasion char if landed) Bad for non-phys attack hits Bad for non-phys spell hits Good for phys spell hits Evasion (Entropically random - guaranteed missed after hits!): Good for a lot of small physical and ELEMENTAL attack hits Bad for armor non-lethal big hits (it will kill you while armor char lives) Good for lethal big hits (You have still chance to survive while armor char would be 100% dead) Good for non-phys attack hits (including chaos attacks) Bad for non-phys spell hits Bad for phys spell hits Dodge: Good for a lot of small attack hits Bad for big hits (no real assurance you survive when landed) Somewhat good for lethal hits (you can still live by chance) Bad for spell hits (no protection at all) Spell dodge: Bad for attack hits (no protection at all) Good for a lot of small spell hits (you completely avoid some) Bad for big spell hits Somewhat good for lethal spell hits (you can still live by chance) Both approaches armor/evasion handle physical dmg well when used in conjunction with other mechanics. Evasion with dodge/spell dodge. Armor with shield or correct potioning. Eventually it's much harder to stay alive from elemental spell hits in general. That's the main problem of both approaches and solution by additional resistances maybe needed or may not be enough at all. MY CHALLENGES ARE DONE ON HC, IT'S NOT SC GUYS!
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" This IGN TylordRampage
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