Iron Reflexes: Difference between revisions
>Unacceptable1509@legacy41643994 mNo edit summary |
>@DeletedUser40283032 (Someone should proofread this, not sure if it's understandable for others) |
||
Line 6: | Line 6: | ||
| navbar = none | | navbar = none | ||
}} | }} | ||
The Iron Reflexes [[keystone]] [[passive skill]] gives the following effects: | The Iron Reflexes [[keystone]] [[passive skill]] gives the following effects: | ||
* Converts all [[Evasion|Evasion Rating]] to [[Armour]] | * Converts all [[Evasion|Evasion Rating]] to [[Armour]] | ||
Even with zero evasion rating, the minimum chance to evade is 5%. Taking the [[Arrow Dodging]] keystone along with Iron Reflexes gives the player a 10% chance to evade [[projectile]] [[attack]]s. The overriding exception to this is the [[Unwavering Stance]] keystone, which has the side effect of setting chance to evade to 0%. | Even with zero evasion rating, the minimum chance to evade is 5%. Taking the [[Arrow Dodging]] keystone along with Iron Reflexes gives the player a 10% chance to evade [[projectile]] [[attack]]s. The overriding exception to this is the [[Unwavering Stance]] keystone, which has the side effect of setting chance to evade to 0%. | ||
== Formula == | |||
The final armour is calculated with the following formula:<ref>[http://www.pathofexile.com/forum/view-thread/199679/filter-account-type/staff Detailed Formula by Mark_GGG] Official Path of Exile Forums</ref> | |||
Final Armour = Base Evasion * ( 1 + [total all % increases that apply to armour or to evasion] ) + Base Armour * ( 1 + [total all % increases that apply to armour] ) | |||
In other words:<ref>[http://www.pathofexile.com/forum/view-thread/76318/page/4 Iron Reflexes + Leather and Steel] Passive Tree/Keystone Feeback Forums</ref> | |||
Final Armour = Base Evasion * ( 1 + Armour% + Evasion% + "Armour and Evasion%" ) + Base Armour * ( 1 + Armour% + "Armour and Evasion%" ) | |||
In other words: | |||
Final Armour = Base Evasion * ( 1 + {{mod|% increased Evasion Rating}} + {{mod|% increased Armour}} + {{mod|% increased Evasion Rating and Armour}} ) + Base Armour * ( 1 + {{mod|% increased Armour}} + {{mod|% increased Evasion Rating and Armour}} ) | |||
Leather & Steel (which grants {{mod|% increased Evasion Rating and Armour}}) and similar passive skills do '''not''' get included into {{mod|% increased Evasion Rating}} or {{mod|% increased Armour}}, they are only included into {{mod|% increased Evasion Rating and Armour}}. | |||
{{mod|% increased Evasion Rating}} does '''not''' get included into {{mod|% increased Evasion Rating and Armour}}. | |||
{{mod|% increased Armour}} does '''not''' get included into {{mod|% increased Evasion Rating and Armour}}. | |||
== Example == | |||
1000 Armour<br> | |||
1000 Evasion Rating<br> | |||
{{mod|80% increased Armour}} from Armour and Steel Skin passive skills<br> | |||
{{mod|40% increased Evasion Rating}} from Evasion passive skills<br> | |||
{{mod|24% increased Evasion Rating and Armour}} from the Leather and Steel passive<br> | |||
{{mod|50% increased Evasion Rating}} from Dexterity | |||
Final Armour = 1000 * ( 1 + 80% + 40% + 24% + 50% ) + 1000 * ( 1 + 80% + 24% ) | |||
Final Armour = 1000 * ( 1 + 0.80 + 0.40 + 0.24 + 0.50 ) + 1000 * ( 1 + 0.80 + 0.24 ) | |||
Final Armour = 1000 * 2.94 + 1000 * 2.04 | |||
Final Armour = 2940 + 2040 | |||
Final Armour = 4980 | |||
==References== | |||
<references/> | |||
[[Category:Keystones]] | [[Category:Keystones]] |
Revision as of 02:49, 6 March 2013
Template:Sidebar The Iron Reflexes keystone passive skill gives the following effects:
- Converts all Evasion Rating to Armour
Even with zero evasion rating, the minimum chance to evade is 5%. Taking the Arrow Dodging keystone along with Iron Reflexes gives the player a 10% chance to evade projectile attacks. The overriding exception to this is the Unwavering Stance keystone, which has the side effect of setting chance to evade to 0%.
Formula
The final armour is calculated with the following formula:[1]
Final Armour = Base Evasion * ( 1 + [total all % increases that apply to armour or to evasion] ) + Base Armour * ( 1 + [total all % increases that apply to armour] )
In other words:[2]
Final Armour = Base Evasion * ( 1 + Armour% + Evasion% + "Armour and Evasion%" ) + Base Armour * ( 1 + Armour% + "Armour and Evasion%" )
In other words:
Final Armour = Base Evasion * ( 1 + Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). + Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). + Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). ) + Base Armour * ( 1 + Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). + Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). )
Leather & Steel (which grants Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil).) and similar passive skills do not get included into Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). or Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil)., they are only included into Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil)..
Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). does not get included into Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil)..
Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). does not get included into Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil)..
Example
1000 Armour
1000 Evasion Rating
Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). from Armour and Steel Skin passive skills
Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). from Evasion passive skills
Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). from the Leather and Steel passive
Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). from Dexterity
Final Armour = 1000 * ( 1 + 80% + 40% + 24% + 50% ) + 1000 * ( 1 + 80% + 24% ) Final Armour = 1000 * ( 1 + 0.80 + 0.40 + 0.24 + 0.50 ) + 1000 * ( 1 + 0.80 + 0.24 ) Final Armour = 1000 * 2.94 + 1000 * 2.04 Final Armour = 2940 + 2040 Final Armour = 4980
References
- ↑ Detailed Formula by Mark_GGG Official Path of Exile Forums
- ↑ Iron Reflexes + Leather and Steel Passive Tree/Keystone Feeback Forums