Iron Reflexes: Difference between revisions

From Path of Exile Wiki
Jump to navigation Jump to search
>@DeletedUser40283032
(Someone should proofread this, not sure if it's understandable for others)
>AnnanFay
(→‎Formula: Added some line breaks and spacing for readability)
Line 14: Line 14:
== Formula ==
== 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>
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] )  
  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>
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%" )
  Final Armour = Base Evasion * ( 1 + Armour% + Evasion% + "Armour and Evasion%" )  
              '''+''' Base Armour * ( 1 + Armour% +           "Armour and Evasion%" )


In other words:
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}} )  
   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}}.
Leather & Steel (which grants {{mod|% increased Evasion Rating and Armour}}) and similar passive skills do '''not''' get included into {{mod|% increased Evasion Rating}} nor {{mod|% increased Armour}}. These 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 Evasion Rating}} does '''not''' get included into {{mod|% increased Evasion Rating and Armour}}.

Revision as of 09:04, 6 March 2013

Template:Sidebar The Iron Reflexes keystone passive skill gives the following effects:


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). nor Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil).. These 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

  1. Detailed Formula by Mark_GGG Official Path of Exile Forums
  2. Iron Reflexes + Leather and Steel Passive Tree/Keystone Feeback Forums