Iron Reflexes: Difference between revisions

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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 ==
==Mechanics==
 
===Conversion Formulae===
The final armour is calculated with the following formula:<ref>Mark_GGG (March 1, 2013). [http://www.pathofexile.com/forum/view-thread/199679/filter-account-type/staff "Need Iron reflexes/leather and steel clarification"]. ''Path of Exile Forums''. Retrieved March 6, 2013.</ref>
The final armour is calculated with the following formula:<ref>Mark_GGG (March 1, 2013). [http://www.pathofexile.com/forum/view-thread/199679/filter-account-type/staff "Need Iron reflexes/leather and steel clarification"]. ''Path of Exile Forums''. Retrieved March 6, 2013.</ref>
  Final Armour = Base Evasion * ( 1 + [total all % increases that apply to armour or to evasion] )  
  Final Armour = Base Evasion * ( 1 + [total all % increases that apply to armour or to evasion] )  
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{{mod|% increased Armour}} 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 ==
===Example===
1000 Armour<br>
1000 Armour<br>
1000 Evasion Rating<br>
1000 Evasion Rating<br>
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  Final Armour = 2940 + 2040
  Final Armour = 2940 + 2040
  Final Armour = 4980
  Final Armour = 4980
===Summary===
With Iron Reflexes:
* {{mod|% Increased Evasion Rating}} mods are applied to base Evasion ''only''.
* {{mod|% Increased Armour}} mods are applied to base Armour ''and'' base Evasion.
* {{mod|% Increased Evasion Rating and Armour}} mods get applied to base Armour ''and'' base Evasion.
Therefore, the mods that provide the most significant benefit in conjunction with Iron Reflexes are those that increase Armour or both Evasion Rating and Armour.


==References==
==References==

Revision as of 17:07, 18 April 2013

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


Iron Reflexes removes all Evasion Rating and converts it into 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%.

Mechanics

Conversion Formulae

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

Summary

With Iron Reflexes:

  • Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). mods are applied to base Evasion only.
  • Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). mods are applied to base Armour and base Evasion.
  • Lua error in Module:Mod at line 102: bad argument #2 to 'format' (string expected, got nil). mods get applied to base Armour and base Evasion.

Therefore, the mods that provide the most significant benefit in conjunction with Iron Reflexes are those that increase Armour or both Evasion Rating and Armour.


References

  1. Mark_GGG (March 1, 2013). "Need Iron reflexes/leather and steel clarification". Path of Exile Forums. Retrieved March 6, 2013.
  2. Mark_GGG (February 5, 2013). "Iron Reflexes + Leather and Steel". Path of Exile Forums. Retrieved March 6, 2013.