Defense mechanics: Difference between revisions
>Killodoggy (I created a stub page called Defense mechanics for multiple reasons. The page defense is taken and it is a separate thing in path of exile. All possible defensive mechanics can be linked in 1 place to make them easier to find. Also for math, there are multiple layers which are calculated exactly the same, like chance to not take damage. All of this information will be linked here so the information is not repeated. Also there are unique math interactions with layers of defense to put here.) |
>Killodoggy (I created a stub page called Defense mechanics for multiple reasons. The page defense is taken and it is a separate thing in path of exile. All possible defensive mechanics can be linked in 1 place to make them easier to find. Also for math, there are multiple layers which are calculated exactly the same, like chance to not take damage. All of this information will be linked here so the information is not repeated. Also there are unique math interactions with layers of defense to put here.) |
(No difference)
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Revision as of 04:53, 20 May 2021
Defensive mechanics refers to any game mechanic that increases an entities chance to survive. The chance to survive is increased by mitigating damage, increasing the chance to not take damage from hits, raising your total Effective hit points, changing the type of damage taken and absorbing damage. To see the order of defensive mechanics applied to damage calculation see Receiving damage.
This page is different from the defense page, although it happens to contain defense mechanics in it.
This page is not intended to cover manual survival strategy, like moving a lot to stay far away from enemies. This page is not intended to cover offense, even though killing fast might increase survival chance. See Game mechanics for strategy guide related information like this.
Overview
Terminology - Defensive mechanics may be referred to colloquially as layers of defense or defensive layers in game.
Purpose - The purpose of defensive mechanics is to lower the chances of dying. In softcore dying causes characters to lose experience and sometimes they can run out of portals to not finish their maps or other encounters. In hardcore dying has much worse consequences.
Targeted Mitigation - Targeted mitigation refers to the importance of planning out your mitigation so that the options you pick cover different damage types. For example if you have a high percentage of block and evade from attacks, but don't have any defensive layers for spell damage, you will be weak to spells. Another example would be if your mitigation works really great for hits only, your build will be weak against damage over time. Effective hit points and global damage reduction modifiers are not targeted mitigation, but they still help cause they raise your ability to survive all damage types.
Kinds of defense
Chance to not get hit
The follow mechanics raise the chance to not take any damage from hits:
Reduce damage from hits
The following mechanics mitigate a portion of the incoming damage from hits and/or damage over time.
- Physical damage reduction
- Resistances
- Armour
- Buff's that make players take less damage or reduced damage.
- Debuff's that make monsters do less damage or reduced damage.
- Ascendancy passives that make monsters do less or reduced damage or make characters take less or reduced damage.
- Gems that make monsters do less or reduced damage or make characters take less or reduced damage.
- Auras
- Curses
- Flasks
Effective hit points
For more information see effective hit points.
Changing the type of damage taken
See more information see Damage taken as.
Absorb damage
Gluttony of Elements is a Vaal skill that temporarily causes all elemental damage to heal you and nearby allies.