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For equipment classified as armour, see Equipment.

Armour is a rating that measures a character's physical damage mitigation. Every 12 points of Armour blocks up to 1 physical damage per hit. The absolute amount of damage blocked gets closer to the maximum the more damage the hit does; however, the proportion of damage blocked decreases.

Armour rating can be increased by wearing equipment, taking certain passive skills, using spells such as Module Error: Too many skills found with q_where = skill.active_skill_name="Molten Shell". Please choose only one of the following ids:
GravicusMoltenShell - Base duration is 10.00 seconds, Deals (143-2698) to (214-4048) Fire Damage, Shields break after (752-4460) total Damage is prevented, (4352-19367) additional Armour (page)
GoatmanMoltenShellInvasion - Base duration is 10.00 seconds, Deals (15-5246) to (23-7869) Fire Damage, Shields break after (4-2648) total Damage is prevented, (162-4334) additional Armour (page)
, and drinking a Granite FlaskGranite FlaskLasts 6.00 Seconds
Consumes 30 of 60 Charges on use
+1500 to Armour
Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.
.

Supposedly the most armour monsters have in the game is about 930.[1][better source needed]

Mechanics

Damage reduction from armour only reduces physical damage taken. Elemental damage and damage-over-time are not affected.

The amount of damage reduction is a function of armour rating and the damage taken. Damage reduction is capped at 90%.

Damage Reduction Factor = Armour / ( Armour + (12 * Damage) )

For example, if you have 1200 armour rating this chart indicates how much damage will be reduced by:

File:Damage reduction chart.png The vertical axis is damage reduction percent. The bottom axis is original damage.

Equivalently:

Net Damage = Raw Damage2 / (Raw Damage + Armour / 12)
Defense Factor = Raw Damage / Net Damage = 1 + Armour / (12 * Raw Damage) 
= (1 + sqrt(1 + Armour / (Net Damage * 3))) / 2

Therefore we can conclude:

  • If raw damage is much less than Armour / 12, raw damage has a near-quadratic effect on net damage. Equivalently, in this regime raw damage has a near-linear effect on net DPS if the raw DPS is held constant.
  • If raw damage is much greater than Armour / 12, raw damage has a near-linear effect on net damage. Equivalently, in this regime raw damage has little effect on net DPS if the raw DPS is held constant.
  • Against attacks of a fixed raw damage, armour has a linear effect on the number of attacks it takes to deplete a certain amount of hit points.

Another way of looking at it is in terms of absolute damage reduction:

Absolute damage reduction = Armour / 12 * Raw Damage / (Raw Damage + Armour / 12)

So damage from attacks is reduced by up to 1 per 12 points of Armour, which means that the supposed monster Armour cap of 930 blocks up to 77.5 damage per attack. Note that as raw damage increases, the damage blocked per attack increases, but the proportion of damage blocked decreases.

Passives

There are passive skill nodes that grant additional evasion or a combination of bonuses including evasion.

Armour

These passives increase armour rating by a percentage.

In the case of Iron Reflexes, armour is increased by an amount equal to total evasion. In exchange, evasion is reduced to 0.

Template:Passive table header

Armour
Passive Skill
(7-12)% increased Armour [1]
10% increased Armour
+150 to Armour [1]

14% increased Armour [1] [2] [3]
15% increased Armour [1]
20% increased Armour [1]
8% increased Armour [1] [2]

Armour are a number of small passive skills that grant increased armour rating. All the passive skills share the same name, but have different values on increasing the armour rating.

Moreover, one of the passive skill node also grants flat armour rating.

Version history

Version Changes
3.10.0
  • Cluster jewel version of this passive skill is added to the game. [Undocumented This change was not documented by any official sources. It was discovered through player testing or datamining.]
3.7.0
  • one Armour passive skill node was reworked as Elemental Resistance. [Undocumented This change was not documented by any official sources. It was discovered through player testing or datamining.]
1.3.0
  • The Templar, Marauder, and Duelist starting areas have been reworked significantly.

Steel Skin

Soul of Steel
Notable Passive Skill
30% increased Armour
+1% to all maximum Elemental Resistances
+150 to Armour [1]

Soul of Steel is a notable passive skill that grants increased and flat armour rating. It also grants additional maximum elemental resistances.

Location

As of version 3.21.0, the passives cluster is located at outer edge of the Marauder area of the skill tree. The cluster shares the same small passive skill node "Strength" with Unfaltering cluster and Imbalanced Guard keystone.

Anointment

Blight anointment to unlock the passive:

Oil #1Oil #2Oil #3Outcome
Clear OilGolden OilGolden OilSoul of Steel
30% increased Armour
+1% to all maximum Elemental Resistances
+150 to Armour

Version history

Version Changes
3.11.0
  • Cost to anoint Soul of Steel has changed.[2] (A 3-way swaps between Crusader, Soul of Steel and Whispers of Doom)
  • Removed the mod 5% additional Physical Damage Reduction from the notable.[3]
3.8.0
2.6.0
  • Soul of Steel is now cheaper to acquire. The two paths to it now differ, one is now combined. Increased Armour +% and Elemental Resistances.
1.3.0
  • Riddle of Steel renamed to Soul of Steel.
  • Soul of Steel also grants elemental resistances and physical damage reduction.
  • The Templar, Marauder, and Duelist starting areas have been reworked significantly.
0.11.0c
  • The Holy Resolve notable has been renamed to Riddle of Steel.
0.11.0
  • Notable passives with non-unique names have been renamed to their own names.
Unknown
  • Introduced to the game.

References

  1. VictorDoom (May 10, 2013). "Unique Items List - 159 of 159". Official Path of Exile Forums. Retrieved June 27, 2013.
  2. Bex_GGG (June 18, 2020). "Anointing Enchantments Table in Path of Exile: Harvest". Path of Exile Official Forums. Retrieved June 18, 2020.
  3. Bex_GGG (June 17, 2020). "All Notables and Keystones in Path of Exile: Harvest". Path of Exile Official Forums. Retrieved June 18, 2020.
  4. Natalia_GGG (September 6, 2019). "Anointing Enchantments Table in Path of Exile: Blight". Path of Exile Official Forums. Retrieved September 18, 2019.
For the removed passive skill, see Armour Mastery (passive skill).

Bonuses from the Armour Mastery can be allocated for one passive point after allocating a notable passive skill within an applicable cluster.

Version history

Version Changes
3.21.0c
  • Updated an Armour Passive Skill Mastery description to clarify it provides maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour (previously stated maximum Resistances).
3.21.0
  • 4 out of 6 Armour Masteries are replaced:
  • New
    • +1 Armour per 2 Strength
    • +1% to all maximum Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour (note: read the ver. 3.21.0c entry above)
    • 20% increased Armour per second you've been stationary, up to a maximum of 100%
    • 100% increased Armour from Equipped Boots and Gloves
  • Unchanged
    • You take 30% reduced Extra Damage from Critical Strikes
    • 20% chance to Defend with 200% of Armour
  • Removed
    • +600 to Armour while affected by a Guard Skill Buff
    • 50% increased Stun Threshold
    • Determination has 25% increased Mana Reservation Efficiency
    • 100% increased Armour from Equipped Shield
3.16.0
  • Introduced to the game
Armour and Evasion
Passive Skill
12% increased Evasion Rating and Armour
+4% to all Elemental Resistances [1] [2]

14% increased Evasion Rating and Armour [1] [2]

Armour and Evasion is a small passive skill that grants increased armour rating and evasion rating. It also grants elemental resistance.

Version history

Version Changes
1.3.0
  • The Templar, Marauder, and Duelist starting areas have been reworked significantly.

ru:Броня и уклонение Leather and Steel

Cloth and Chain
Notable Passive Skill
24% increased Evasion Rating and Armour
+12% to all Elemental Resistances [1]

Cloth and Chain is a notable passive skill that grants increased armour rating and evasion rating. It also grants additional elemental resistances.

Anointment

Blight anointment to unlock the passive:

Oil #1Oil #2Oil #3Outcome
Clear OilClear OilAzure OilCloth and Chain
24% increased Evasion Rating and Armour
+12% to all Elemental Resistances

Version history

Version Changes
1.3.0
  • The Templar, Marauder, and Duelist starting areas have been reworked significantly.
1.2.0
  • Cloth and Chain also grants elemental resistances. It no longer removes movement speed penalties from armour.
0.11.0
  • Notable passives with non-unique names have been renamed to their own names.
0.10.2
  • The Armour Master notable passive has been removed, with its power added to the Leather and Steel nodes.
Armour and Energy Shield
Passive Skill
10% increased Armour
4% increased maximum Energy Shield [1] [2]

10% increased Armour
5% increased maximum Energy Shield [1] [2] [3] [4]

8% increased Armour
5% increased maximum Energy Shield [1] [2]

Armour and Energy Shield is a small passive skill that grants increased armour rating and maximum energy shield.

Version history

Version Changes
1.2.0
  • Energy Shield percentage has been reduced from 6% to 5%.
0.11.0
  • Life percentage passives and most Energy Shield percentage passives have been reduced in line with the changes to monster damage.

ru:Броня и энергетический щит Body and Soul

Faith and Steel
Notable Passive Skill
15% increased Armour
10% increased maximum Energy Shield
+8% to all Elemental Resistances [1]

Faith and Steel is a notable passive skill that grants increased armour rating and increased maximum energy shield. It also grants additional elemental resistances.

Anointment

Blight anointment to unlock the passive:

Oil #1Oil #2Oil #3Outcome
Sepia OilBlack OilGolden OilFaith and Steel
15% increased Armour
10% increased maximum Energy Shield
+8% to all Elemental Resistances

Version history

Version Changes
3.16.0
  • [Undocumented This change was not documented by any official sources. It was discovered through player testing or datamining.]
    • Now grants 15% increased Armour (down from 20%).
    • No longer grants 10% increased Energy Shield Recharge Rate.


3.5.0
  • Now grants 10% increased Energy Shield Recharge Rate.


1.2.0
  • Now grants 10% increased maximum Energy Shield (down from 16%).


1.0.0
  • Several Notable Passives have been renamed.


0.11.0
  • Notable passives with non-unique names have been renamed to their own names.
  • Life percentage passives and most Energy Shield percentage passives have been reduced in line with the changes to monster damage.
Iron Reflexes
Keystone
Converts all Evasion Rating to Armour. Dexterity provides no bonus to Evasion Rating [1]
Why should I dodge blows that I do not fear?

Iron Reflexes is a keystone passive skill that removes all evasion rating and converts it to armour. It removes the bonus to evasion rating that dexterity inherently grants.

Mechanics

Conversion Formulae

The final Armour value is calculated with the following formula: [1][2]

Final Armour = 
  Flat AR * (1 + [total #% increased/reduced AR]) * (More/Less AR modifiers)
+ Flat EV * (1 + [total #% increased/reduced AR or EV]) * (More/Less AR modifiers) * (More/Less EV modifiers)

where:

  • EV = "Evasion Rating"
  • AR = "Armour"
  • Flat EV = Sum of Evasion Rating from Equipped Items (e.g. Body Armour, Shield) and other sources of additional Evasion Rating (e.g. Grace)
  • Flat AR = Sum of Armour from Equipped Items (e.g. Body Armour, Shield) and other sources of additional Evasion Rating (e.g. Determination)
  • More/Less modifiers from different sources (e.g. Determination vs Basalt Flask) are multiplicative with each other.

Modifiers which grant #% increased Evasion Rating and Armour (e.g. Bravery) or #% increased Global Defences (e.g. Skin of the LoyalSkin of the Loyal
Simple Robe
Movement Speed: -3%Item has no level requirement and Energy Shield (Hidden)
Sockets cannot be modified
+1 to Level of Socketed Gems
100% increased Global Defences
Item has 6 Sockets and is fully linked (Hidden)
We happily give our limbs.
A net woven to keep safe the bones of the Lords.

This item can be transformed with a Blessing of Chayula
) only apply to base values one time. For example, taking Bravery would increase flat ER by 24%, which would then be converted directly into the final Armour. It does not then apply 24% increased Armour, as the flat ER was already affected by that modifier.

When factoring modifiers which apply to specific equipment slots such as While a Pinnacle Atlas Boss is in your Presence, (67-70)% increased Armour from Equipped Helmet and GlovesArmourFromHelmetGlovesEldritchImplicitPinnaclePresence6
Eater of Worlds
While a Pinnacle Atlas Boss is in your Presence, (67-70)% increased Armour from Equipped Helmet and Gloves
, each source of flat AR/EV should be calculated separately, then summed at the end. These modifiers are additive with other increases and reductions.

Example

1000 Armour from Equipped Items
1000 Evasion Rating from Equipped Items
+1500 Armour from Granite FlaskGranite FlaskLasts 6.00 Seconds
Consumes 30 of 60 Charges on use
+1500 to Armour
Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.

+1500 Evasion Rating from Jade FlaskJade FlaskLasts 6.00 Seconds
Consumes 30 of 60 Charges on use
+1500 to Evasion Rating
Requires Level 27Right click to drink. Can only hold charges while in belt. Refills as you kill monsters.

+2051 Armour from DeterminationDeterminationAura, Spell, AoE, Physical
Level: (1-20)
Reservation: 50% Mana
Cooldown Time: 1.20 sec
Can Store 1 Use(s)
Cast Time: Instant
AoE Radius: 36
Requires Level 24Casts an aura that grants armour to you and your allies.+(0-1.9) metres to radius
You and nearby allies gain (179-2051) additional Armour
You and nearby allies gain (40-49)% more Armour

Additional Effects From 1-20% Quality:
(2-40)% increased Area of Effect
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

+2575 Evasion Rating from GraceGraceAura, Spell, AoE
Level: (1-20)
Reservation: 50% Mana
Cooldown Time: 1.20 sec
Can Store 1 Use(s)
Cast Time: Instant
AoE Radius: 36
Requires Level 24Casts an aura that grants evasion to you and your allies.+(0-1.9) metres to radius
You and nearby allies gain (227-2575) additional Evasion Rating
You and nearby allies gain (20-29)% more Evasion rating

Additional Effects From 1-20% Quality:
(2-40)% increased Area of Effect
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

80% increased Armour from passive skills
40% increased Evasion Rating from passive skills
36% increased Evasion Rating and Armour from passive skills
49% more Armour from DeterminationDeterminationAura, Spell, AoE, Physical
Level: (1-20)
Reservation: 50% Mana
Cooldown Time: 1.20 sec
Can Store 1 Use(s)
Cast Time: Instant
AoE Radius: 36
Requires Level 24Casts an aura that grants armour to you and your allies.+(0-1.9) metres to radius
You and nearby allies gain (179-2051) additional Armour
You and nearby allies gain (40-49)% more Armour

Additional Effects From 1-20% Quality:
(2-40)% increased Area of Effect
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

29% more Evasion Rating from GraceGraceAura, Spell, AoE
Level: (1-20)
Reservation: 50% Mana
Cooldown Time: 1.20 sec
Can Store 1 Use(s)
Cast Time: Instant
AoE Radius: 36
Requires Level 24Casts an aura that grants evasion to you and your allies.+(0-1.9) metres to radius
You and nearby allies gain (227-2575) additional Evasion Rating
You and nearby allies gain (20-29)% more Evasion rating

Additional Effects From 1-20% Quality:
(2-40)% increased Area of Effect
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

Final Armour = (1000 + 1500 + 2051) * (1 + 0.80 + 0.36) * 1.49 
             + (1000 + 1500 + 2575) * (1 + 0.80 + 0.40 + 0.36) * 1.49 * 1.29 
Final Armour = 4551 * 2.16 * 1.49 
             + 5075 * 2.56 * 1.49 * 1.29 
Final Armour = 14646.9 + 24972.9
Final Armour = 39620

Summary

With Iron Reflexes:

  • #% increased Evasion Rating mods are applied to flat Evasion Rating only.
  • #% increased Armour mods are applied to flat Armour and flat Evasion Rating.
  • #% increased Evasion Rating and Armour mods get applied to flat Armour and flat Evasion Rating.

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

Location

Iron Reflexes is located in the Southern part of the tree near the Duelist Section. It is a stand-alone keystone.

Class Distance from start
Duelist 12
Ranger 11
Scion 16
Marauder 16
Shadow 18
Templar 22
Witch 26

Related unique items

ItemBase ItemRequired levelStats
Skin of the LordsSkin of the Lords
Simple Robe
Movement Speed: -3%Item has no level requirement and Energy Shield (Hidden)
Sockets cannot be modified
+2 to Level of Socketed Gems
100% increased Global Defences
You can only Socket Corrupted Gems in this item
Item has 6 Sockets and is fully linked (Hidden)
<Random Keystone>
CorruptedThe Lords are chosen so carefully.
Only they may grace His flesh.
Simple Robe1Item has no level requirement and Energy Shield (Hidden)
Sockets cannot be modified
+2 to Level of Socketed Gems
100% increased Global Defences
You can only Socket Corrupted Gems in this item
Item has 6 Sockets and is fully linked (Hidden)
<Random Keystone>
Acrobatics
Ancestral Bond
Arrow Dancing
Avatar of Fire
Blood Magic
Call to Arms
Conduit
Crimson Dance
Divine Shield
Hex Master
Eldritch Battery
Elemental Equilibrium
Elemental Overload
Eternal Youth
Ghost Dance
Ghost Reaver
Glancing Blows
Iron Grip
Iron Reflexes
Iron Will
Lethe Shade
Magebane
Mind Over Matter
Minion Instability
Pain Attunement
Perfect Agony
Point Blank
Precise Technique
Resolute Technique
Runebinder
Imbalanced Guard
Solipsism
Supreme Ego
The Agnostic
The Impaler
Unwavering Stance
Vaal Pact
Versatile Combatant
Wicked Ward
Wind Dancer
Zealot's Oath
Corrupted
Precursor's EmblemPrecursor's Emblem
Two-Stone Ring
Requires Level 49+(12-16)% to Fire and Cold Resistances5% increased maximum Energy Shield
5% increased maximum Life
+20 to Strength and Dexterity
<Two Endurance Charge mods and one Frenzy Charge Mod>
or
<One Endurance Charge mod and Two Frenzy Charge Mods
History teaches humility.
Two-Stone Ring49+(12-16)% to Fire and Cold Resistances5% increased maximum Energy Shield
5% increased maximum Life
+20 to Strength and Dexterity
<Two Endurance Charge mods and one Frenzy Charge Mod>
or
<One Endurance Charge mod and Two Frenzy Charge Mods
(20-40)% increased Endurance Charge Duration
(20-40)% increased Frenzy Charge Duration
(6-8) to (12-13) Added Cold Damage per Frenzy Charge
(7-9) to (13-14) Fire Damage per Endurance Charge
+1 to Maximum Endurance Charges
+1 to Maximum Frenzy Charges
+1% chance to Suppress Spell Damage per Endurance Charge
+1% chance to Suppress Spell Damage per Frenzy Charge
+1% Chance to Block Attack Damage per Endurance Charge
+1% Chance to Block Attack Damage per Frenzy Charge
+4% to Chaos Resistance per Endurance Charge
1% additional Physical Damage Reduction per Frenzy Charge
1% increased Attack and Cast Speed per Endurance Charge
1% increased Movement Speed per Endurance Charge
1% increased Movement Speed per Frenzy Charge
10% chance to gain a Frenzy Charge on Hit
10% chance to gain a Frenzy Charge on Kill
10% chance to gain an Endurance Charge on Kill
10% increased Accuracy Rating per Frenzy Charge
15% chance that if you would gain Endurance Charges, you instead gain up to maximum Endurance Charges
15% chance that if you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges
5% increased Damage per Endurance Charge
5% increased Damage per Frenzy Charge
6% increased Armour per Endurance Charge
6% increased Critical Strike Chance per Endurance Charge
6% increased Critical Strike Chance per Frenzy Charge
8% increased Evasion Rating per Frenzy Charge
Gain 1 Endurance Charge every second if you've been Hit Recently
Gain 1% of Cold Damage as Extra Chaos Damage per Frenzy Charge
Gain 1% of Fire Damage as Extra Chaos Damage per Endurance Charge
Gain a Flask Charge when you deal a Critical Strike while at maximum Frenzy Charges
Gain Onslaught for 4 seconds on Hit while at maximum Frenzy Charges
Intimidate Enemies for 4 seconds on Hit with Attacks while at maximum Endurance Charges
Regenerate 0.3% of Life per second per Endurance Charge
Regenerate 0.3% of Life per second per Frenzy Charge
You cannot be Stunned while at maximum Endurance Charges
You have Iron Reflexes while at maximum Frenzy Charges
You have Vaal Pact while at maximum Endurance Charges
Precursor's EmblemPrecursor's Emblem
Prismatic Ring
Requires Level 49+(8-10)% to all Elemental Resistances+20 to all Attributes
5% increased maximum Energy Shield
5% increased maximum Life
<One Endurance Charge mod>
<One Frenzy Charge mod>
<One Power Charge mod>
History teaches humility.
Prismatic Ring49+(8-10)% to all Elemental Resistances+20 to all Attributes
5% increased maximum Energy Shield
5% increased maximum Life
<One Endurance Charge mod>
<One Frenzy Charge mod>
<One Power Charge mod>
(1-2) to (18-20) Lightning Damage per Power Charge
(20-40)% increased Endurance Charge Duration
(20-40)% increased Frenzy Charge Duration
(20-40)% increased Power Charge Duration
(6-8) to (12-13) Added Cold Damage per Frenzy Charge
(7-9) to (13-14) Fire Damage per Endurance Charge
+1 to Maximum Endurance Charges
+1 to Maximum Frenzy Charges
+1 to Maximum Power Charges
+1% chance to Suppress Spell Damage per Endurance Charge
+1% chance to Suppress Spell Damage per Frenzy Charge
+1% chance to Suppress Spell Damage per Power Charge
+1% Chance to Block Attack Damage per Endurance Charge
+1% Chance to Block Attack Damage per Frenzy Charge
+1% Chance to Block Attack Damage per Power Charge
+3% to Critical Strike Multiplier per Power Charge
+4% to Chaos Resistance per Endurance Charge
1% additional Physical Damage Reduction per Frenzy Charge
1% additional Physical Damage Reduction per Power Charge
1% increased Attack and Cast Speed per Endurance Charge
1% increased Attack and Cast Speed per Power Charge
1% increased Movement Speed per Endurance Charge
1% increased Movement Speed per Frenzy Charge
1% increased Movement Speed per Power Charge
10% chance to gain a Frenzy Charge on Hit
10% chance to gain a Frenzy Charge on Kill
10% chance to gain a Power Charge on Kill
10% chance to gain an Endurance Charge on Kill
10% increased Accuracy Rating per Frenzy Charge
15% chance that if you would gain Endurance Charges, you instead gain up to maximum Endurance Charges
15% chance that if you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges
15% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges
20% chance to gain a Power Charge on Critical Strike
3% increased Energy Shield per Power Charge
5% increased Damage per Endurance Charge
5% increased Damage per Frenzy Charge
5% increased Damage per Power Charge
6% increased Armour per Endurance Charge
6% increased Critical Strike Chance per Endurance Charge
6% increased Critical Strike Chance per Frenzy Charge
8% increased Evasion Rating per Frenzy Charge
Gain 1 Endurance Charge every second if you've been Hit Recently
Gain 1% of Cold Damage as Extra Chaos Damage per Frenzy Charge
Gain 1% of Fire Damage as Extra Chaos Damage per Endurance Charge
Gain 1% of Lightning Damage as Extra Chaos Damage per Power Charge
Gain a Flask Charge when you deal a Critical Strike while at maximum Frenzy Charges
Gain Arcane Surge on Hit with Spells while at maximum Power Charges
Gain Onslaught for 4 seconds on Hit while at maximum Frenzy Charges
Intimidate Enemies for 4 seconds on Hit with Attacks while at maximum Endurance Charges
Regenerate 0.3% of Life per second per Endurance Charge
Regenerate 0.3% of Life per second per Frenzy Charge
Regenerate 0.3% of Life per second per Power Charge
You can apply an additional Curse while at maximum Power Charges
You cannot be Stunned while at maximum Endurance Charges
You have Iron Reflexes while at maximum Frenzy Charges
You have Mind over Matter while at maximum Power Charges
You have Vaal Pact while at maximum Endurance Charges
Precursor's EmblemPrecursor's Emblem
Two-Stone Ring
Requires Level 49+(12-16)% to Cold and Lightning Resistances5% increased maximum Energy Shield
5% increased maximum Life
+20 to Dexterity and Intelligence
<Two Frenzy Charge mods and one Power Charge Mod>
or
<One Frenzy Charge mod and Two Power Charge Mods>
History teaches humility.
Two-Stone Ring49+(12-16)% to Cold and Lightning Resistances5% increased maximum Energy Shield
5% increased maximum Life
+20 to Dexterity and Intelligence
<Two Frenzy Charge mods and one Power Charge Mod>
or
<One Frenzy Charge mod and Two Power Charge Mods>
(1-2) to (18-20) Lightning Damage per Power Charge
(20-40)% increased Frenzy Charge Duration
(20-40)% increased Power Charge Duration
(6-8) to (12-13) Added Cold Damage per Frenzy Charge
+1 to Maximum Frenzy Charges
+1 to Maximum Power Charges
+1% chance to Suppress Spell Damage per Frenzy Charge
+1% chance to Suppress Spell Damage per Power Charge
+1% Chance to Block Attack Damage per Frenzy Charge
+1% Chance to Block Attack Damage per Power Charge
+3% to Critical Strike Multiplier per Power Charge
1% additional Physical Damage Reduction per Frenzy Charge
1% additional Physical Damage Reduction per Power Charge
1% increased Attack and Cast Speed per Power Charge
1% increased Movement Speed per Frenzy Charge
1% increased Movement Speed per Power Charge
10% chance to gain a Frenzy Charge on Hit
10% chance to gain a Frenzy Charge on Kill
10% chance to gain a Power Charge on Kill
10% increased Accuracy Rating per Frenzy Charge
15% chance that if you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges
15% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges
20% chance to gain a Power Charge on Critical Strike
3% increased Energy Shield per Power Charge
5% increased Damage per Frenzy Charge
5% increased Damage per Power Charge
6% increased Critical Strike Chance per Frenzy Charge
8% increased Evasion Rating per Frenzy Charge
Gain 1% of Cold Damage as Extra Chaos Damage per Frenzy Charge
Gain 1% of Lightning Damage as Extra Chaos Damage per Power Charge
Gain a Flask Charge when you deal a Critical Strike while at maximum Frenzy Charges
Gain Arcane Surge on Hit with Spells while at maximum Power Charges
Gain Onslaught for 4 seconds on Hit while at maximum Frenzy Charges
Regenerate 0.3% of Life per second per Frenzy Charge
Regenerate 0.3% of Life per second per Power Charge
You can apply an additional Curse while at maximum Power Charges
You have Iron Reflexes while at maximum Frenzy Charges
You have Mind over Matter while at maximum Power Charges
Precursor's EmblemPrecursor's Emblem
Sapphire Ring
Requires Level 49+(20-30)% to Cold Resistance+20 to Dexterity
5% increased maximum Energy Shield
5% increased maximum Life
<Three Frenzy Charge mods>
History teaches humility.
Sapphire Ring49+(20-30)% to Cold Resistance+20 to Dexterity
5% increased maximum Energy Shield
5% increased maximum Life
<Three Frenzy Charge mods>
(20-40)% increased Frenzy Charge Duration
(6-8) to (12-13) Added Cold Damage per Frenzy Charge
+1 to Maximum Frenzy Charges
+1% chance to Suppress Spell Damage per Frenzy Charge
+1% Chance to Block Attack Damage per Frenzy Charge
1% additional Physical Damage Reduction per Frenzy Charge
1% increased Movement Speed per Frenzy Charge
10% chance to gain a Frenzy Charge on Hit
10% chance to gain a Frenzy Charge on Kill
10% increased Accuracy Rating per Frenzy Charge
15% chance that if you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges
5% increased Damage per Frenzy Charge
6% increased Critical Strike Chance per Frenzy Charge
8% increased Evasion Rating per Frenzy Charge
Gain 1% of Cold Damage as Extra Chaos Damage per Frenzy Charge
Gain a Flask Charge when you deal a Critical Strike while at maximum Frenzy Charges
Gain Onslaught for 4 seconds on Hit while at maximum Frenzy Charges
Regenerate 0.3% of Life per second per Frenzy Charge
You have Iron Reflexes while at maximum Frenzy Charges
ArborixArborix
Assassin Bow
Bow
Physical Damage: (123-143) to (330-355)
Critical Strike Chance: 6.70%
Attacks per Second: 1.25
Requires Level 62, 212 Dex+(15-25)% to Global Critical Strike MultiplierGrants Level 30 Dash Skill
Adds (80-100) to (200-225) Physical Damage
Bow Attacks fire 2 additional Arrows if you haven't Cast Dash recently
(20-30)% increased Attack Speed if you haven't Cast Dash recently
(100-160)% increased Evasion Rating if you've Cast Dash recently
(20-30)% increased Movement Speed if you've Cast Dash recently
Travel Skills other than Dash are Disabled
Iron Reflexes
Through droughts, fires, floods and frost,
the ancient giants stand resolute,
while deep in the rich, dark earth,
their grasp stretches ever farther.
Assassin Bow62+(15-25)% to Global Critical Strike MultiplierGrants Level 30 Dash Skill
Adds (80-100) to (200-225) Physical Damage
Bow Attacks fire 2 additional Arrows if you haven't Cast Dash recently
(20-30)% increased Attack Speed if you haven't Cast Dash recently
(100-160)% increased Evasion Rating if you've Cast Dash recently
(20-30)% increased Movement Speed if you've Cast Dash recently
Travel Skills other than Dash are Disabled
Iron Reflexes
Grelwood ShankGrelwood Shank
Eternal Sword
One Handed Sword
Physical Damage: (116.85-129.15) to (193.8-214.2)
Critical Strike Chance: 5.00%
Attacks per Second: (1.72-1.80)
Weapon Range: 1.1 metres
Requires Level 66, 104 Str, 122 Dex+475 to Accuracy Rating(185-215)% increased Physical Damage
(15-20)% increased Attack Speed
80% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary
Through countless seasons they stand, stoic,
Each season leaving its mark;
a memory written in fibrous flesh.
Eternal Sword66+475 to Accuracy Rating(185-215)% increased Physical Damage
(15-20)% increased Attack Speed
80% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary

Version history

Version Changes
0.11.2
  • Iron Reflexes now no longer includes your Dexterity bonus to Evasion from your Evasion before it is converted to Armour.
0.10.0b
  • Fixed a bug where evasion would be calculated slightly incorrectly on characters that have the Iron Reflexes keystone passive.
0.9.13
  • Moved Iron Reflexes closer to the Ranger area and further from the Marauder
0.9.12
  • Prevented the passives that add both Armour and Evasion from having a double effect if you have the Iron Reflexes keystone.
0.9.5
  • Fixed a bug where "Increased Evasion" did not apply to converted evasion for Iron Reflexes.
0.9.4
  • Introduced to the game.

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.

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Miscellany

These passives are related to armour, but don't fit into any other category.

Template:Passive table header

Acrobatics
Keystone
Modifiers to Chance to Suppress Spell Damage instead apply to Chance to Dodge Spell Hits at 50% of their value
Maximum Chance to Dodge Spell Hits is 75% [1]
Light and unadorned, like wind on water, you will be.

Acrobatics is a keystone passive skill that causes spell suppression modifiers to grant spell dodge chance instead, at half their value. Spell dodge prevents spell hits, and is capped at 75%.

Mechanics

The chance to dodge rolls independently per spell hit; it is not entropy-based like evasion. Spell dodge occurs before block and other damage mitigation.

Location

Acrobatics lies on the far right side of the skill tree across the Ranger's starting area.

Class Distance from start
Shadow 10
Ranger 10
Duelist 14
Scion 15
Witch 18
Templar 25
Marauder 23

Related unique items

ItemBase ItemRequired levelStats
Skin of the LordsSkin of the Lords
Simple Robe
Movement Speed: -3%Item has no level requirement and Energy Shield (Hidden)
Sockets cannot be modified
+2 to Level of Socketed Gems
100% increased Global Defences
You can only Socket Corrupted Gems in this item
Item has 6 Sockets and is fully linked (Hidden)
<Random Keystone>
CorruptedThe Lords are chosen so carefully.
Only they may grace His flesh.
Simple Robe1Item has no level requirement and Energy Shield (Hidden)
Sockets cannot be modified
+2 to Level of Socketed Gems
100% increased Global Defences
You can only Socket Corrupted Gems in this item
Item has 6 Sockets and is fully linked (Hidden)
<Random Keystone>
Acrobatics
Ancestral Bond
Arrow Dancing
Avatar of Fire
Blood Magic
Call to Arms
Conduit
Crimson Dance
Divine Shield
Hex Master
Eldritch Battery
Elemental Equilibrium
Elemental Overload
Eternal Youth
Ghost Dance
Ghost Reaver
Glancing Blows
Iron Grip
Iron Reflexes
Iron Will
Lethe Shade
Magebane
Mind Over Matter
Minion Instability
Pain Attunement
Perfect Agony
Point Blank
Precise Technique
Resolute Technique
Runebinder
Imbalanced Guard
Solipsism
Supreme Ego
The Agnostic
The Impaler
Unwavering Stance
Vaal Pact
Versatile Combatant
Wicked Ward
Wind Dancer
Zealot's Oath
Corrupted
The Perfect FormThe Perfect Form
Zodiac Leather
Evasion: (2135-2946)
Movement Speed: -3%
Requires Level 65, 197 Dex+50% chance to Suppress Spell Damage
(150-200)% increased Evasion Rating
-30% to Cold Resistance
Evasion Rating is increased by Overcapped Cold Resistance
Acrobatics
We share one space,
speak one voice,
act through one body.
A flawless crystal.
Brittle.
Zodiac Leather65+50% chance to Suppress Spell Damage
(150-200)% increased Evasion Rating
-30% to Cold Resistance
Evasion Rating is increased by Overcapped Cold Resistance
Acrobatics

Version history

Version Changes
3.16.0
  • Acrobatics has been redesigned.
  • It no longer has any of its old properties, but now changes any modifiers to Spell Suppression into Spell Dodge at 50% of its value.
  • The intention is that Acrobatics is the only source in the entire game for Spell Dodge, for characters who would like to benefit from that playstyle still.
  • Spell Dodge is still capped at 75%, and the Keystone Passive will specifically mention this.
3.2.0
  • Now grants 30% less Energy Shield, down from 50% less Energy Shield.
1.3.0
  • Acrobatics now has a 30% less Block Chance modifier.
1.0.0
  • Acrobatics and Phase Acrobatics have been increased to providing 30% dodge chance.
0.11.0
  • Acrobatics now halves your Energy Shield and Armour, rather than removing them entirely.
0.9.8c
  • Acrobatics no longer removes the physical damage reduction granted by Endurance Charges.
0.9.4
  • Introduced to the game. 20% chance to dodge all enemy attacks. Removes all armour. Removes all energy shield.

ru:Акробатика |}

References