Evasion: Difference between revisions

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Evasion also gives a chance to avoid [[Critical Strikes|critical strikes]]. If an incoming critical strike succeeds its hit roll, a second hit roll is performed to determine if the critical is evaded or not. If this roll succeeds, a critical strike is scored. If it fails, the attack still hits, but only for regular damage.
Evasion also gives a chance to avoid [[Critical Strikes|critical strikes]]. If an incoming critical strike succeeds its hit roll, a second hit roll is performed to determine if the critical is evaded or not. If this roll succeeds, a critical strike is scored. If it fails, the attack still hits, but only for regular damage.


Critical strikes from [[Spells]] cannot be evaded.
Critical strikes from [[Spells]] cannot be evaded. However, [[Damage Types#Chaos|Chaos]] attacks can be evaded.


Evading an attack prevents all damage and other harmful effects from the attack. Only attacks and attack skills can be evaded. [[Spells]] cannot normally be evaded, but the [[Phase Acrobatics]] keystone ability gives a 20% chance to dodge spells.  
Evading an attack prevents all damage and other harmful effects from the attack. Only attacks and attack skills can be evaded. [[Spells]] cannot normally be evaded, but the [[Phase Acrobatics]] keystone ability gives a 20% chance to dodge spells.  

Revision as of 23:56, 21 August 2012

Evading an attack prevents all damage and other harmful effects from the attack. Only attacks and attack skills can be evaded. Spells cannot be evaded.

Evasion also gives a chance to avoid critical strikes. If an incoming critical strike succeeds its hit roll, a second hit roll is performed to determine if the critical is evaded or not. If this roll succeeds, a critical strike is scored. If it fails, the attack still hits, but only for regular damage.

Critical strikes from Spells cannot be evaded. However, Chaos attacks can be evaded.

Evading an attack prevents all damage and other harmful effects from the attack. Only attacks and attack skills can be evaded. Spells cannot normally be evaded, but the Phase Acrobatics keystone ability gives a 20% chance to dodge spells.

If you have a 40% chance to evade and a 20% chance to dodge, you have a 6/10 * 8/10 chance to be hit, or a 52% chance to take no damage in total.

The effect of dodging and evading are the same. Evasion only protects against attacks.

Your evasion rating will never drop below 5%.

Mechanics

Your chance to evade an attack is based on the attacker's accuracy and your evasion.
Chance to evade = 1 - Attacker's Accuracy / (Attacker's Accuracy + (Defender's Evasion/4)^0.8)

Characters start with 53 base evasion rating and gain 3 additional evasion per level. Every 5 points of Dexterity provides 1% increased evasion rating.

Passives

The following Keystones are Evasion Specific:

The following Basic Passives affect Evasion:

  • Acrobatics Improvement (1% Additional Chance to Dodge)
  • Armour and Evasion (8% Armor, 8% Evasion)
  • Evasion (10%,18%)
  • Evasion and Energy Shield (8,10% Evasion, 6%,10% Energy Shield)
  • Evasion per Frenzy Charge (4%)

The following Notable Passives affect Evasion:

  • Leather and Steel (24% increased Armour, 24% increased Evasion)
  • Nullification (10% Increased Evasion, 10% Increased Energy Shield, 20% Increased Energy Shield Cooldown Recovery)
  • Reflexes (30% Increased Evasion Rating)