Evasion: Difference between revisions

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{{Distinguish|Dodge}}
{{Distinguish|Dodge}}


Evasion is a rating that measures a character's ability to avoid being struck by enemy [[attack]]s. Evasion is opposed by the attacker's [[Accuracy]]. Evasion is not chance-based, and is designed to evenly spread out hits and misses such that players always dodge an average number of times. For example, a player with 75% evasion will always dodge three times between each time they take damage.
Evasion is a rating that measures a character's ability to avoid being struck by enemy [[attack]]s. Evasion is opposed by the attacker's [[Accuracy]]. Evasion is not chance-based, and is designed to evenly spread out hits and misses such that players always dodge an average number of times. For example, a player with 75% chance to evade will always dodge three times between each time they take damage.


All [[classes]] start with 53 base evasion rating and gain 3 additional evasion per level.
All [[classes]] start with 53 base evasion rating and gain 3 additional evasion per level.

Revision as of 09:35, 1 February 2013

Not to be confused with Dodge.

Evasion is a rating that measures a character's ability to avoid being struck by enemy attacks. Evasion is opposed by the attacker's Accuracy. Evasion is not chance-based, and is designed to evenly spread out hits and misses such that players always dodge an average number of times. For example, a player with 75% chance to evade will always dodge three times between each time they take damage.

All classes start with 53 base evasion rating and gain 3 additional evasion per level.

Dexterity also grants implicit bonuses to evasion. Every 5 points of dexterity provides 1% increased evasion rating.

Movement speed is beneficial for characters that employ evasion as the primary form of damage reduction, since it requires a play style where physically avoiding enemy spells and attacks is often necessary.

Mechanics

Evading an attack prevents all damage and other harmful effects including status ailments and stun. Only melee and ranged attacks can be evaded; spells cannot. The chance to evade an attack is based on evasion verses the attacker's accuracy. Chance to evade can never be lower than 5%, nor higher than 95%.

Chance to Evade = 1 - Attacker's Accuracy / ( Attacker's Accuracy + (Defender's Evasion / 4) ^ 0.8 )

Evasion also gives an implicit chance to avoid taking critical strikes from attacks. Critical strikes from spells can't be evaded. 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.

Chance to Dodge bonuses granted by sources like Acrobatics function similar to evasion, but are rolled separately. Phase Acrobatics grants a chance to dodge spells.

Assuming a character has a 40% chance to evade and a 20% chance to dodge, a character has a 52% chance to avoid taking damage.

Chance to Avoid Attack = 1 - ( (1 - Chance to Evade) * (1 - Chance to Dodge) )

Passives

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

Evasion

These passives increase evasion rating by a percentage.

In the case of Arrow Dodging, the chance to evade projectile attacks is doubled.

Icon Name Bonuses
File:Passive-evasion.png Evasion
File:Passive-reflexes.png Reflexes
File:Passive-evasionandenergyshield.png Evasion and Energy Shield
File:Passive-nullification.png Nullification
File:Passive-armourandevasion.png Armour and Evasion
File:Passive-leatherandsteel.png Leather and Steel
File:Passive-frenzychargesmall.png Evasion per Frenzy Charge
File:Passive-keystone-arrowdodging.png Arrow Dodging

Miscellany

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

Icon Name Bonuses
File:Passive-keystone-ironreflexes.png Iron Reflexes
File:Passive-keystone-unwaveringstance.png Unwavering Stance