Evasion

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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.

All classes start with 50 base evasion rating and gain 3 additional evasion per level. The first level is included in this, so a level 1 character will have 53 base evasion. This gives a base of 350 evasion at level 100.

Dexterity also grants 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 will automatically hit. The chance to evade an attack is based on the defenders evasion rating verses the attacker's accuracy.

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

Chance to evade can never be lower than 5%, nor higher than 95%. The exception to this is when Cannot Evade enemy Attacks applies from the Unwavering Stance keystone or Ezomyte PeakEzomyte Peak
Iron Hat
Armour: (84-113)(15-20)% increased Area of Effect
+(75-100) to Armour
+(25-50) to maximum Life
Unwavering Stance
Centuries of servitude, a day
of glory, an eternity of death.
; this completely removes the character's chance to evade.

Evasion also gives an implicit chance to avoid taking critical strikes from attacks.[2] Critical strikes from spells can't be evaded. If an incoming critical strike succeeds its hit roll, a second independent 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 is not purely based on chance in the sense that each hit is independent. Instead, it uses a system of "entropy" to ensure that enemies won't get long strings of hits or misses by chance.[2] To summarize, these are the calculation steps in each attack:

  • If it is first time an entity is attacked or if the time between the last attack and this one is larger than 6 seconds, randomise the entropy from 0-99.
  • Calculate chance to hit of the attacker using the above formula, and add this integer to the entropy counter.
  • If this is 100 or greater, the check counts as a hit. Subtract 100 from the entropy counter. Otherwise it is a miss and the entropy counter doesn't change.
  • A critical hit is evaded on a separate random roll and will not affect this entropy value.

This system is designed to evenly spread out hits and misses such that players always evade an average number of times according to their ‘chance’ to evade. It is still based on chance because of the entropy counter's randomization in the first step. Note that if multiple mobs are attacking one character, all of the mobs' attacks share the same entropy counter.[3] Also note that the chance to evade calculation on the character page is based on the average accuracy of a monster at the player's level.

Example

A player is fighting three monsters, one(A) with a 70% chance to hit and two(B,C) with a 45% chance to hit.

  • A attacks. The player's entropy is a random number between 0-99, in this case 37.
  • A adds 70 to the counter, raising it to 100 or greater, and hits. 100 is subtracted and the counter is now 7.
  • B attacks, adding 45. 52
  • C attacks, adding 45. 97
  • A attacks, adding 70. This hits and the counter becomes 67. It happens to be a critical strike, which means it has a 70% chance to do bonus damage. This roll is independent and doesn't affect entropy.
  • The player runs away for >6 seconds, so a new entropy value will be rolled on the next attack.

Interaction with Dodge

Chance to Dodge bonuses granted by sources like Acrobatics function similar to evasion, but are rolled separately and are pseudo-random rather than entropy-based. 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 Ondar's Guile, the chance to evade projectile attacks is doubled.

Template:Passive table header

Evasion
Passive Skill
(7-12)% increased Evasion Rating [1]
12% increased Evasion Rating [1]
14% increased Evasion Rating [1] [2] [3]
15% increased Evasion Rating [1]
8% increased Evasion Rating [1] [2]

Evasion is a small passive skill that grants increased evasion rating.

Version history

Version Changes
1.2.0
  • The area surrounding the Witch, Shadow and Ranger has been redesigned. Many values have been adjusted.
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

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.

Elusiveness

Evasion and Energy Shield
Passive Skill
10% increased Evasion Rating
4% increased maximum Energy Shield [1] [2]

10% increased Evasion Rating
5% increased maximum Energy Shield [1] [2] [3] [4] [5] [6] [7]

8% increased Evasion Rating
5% increased maximum Energy Shield [1] [2]

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

Version history

Version Changes
2.1.0
  • Evasion Rating increased from 8% to 10%.
1.2.0
  • The Witch and Shadow passive tree starting area has been redesigned. The area surrounding the Witch, Shadow and Ranger has been redesigned. Many values have been adjusted.
0.11.0
  • Life percentage passives and most Energy Shield percentage passives have been reduced in line with the changes to monster damage.
Evasion Per Frenzy Charge
Passive Skill
4% increased Evasion Rating per Frenzy Charge [1]
5% increased Evasion Rating per Frenzy Charge [1]

Evasion Per Frenzy Charge is a small passive skill that grants increased evasion rating based on the number of frenzy charges the character has.

Evasion and Life
Passive Skill
+20 to Evasion Rating
+14 to maximum Life [1]

10% increased Evasion Rating
4% increased maximum Life [1] [2]

10% increased Evasion Rating
5% increased maximum Life [1] [2]

5% increased maximum Life
+30 to Evasion Rating [1]

Evasion and Life is a small passive skill. Most variants grant increased evasion rating and maximum life. One variant grants increased evasion rating and additional base maximum life.

Version history

Version Changes
1.2.0
  • The Witch and Shadow passive tree starting area has been redesigned. The area surrounding the Witch, Shadow and Ranger has been redesigned. Many values have been adjusted.
0.11.2
  • The large life cluster just north of the Ranger area has been changed to an Evasion and Life cluster.
  • The early Evasion nodes in the Ranger tree have been changed to include life bonuses.

Leather and Steel

Resourcefulness
Notable Passive Skill
5% increased maximum Life
10% increased maximum Energy Shield
+8% chance to Suppress Spell Damage [1]

Resourcefulness is a notable passive skill that grants increased evasion rating, increased maximum energy shield and a chance to suppress spell damage.

Anointment

Blight anointment to unlock the passive:

Oil #1Oil #2Oil #3Outcome
Verdant OilOpalescent OilOpalescent OilResourcefulness
5% increased maximum Life
10% increased maximum Energy Shield
+8% chance to Suppress Spell Damage

Version history

Version Changes
3.19.0
  • The Resourcefulness Notable Passive Skill now grants +8% chance to Suppress Spell Damage (previously +5%).
3.16.0
  • No longer grants 15% increased Evasion Rating or Regenerate 0.5% of Life per second. Instead, it now grants +5% chance to Suppress Spell Damage. [Undocumented This change was not documented by any official sources. It was discovered through player testing or datamining.]
  • The oil recipe has been swapped with Ravenous Horde. [Undocumented This change was not documented by any official sources. It was discovered through player testing or datamining.]
3.8.0
  • Now able to be allocated via Blight anointment
3.6.0
  • Sniper and Nullification cluster (near the Shadow) has been replaced. The new cluster contains two notables: Lethal Assault and Resourcefulness
Resourcefulness grants 15% increased Evasion Rating, 10% increased maximum Energy Shield, 5% increased maximum Life, 0.5% of Life Regenerated per second. The small passives above and below it grant 12% increased Evasion Rating, +12 to maximum Energy Shield, +12 to maximum Life, and +4% to all Elemental Resistances.

ru:Изворотливость

Arrow Dancing
Keystone
Evasion Rating is Doubled against Projectile Attacks
25% less Evasion Rating against Melee Attacks [1]
Let the whistling of arrows and stones be your music.

Arrow Dancing (formerly known as Arrow Dodging and later Ondar's Guile) is a keystone passive skill that increases the chance to evade projectile attacks, while decreasing the chance to evade melee attacks.

Specifics

Projectile attacks include almost all arrows, spines, or spikes that are launched. Arrow Dancing has no effect on spell projectiles, as spells cannot be evaded. Community resources such as poedb.tw can be helpful in determining which monster attacks are classified as projectile or melee.

Location

Arrow Dancing is located at the southeast edge of the tree.

Class Distance from start
Ranger 7
Duelist 11
Shadow 13
Scion 15
Witch 21
Marauder 20
Templar 25

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

Version history

Version Changes
3.19.0

Arrow Dancing now provides a more extreme penalty to melee evasion and a more extreme bonus to projectile evasion.

  • No longer grants 40% more chance to Evade Projectile Attacks.
    • Instead, it now grants Evasion Rating is Doubled against Projectile Attacks.
  • No longer grants 20% less chance to Evade Melee Attacks.
    • Instead, it now grants 25% less Evasion Rating against Melee Attacks.
2.0.0
  • Ondar's Guile has been renamed Arrow Dancing and now grants 40% more chance to evade projectile attacks but 20% less chance to evade melee attacks.
0.11.2
  • Ondar's Guile now applies to reflected projectile attack damage.
0.11.0
  • Renamed the Arrow Dodging keystone passive to Ondar's Guile.
0.9.7
  • Added a new keystone passive - Arrow Dodging: Doubles chance to evade projectiles.
Reflexes
Notable Passive Skill
30% increased Evasion Rating
+100 to Evasion Rating
+10% chance to Suppress Spell Damage [1]

Reflexes is a notable passive skill that grants additional base evasion rating and increased evasion rating. It also grants a chance to suppress spell damage.

Anointment

Blight anointment to unlock the passive:

Oil #1Oil #2Oil #3Outcome
Azure OilBlack OilGolden OilReflexes
30% increased Evasion Rating
+100 to Evasion Rating
+10% chance to Suppress Spell Damage

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 +100 to Evasion Rating (down from 150).
    • No longer grants +150 to Accuracy Rating or 15% increased Global Accuracy Rating. Instead, it now grants +10% chance to Suppress Spell Damage.
1.2.0
  • Reflexes also grants additional base evasion rating.
  • The area surrounding the Witch, Shadow and Ranger has been redesigned. Many values have been adjusted.
Revenge of the Hunted
Notable Passive Skill
18% increased Evasion Rating
10% increased maximum Life
+10% chance to Suppress Spell Damage while on Full Life [1]

Revenge of the Hunted is a notable passive skill that grants increased evasion rating and maximum life. It also grants a chance to suppress spell damage while on full life.

Anointment

Blight anointment to unlock the passive:

Oil #1Oil #2Oil #3Outcome
Black OilSilver OilGolden OilRevenge of the Hunted
18% increased Evasion Rating
10% increased maximum Life
+10% chance to Suppress Spell Damage while on Full Life

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 18% increased Evasion Rating (down from 20%) and 10% increased maximum Life (up from 8%).
    • No longer grants 12% increased Damage. Instead, it now grants +10% chance to Suppress Spell Damage while on Full Life.
3.11.0
  • Now grants 20% increased Evasion Rating (up from 18%). [Undocumented This change was not documented by any official sources. It was discovered through player testing or datamining.]
3.8.0
  • Now able to be allocated via Blight anointment[4]
2.6.0
  • The Revenge of the Hunted and Void Barrier clusters are now more accessible.
  • Revenge of the Hunted has been moved and now grants 8% increased maximum life.
1.2.0
  • The area surrounding the Witch, Shadow and Ranger has been redesigned. Many values have been adjusted.
  • Percentage-based life increases have been reduced slightly and redistributed more evenly through the tree.
0.11.2
  • The large life cluster just north of the Ranger area has been changed to an Evasion and Life cluster. It includes a new notable, Revenge of the Hunted, which offers 4% increased Physical Damage, 16% Evasion Rating and 10% increased maximum Life.

References

  1. Malice (November 14, 2011). "Mechanics thread". Path of Exile Forum. Retrieved October 20, 2013.
  2. 2.0 2.1 Mark_GGG (December 10, 2012). "Mechanics thread". Path of Exile Forum. Retrieved February 7, 2013.
  3. Mark_GGG (September 14, 2012). "Mechanics thread". Path of Exile Forum. Retrieved October 20, 2013.
  4. Natalia_GGG (September 6, 2019). "Anointing Enchantments Table in Path of Exile: Blight". Official Path of Exile Forums. Retrieved March 31, 2022.
Void Barrier
Notable Passive Skill
12% increased maximum Energy Shield
18% increased Evasion Rating
+10% chance to Suppress Spell Damage while on Full Energy Shield [1]

Void Barrier is a notable passive skill that grants increased evasion rating and maximum energy shield. It also grants a chance to suppress spell damage while on full energy shield.

Anointment

Blight anointment to unlock the passive:

Oil #1Oil #2Oil #3Outcome
Crimson OilSilver OilGolden OilVoid Barrier
12% increased maximum Energy Shield
18% increased Evasion Rating
+10% chance to Suppress Spell Damage while on Full Energy Shield

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 18% increased Evasion Rating (up from 15%) and 12% increased maximum Energy Shield (up from 10%).
    • No longer grants +8% to all Elemental Resistances or 10% increased Energy Shield Recharge Rate. Instead, it now grants +10% chance to Suppress Spell Damage while on Full Energy Shield.
3.8.0
  • Now able to be allocated via Blight anointment[1]
2.6.0
2.0.0
  • Energy Shield Recovery passives have been reworked to better suit the new state of Energy Shield.
1.2.0
  • The area surrounding the Witch, Shadow and Ranger has been redesigned.
0.11.0
  • Notable passives with non-unique names have been renamed to their own names.

References

  1. Natalia_GGG (September 6, 2019). "Anointing Enchantments Table in Path of Exile: Blight". Official Path of Exile Forums. Retrieved March 31, 2022.

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Miscellany

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

Template:Passive table header

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.
Unwavering Stance
Keystone
Cannot Evade enemy Attacks
Cannot be Stunned [1]
Stand your ground, child, keep your senses. The pain is fleeting, but victory is forever.
Not to be confused with Unwavering.

Unwavering Stance is a keystone passive skill that grants guaranteed stun avoidance, but prevents the character from evading attacks.

Mechanics

Unwavering Stance sets chance to avoid being stunned to 100% and sets evasion chance to 0%, which means enemies will always hit regardless of their accuracy rating or chance to hit.

Unwavering Stance does not modify evasion rating. This is significant mainly because of the Iron Reflexes keystone, which converts evasion rating to armour. It is therefore possible to utilize the effects of both keystones simultaneously. (Ghost Dance is also technically not affected.)

Location

Unwavering Stance is located on the bottom left side of the tree, on the intersection between the Marauder, Duelist, and Scion paths.

Class Distance from start
Marauder 7
Duelist 7
Scion 11
Ranger 17
Templar 17
Shadow 21
Witch 21

Related unique items

These unique items have the Unwavering Stance modifier, which provides the same effect as this keystone. Taking the keystone in addition to equipping one of these items will impart no additional benefit.

ItemBase ItemRequired levelStats
Ezomyte PeakEzomyte Peak
Iron Hat
Armour: (84-113)(15-20)% increased Area of Effect
+(75-100) to Armour
+(25-50) to maximum Life
Unwavering Stance
Centuries of servitude, a day
of glory, an eternity of death.
Iron Hat1(15-20)% increased Area of Effect
+(75-100) to Armour
+(25-50) to maximum Life
Unwavering Stance
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
Kaom's RootsKaom's Roots
Titan Greaves
Armour: (241-278)Requires Level 68, 120 StrHas no Sockets
Cannot be Knocked Back
+(150-200) to maximum Life
Action Speed cannot be modified to below Base Value
Unwavering Stance
Don't flinch. It's a waste of good hitting time.
Titan Greaves68Has no Sockets
Cannot be Knocked Back
+(150-200) to maximum Life
Action Speed cannot be modified to below Base Value
Unwavering Stance

Version history

Version Changes
0.9.4
  • Introduced to the game.

|}

References