Evasion

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Revision as of 01:17, 26 April 2016 by >DanielJBuckley (→‎Mechanics: Added section for how to calculate Chance to Evade with "Less Chance to Hit" and "More Chance to Evade" modifiers. Sorry for any poor English/formatting)
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Not to be confused with Dodge.

Evasion is the first form of defence that increases a character's chance to avoid being struck by incoming attacks. Evasion is opposed by the attacker's accuracy. Along with armour and energy Shield, evasion is one of the three defence types that can implicitly appear on equipment.

All classes start with {{#ask: -Has subobject::Character Has stat id::base_evasion_rating |?Has stat value= |mainlabel=- |limit=1}} base evasion rating and gain Expression error: Unrecognized punctuation character "{". additional evasion per level. The first level is included in this, so a level 1 character will have Expression error: Unrecognized punctuation character "{". base evasion. This gives a base of Expression error: Unrecognized punctuation character "{". evasion at level 100.

Dexterity also grants bonuses to evasion. Every 5 points of dexterity provides 1% increased evasion rating. Non-multiples of 5 will be rounded up to the nearest multiple of 5. (142 dexterity will be rounded to 145)

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.

[1]

In the contour plot below the Chance to evade has been plotted against the enemy's accuracy and the defender's evasion rating.

Chance to evade hits as a function of attacker's accuracy and defender's evasion rating.

Chance to evade can never be lower than 5%, nor higher than 95%. The exception to this is the modifier Cannot Evade enemy Attacks from for example 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.


Modifiers to chance to Hit and chance to Evade

Certain modifiers can be directly applied to the Chance to Hit, and Chance to Evade stats, such as Blind, and Arrow Dancing. The order in which these take effect are as follows; Chance to Hit is determined based on the attacker's accuracy and the defender's evasion, then modifiers to the attacker's Chance to Hit get applied, after which modifiers to the defender's Chance to Evade are applied to get the final Chance to Evade/Hit.[4]

Example

A player has 5000 evasion, and gets 20% more Chance to Evade from Shade Form, and is attacked by a monster with 500 accuracy who is blinded.

  • Chance to Hit = 500 / ( 500 + (5000/4)^0.8 ) = 62% Chance to Hit.
  • Blind lowers the chance to hit to 31%, meaning the player has a 69% chance to evade.
  • Shade Form's 20% more Chance to Evade causes the final chance to Evade to be 69 * 1.2 = 82%.

Flasks

Increased evasion are granted by 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.
and Ascendancy Stibnite Flask[5].

Skills

{{#ask:

Concept:Skill gems
Has subobject.Has stat id::~*evasion_rating*
|?Has name
|?Has infobox HTML
|?Has support gem letter HTML
|?Has level requirement
|?Has strength percentage
|?Has intelligence percentage
|?Has dexterity percentage
|intro=A list of skill gems that affects evasion rating.
|limit=1000
|link=none
|format=template
|introtemplate=SMW item table/skill gem/intro
|template=SMW item table/skill gem
|named args=yes
|userparam=level=yes, int=yes, dex=yes, str=yes
|sort=Has primary attribute, Has name

}}

Unique jewels

The following jewel affect Evasion: Lua error in Module:Item_table at line 1971: bad argument #2 to 'format' (string expected, got nil).

Passive skills

There are passive skills that grant evasion bonuses.

Evasion rating

These passive skills grant increased evasion rating or additional base evasion rating.

Template:Passive table

Evasion rating per frenzy charge

These passive skills grant increased evasion rating based on the number of frenzy charges the character has.

Template:Passive table

Evasion rating while Onslaught

These passive skills grant increased evasion rating while you have Onslaught.

Template:Passive table

Miscellany

These passive skills are related to evasion, but do not fit into any other category.

Template:Passive table

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. Mark_GGG (August 23, 2013). "Blind + Ondar's Guile Interaction". Official Path of Exile Forums. Retrieved April 25, 2016.
  5. GGG_Neon (February 3, 2016). "Utility Flasks for Ascendancy".