Unbreakable: Difference between revisions

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{{Passive skill box|Unbreakable}}
{{Passive skill box|Unbreakable}}
{{for|the heist boss|The Unbreakable}}
{{for|the heist boss|The Unbreakable}}
'''Unbreakable''' is a notable [[Ascendancy passive skill]] for the [[Juggernaut]] that grants life [[regeneration]], damage reduction, and doubles the amount of [[armour]] the user receives from the equipped [[body armour]]. It also grants life regeneration based on the amount of physical damage that was mitigated from hits.  
'''Unbreakable''' is a notable [[Ascendancy passive skill]] for the [[Juggernaut]] that doubles the amount of [[armour]] the user receives from the equipped [[body armour]] and causes a part of armour to mitigate hits of [[elemental damage]].


==Mechanics==
==Mechanics==
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==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|3.19.0|
* No longer grants Regenerate 2% of Life per second, 5% reduced Damage taken, or 1.5% of Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second.
* It now grants 8% of Armour applies to Elemental Damage from Hits.
}}
{{Version history table row|3.13.0|
{{Version history table row|3.13.0|
* The small passive prior to '''Unbreakable''' now causes you to Regenerate 0.5% of Life per second (instead of granting 20% increased Stun Duration on Enemies).
* The small passive prior to '''Unbreakable''' now causes you to Regenerate 0.5% of Life per second (instead of granting 20% increased Stun Duration on Enemies).
}}
}}
{{Version history table row|3.2.0|
{{Version history table row|3.2.0|

Revision as of 03:29, 19 August 2022

Unbreakable
Ascendancy Notable Passive Skill
Armour from Equipped Body Armour is doubled
8% of Armour applies to Fire, Cold and Lightning Damage taken from Hits [1]
For the heist boss, see The Unbreakable.

Unbreakable is a notable Ascendancy passive skill for the Juggernaut that doubles the amount of armour the user receives from the equipped body armour and causes a part of armour to mitigate hits of elemental damage.

Mechanics

The prevented damage is the difference between the calculated damage before mitigation and the damage taken after all steps of mitigation if that difference is positive, including not just physical damage reduction and Armour but also Block and Spell Suppression.[1] If the user takes more damage than the amount calculated before mitigation, it will not count as "negative" prevented damage.[2] Physical damage taken as another damage type will not be considered prevented physical damage.

The keystone Divine Shield uses the same wording to regenerate energy shield instead.

If the user also has Iron Reflexes, any evasion rating bonus from the body armour (which gets converted to armour) will NOT be doubled.

Petrified Blood's damage spread mechanics do not count as mitigation, and therefore do not contribute to "prevented damage".[3]

Version history

Version Changes
3.19.0
  • No longer grants Regenerate 2% of Life per second, 5% reduced Damage taken, or 1.5% of Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second.
  • It now grants 8% of Armour applies to Elemental Damage from Hits.
3.13.0
  • The small passive prior to Unbreakable now causes you to Regenerate 0.5% of Life per second (instead of granting 20% increased Stun Duration on Enemies).
3.2.0
  • Removed Cannot be Stunned.
  • Added 2% of Life Regenerated per second, 5% reduced Damage taken, and 1.5% of Total Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second.
2.2.0
  • Added to the game.

References

  1. Mark_GGG (Oct 22, 2021). "Finally I can now take 105% of Damage from Blocked Hits.". Reddit.
  2. Mark_GGG (Oct 22, 2021). "Finally I can now take 105% of Damage from Blocked Hits.". Reddit.
  3. Community_Team (May 19, 2021). "Game Mechanics Q&A Answers". Official Forum.