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Evasion

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Revision as of 10:03, 3 August 2021 by >ITheCon
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Not to be confused with Dodge.

Evasion is the first layer of defence that increases a character's chance to evade 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 15 base evasion rating. The base character evasion rating does not increase with the level[1].

Dexterity grants bonuses to evasion. Every 5 points of dexterity provide 1% increased Evasion Rating. Non-multiples of 5 will be rounded up to the nearest multiple of 5 (e.g. 142 dexterity will be rounded to 145).

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 automatically hit. The chance to evade an attack is based on the defender's evasion rating compared to the attacker's accuracy.


<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} \text{Chance to Evade} = 1 - {\text{Attacker's Accuracy}*1.15 \over \text{Attacker's Accuracy} + (\text{Defender's Evasion} \times \frac{1}{4}) ^ {0.8} }

   </math>[2]

The Chance to Evade is limited to between 0% and 95% (directly affected by the limits of Chance to Hit).

There are two modifiers which bypass evasion: Cannot Evade enemy Attacks (from for example the Unwavering Stance keystone or Module Error: Item link: No results found for search parameter "Ezomyte Peak".), and attacks using Hits can't be evaded.

Evasion also gives an implicit chance to not receive critical strikes from attacks.[3] If an incoming critical strike hit succeeds the initial hit/miss roll, a secondary check is performed to determine critical hit or normal hit. If the first rolls succeeds but the second roll fails, only a normal damage hit is applied. Since spells cannot be evaded, spell criticals also cannot be evaded.

Evasion does not calculate the chance of each hit independently. Instead, it uses a system of "entropy" to ensure that enemies won't get long strings of hits or misses by chance.[3] To summarize, these are the calculation steps in each attack:

  1. If it is the first time an entity is attacked, or if the time between the last attack and this one is larger than 100 server ticks (3.33 seconds), randomise the entropy from 0–99.
    Evade chance as a function of Evasion Rating and Attacker Accuracy. Monsters at level 84 (Tier 16 Maps) have been highlighted.
    Evade chance as a function of Evasion Rating and Attacker Accuracy.  Monsters at level 84 (Tier 16 Maps) have 538 accuracy.
  2. Calculate chance to hit of the attacker using the above formula, and add this integer to the entropy counter.
  3. 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.
  4. A critical hit is evaded on a separate random roll and will not affect this entropy value.

As a result, if a player has a 1 in N chance to be hit, then the player will be hit exactly once for every N consecutive attacks. This eliminates all possibilities of lucky and/or unlucky streaks. 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.[4] 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.

Interaction with Dodge

Chance to Dodge bonuses granted by sources like Acrobatics function similar to evasion, but are rolled separately and are true 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 prevent receiving a hit.


<math display="" style="background-color:transparent; padding:0;"> \color[RGB]{163,141,109} \text{Chance}_{\text{Prevent Attack} } = 1 - (1 -\text{Chance}_{\text{Evade} }) \times ( 1 - \text{Chance}_{\text{Dodge} })

   </math>

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, Arrow Dancing, and Garukhan's Pantheon power. 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.[5]

Examples [Expand]

Example 1

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.

Example 2

A player has 5000 evasion, and gets 20% more Chance to Evade from Ghost Dance, 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 by 50% 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%.

Active skill gems

Related base stats

There are currently no active skill gems that have stats related to evasion.

Related quality stats

Skill gemStr.Dex.Int.Lvl.
DeterminationDeterminationAura, Spell, AoE, Physical
Level: (1-20)
Reservation: 50% Mana
Cooldown Time: 1.20 sec
Can Store 1 Use(s)
Cast Time: Instant
Radius: 36
Requires Level 24Casts an aura that grants armour to you and your allies.Per 1% Quality:1Superior2Anomalous3Divergent2% increased Area of EffectYou and nearby Allies have 0.25% chance to Avoid being StunnedYou and nearby Allies gain 0.1% of Evasion Rating as Extra ArmourYou and nearby allies gain (32-51)% more Armour
+(0-19) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Determination skill icon.png
yesyesyes24
Flesh and StoneFlesh and StoneSpell, Aura, AoE, Stance
Level: (1-20)
Reservation: 35% Mana
Cooldown Time: 2.00 sec
Can Store 1 Use(s)
Cast Time: Instant
Requires Level 16Casts an aura that affects you and nearby enemies differently depending on your stance. Using the skill again alternates between Blood Stance and Sand Stance.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Cooldown Recovery RateBuff grants 0.5% increased Evasion Rating and ArmourBuff grants 1% increased Damage if you've changed Stance recentlyNearby Enemies are Blinded while in Sand Stance
You take (9-11)% less Damage from Attacks from Enemies that aren't nearby while in Sand Stance
Nearby Enemies are Maimed while in Blood Stance
Enemies Maimed by this Skill take (13-16)% increased Physical Damage
(0-50)% increased Cooldown Recovery Rate
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Flesh and Stone skill icon.png
yesyesyes16

Support skill gems

Related base stats

There are currently no support skill gems that have stats related to evasion.

Related quality stats

There are currently no support skill gems that have quality stats related to evasion.

Mechanics Scaled by Evasion Rating

The following items provide some bonuses that scale with evasion rating.

ItemLvl.Stats

Related items

Flasks

ItemLvl.DurationUsageCapacityBuff EffectsStats

Unique items

Notable Evasion Rating

Unique items that can potentially grant upwards of 1,000 Evasion rating.

ItemLvl.EV

Global Evasion increases

Unique items that grant increased global Evasion rating.

ItemLvl.Stats+% to global Evasion Rating

Global flat Evasion

Unique items that grant a flat bonus to global Evasion rating.

ItemLvl.Stats+ to Evasion rating

Modifiers

Pure evasion armours

No results found

Hybrid evasion/energy shield armours

No results found

Hybrid evasion/armour ratring armours

No results found

Hybrid evasion/armour/energy shield armours

No results found

Jewels

No results found

Abyss Jewels

No results found

Other items

No results found

Flasks

No results found

Corrupted

No results found

Crafted

No results found

Delve

No results found

Passive skills

There are passive skills that grant evasion bonuses.

Evasion rating

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

No results found for the given query.

Evasion rating and armour

No results found for the given query.

Miscellany

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

No results found for the given query.

Keystones

No results found for the given query.

Ascendancy passive skills

No results found for the given query.

Version history

Version Changes
3.7.0
  • Accuracy is no longer capped to a 95% chance to hit. With enough accuracy, an enemy will never be able to evade an attack, so you will no longer have lone surviving monster frustratingly taunting you (unless you didn't get enough accuracy!).

References

  1. Version 3.15.0#Character Balance
  2. Malice (November 14, 2011). "Mechanics thread". Path of Exile Forum. Retrieved October 20, 2013.
  3. 3.0 3.1 Mark_GGG (December 10, 2012). "Mechanics thread". Path of Exile Forum. Retrieved February 7, 2013.
  4. Mark_GGG (September 14, 2012). "Mechanics thread". Path of Exile Forum. Retrieved October 20, 2013.
  5. Mark_GGG (August 23, 2013). "Blind + Ondar's Guile Interaction". Official Path of Exile Forums. Retrieved April 25, 2016.

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