live now! Come hang out! www.twitch.tv/silentstil as @bglamb pointed out, the %60 and %30 percent "chance to hit" numbers are actually the result of a formula which factors in your evade chance: www.poewiki.net/wiki/Evasion#Mechanics
I was just doing research on chance to hit this morning. The accuracy formula is different than in PoE but the original formula has been spread around by a few creators. It's pretty easy to test though. Rather than evade chance being 1-(accuracy * 1.25/(accuracy + evasion/5)^0.9) it is simply 1-(accuracy*1.5/(accuracy+evasion)) What this means is that you need precisely twice a monster's evasion to have a 100% hit chance. Similarly, if you have less than half a monster's accuracy in evasion, it will be at 0%. The character sheet shows your evasion (or accuracy in the attack details) based on the base attack (or evasion) of a monster of your level. So for example, monster evasion at level 65 is 440, at level 90 is 813. This means that 880 accuracy will cap hit fighting level 65 monsters, 1626 accuracy will always hit level 90 monsters. You can see datamined data for monster base stats here: poe2db.tw/us/Monster#MonsterStats This worked perfectly with my test character. Level 78, at 860 accuracy it showed 88%, at 770 accuracy it showed 84%, at 699 accuracy it showed 80%, at 654 accuracy it showed 77%, at 406 it showed 60%. The base evasion of a level 78 monster is 613, if it was the original formula, all of those values would give 100% hit chance. If just assume that the datamined information is wrong, and the formula is right, and find a value for evasion that gives us 88% chance to hit, that would be about 3500 evasion, but that would mean my 406 accuracy should have a 66% chance to hit, when the game tells me 60%. However, if you instead use the simpler formula (Accuracy * 1.5) / (Accuracy + evasion) then it matches perfectly and matches the datamined data. It is also easier to think of it as (Accuracy + Accuracy/2) / (Accuracy + Evasion) which makes it easy to recognize that when Accuracy = 2 * Evasion that this will be 1.
Oh, and since this was a defenses video, for you to get a 50% evasion chance, you would need twice the attacker's accuracy. To get 75% evasion, you need 6 times the attacker's accuracy and to cap out at 95% evasion you would need 30 times the enemy accuracy. So to have a 95% chance to evade a level 90 monster, it would take 65,400 evasion. Monster evasion goes up by about 2.5% per level, monster Accuracy goes up by about 3.2% per level. Your character sheet always shows your chance to hit/evade a monster of your level, but level isn't taken into account in the formula. Players do have a base accuracy and evasion that goes up per level. For example, level 1 you start with 35 accuracy (with 7 dexterity) and 30 evasion. At level 2 you have 38 accuracy (still 7 dexterity), 33 evasion. At level 3 it's 36 evasion, 41 accuracy. I'm not sure what the progression is all the way up. It might stay a flat 3 points per level, or it might grow faster at higher levels.
Finally, (chain replying to my posts), the statement that big oneshots are what kill you lategame isn't really true. What starts to kill you to begin with is increase in monster density, and particularly projectiles. Monster damage doesn't really scale wildly. Monster damage increases by about 2.8% per level. There's also not much that increases the magnitude of physical damage, there's delirium, and there's a +40% bonus damage map mod, but apart from that, there's little. Even magic and rare monsters don't deal additional physical damage. Most of the extra damage dealt is extra elemental damage. Rather, what is dangerous is projectiles, because while melee monsters are limited in how many can hit you at once due to range, projectiles are not. Also visual clutter hiding things like purple flowers or other ground effects. I'd also mention that most all damage is physical. Most projectiles are physical. Even the green spines and whatever. Unless it's a casted spell, chances are it's physical. Now on bosses specifically, there are high numbers. Not as high as in Kripp's video, what he doesn't recognize is that the numbers on unique monsters on the site he was looking at are actually reduced by 35% by a unique monster aura. So they are displaying about 50% higher than they actually hit for without other modifiers. Similarly, the armor mitigation formula is (Attack Damage)/(Attack Damage + Armor/5) So you will halve the damage taken if you have 12 times the armor that the attack deals in damage. Most monsters do some percentage of base damage, and the highest that goes is generally about 280% for normal enemies. Uniques are a bit funny because their skills scale differently and as I mentioned they have a 65% damage dealt reduction on their base stats. So the executioner for example is a 400% damage scale, but he deals 65% of that, so he is doing 260% really, but then he has a guillotine drop attack that deals 450% damage. But a rule of thumb is similar to evasion, if an attack hits you for 50% and you triple the base physical damage, now you will take 75%, and you would need triple the armor to make it deal 50%. But this is fair when considering big hits when comparing it to evasion. A skill like that is supposed to kill you. If you could use armor to make it always survivable, when you compare that to a player who instead has evasion, then sometimes that skill is going to hit. This would bias everything around armour. This is also why energy shield's a bit overly strong right now, because it kind of gives that grace, especially with a few specific interactions it gets to have that makes it really strong. But when you see people die, most of the time it's not big one shots, it's generally lots of hits. Exception of course being boss deaths, which is supposed to be execution, rather than building to be immune to damage. It's being trapped in multiple explosions, it's a bunch of projectiles at once, or even a few big hits from heavy hitting monsters all connecting at once, but I'd say it's pretty rare to get 1-shot outside of a boss arena, and maybe high delirium levels.
@silentstill There is also "true Physical dmg reduction" that is added to the one from armor, you can also shift dmg types to reduce lets say physical dmg taken from hit BEFORE the armor formula aplays, stun and block recovery is also not irelevant. Dot grounds, other ailments like ignite or shock, how on-death effects works with block or evasion.... What i mean you covered most important of things but you could squize a bit more into that video. But that would probably make it long or complicated for new players. Have a nice day exile!
not related to poe but just wanna say i appreciate youtubers who arent using that crazy hyped up voices and just talk calmly. love your voice and vibes
Thanks so much! The algorithm is a fickle mistress, and its hard not to chase, so I feel for the youtubers who feel the need to be at energy level 11 all the time.
I've been playing PoE for 10 years and while not being a total expert, I have a pretty good grasp of most things. I've never seen Evasion being explained so well and easy to digest. Really well done!
Love this video! The title isn't clickbait, and you explain everything so well-clear, straightforward, and easy to follow. Plus, you’re not dragging the video out unnecessarily, which is super refreshing. Would love to see more content from you! Maybe consider making a video about confusing terms like attack speed vs. cast speed vs. projectile speed, or the difference between hit and damage over time. Keep up the great work!
Man, I've been searching for somebody with a calm voice who can explain these things clearly and "professionally". I finally reached the end of my search now. Thank you very much, I instantly subscribed!
@@silentstill What I would like to understand better is Aliments and how they work. I know that cold damage has a chance to freeze and depends on my damage, but how exactly? Thanks for helping!
@@silentstillYeah this ailment stuff would really interrest me, maybe you could explain magnitude in that Video aswell if thats not a whole other topic. I dont understand it, for me it reads all the same :S if i want to freeze, do i take frost ailment, frost magnetude, freeze build up, freeze duration or just frost dmg in generall or all xd pls help
Your discussion of armor gets to the right place but I think it under explains exactly what's going on with armor's actual damage reduction. The bigger the hit is the less effective each point of armor is. If I have 5000 armor, and take a hit of 500 damage my effective damage resistance is 45%. So for this specific example, each point of armor is worth 0.009% DR. If it take a hit of 2000, it's effectively 17%. Which means each point of armor is worth 0.0034% DR. You are absolutely right that armor doesn't protect you against the meaningful threats you face in end game. However, the key piece is that ANY big hit could be a major difference maker. Critical hits an enemy does can severely change how effective your armor is. If a hit would have done 500 damage but it happens to be a crit, and comes out at 1000, your damage resistance doesn't just not hold up, it can make for easy deaths. I thought this was worth expanding on because one of the worst parts about playing armor is getting surprised by something that normally doesn't kill you. Inconsistent defenses are frustrating
It's actually consistent, but not the way you think it is. If you have 5000 armor and: 1) you get hit for 500 damage, then you block 225 damage 2) you get hit by 2000 damage, then you block 340 damage Basically, armor blocks around the same amount of damage, unless damage value is very low. In other words, it works more like flat damage reduction.
This is great man. Succinct, calm, and informative. I would love a video explaining the nuances of damage conversion / extra damage as / damage taken as
This is such a well explained video. Clear and concise with no BS and even with pictures for the visual learners. I always knew what the tooltip for CI said but I now actually understand how it works. Subbed and hoping for more. Thank you.
This Guide! is one of the best if not the best guide i have seen for POE on yt for 12 years since ppl started making guides for poe!. i have played since beta got 9700hrs and know my share of about the game. But i had to watch everything. Well done,can't wait for the next video. Well deserved sub
@@silentstill Since you started on the defensive side i think you should do that yeah, and try to do take do everything in the def Basket. many ppl are jumping from one thing to another and back again. so new players will struggle getting everything. I got over medi knowledge about stuff. but this is so nice for the new and medicore players!. dunno if there are are any ContentCreator channels on poe discord or on TFT, if it is you should post there when you make new!. have posted the video on diffrent discords :).
Wow this was exactly what I was looking for as I’m just getting blown up in act 2 haha. I appreciate the graph more than someone just running around or standing still just talking. 10/10
This was very well done been playing poe1 for years and i thought i had a good grasp on defences, but never knew the exact order of operations or that evasion worked like that. One thing you might want to add is where Mind over Matter fits in. You take damage to your mana instead of life, but its after your energy shield is gone. Many players also take eldrich battery to convert all es to mana. However this is at least currently only base es from gear. Anything that converts something to more energy shield like everlasting gaze amulet would give you energy shield anyway
They really need to do something about how these are communicated in the character sheet. When a stat says "evasion 40%" then you expect to evade 40% of incoming hits. There are no tool tips or explanations of how this isn't true.
I believe the current approach is quasi-random: if you evade an attack, the next is more likely to hit, and if you didn't - it's less likely. This makes it more reliable
Thanks so much for breaking this down, it was especially interesting to learn about the evasion rating, I always assumed it was just a chance roll against enemy accuracy
Straight, clear, and to the point. I had no idea how Evasion worked. Gotta say i quite like its implementation. never been a fan of RNG evasion meaning you get unlucky and die. Thanks for the vid! good stuff :D
It's so funny I've read poison damage is chaos damage multiple times in tooltips but until you explained it to me I didn't realize chaos resist will help. I just thought there is no way to lower poison damage. Thanks for that and the other explanations, cleared up a lot. Short & concise, quality content man! I'd love to see an explainer for elemental ailments, how they apply and how they interact with meta skills. My current build revolves heavily around igniting enemies and using cast on ignite and elemental invocation and I still don't fully understand how it all works together and which aspects (chance to ignite, ignite magnitude, spell/fire/elemental damage, exposure, penetration, crit?) I should prioritize in my passives for maximum energy gain
For the most part, that elemental stuff just kinda works "as you expect." Stuff gets weird when you start doing conversions and "chance" interaction (as you mentioned). I'm thinking about doing a video on this, but it will require some experimentation as a lot of it just hasn't been figured out yet. Hop into the discord if you have input! discord.silent.tube
Well there is two additional interesting things to consider. - Some items have "X% physical damage taken as lightning damage" for example. This is useful as resistances apply a flat dmg reduction rather than the complicated physical dmg system. - Then there also is "x% of damage taken recouped as life". This means you recovere x% of the damage you take over 8s. However this time can be reduced through some passive nodes. The chronomancer for example can get this down to about 3s. Paired with the unique "Atziri's Disdain" which makes 20-25% of damage taken bypass your energy shield this can be a very effective way to mitigate 20-25% of the damage you take, as you can basically recoup this portion instantly if you can get 60+% recoup. - There is also critical extra damage prevention / reduction.
Leech > Regen > Recoup. Recoup is trash. Leech gave me and noticable increase in dps on Mace Strike and other abilities. Regen is great. Recoup is the worst of all.
The conversion stuff is a rabbit hole. Its a bit more niche, but I may do a video on it next. I don't yet have a super good grasp on some of those interactions. Crits would be a good topic in both directions (dealing and receiving damage). I might do a video on crits alone. As a blood witch, I really wish recoup was more viable. 8 seconds is just too long. I wish they'd maybe nerf those and just turn them into life damage mitigation or something.
@Thoseeyesozise Well i play recoup on my chronomancer paired with lots of es and since i run it i facetank basically everything in t16s. But its true that it only becomes viable if you get it down to 3s recoup time and get to like 60-100% recoup (which is super cheap as chronomancer). In general i feel like most defensive layers in the life area only work for one or two ascendencies and classes if at all.
Wow. I enjoyed a lot from this video. Accurate information. I learned something. Your debit and voice intonation were perfect. And it was direct and to the point. 10/10 I subbed.
Armor : Honour mitigation & Stun threshold Life : Freeze & Stun threshold Energy shield can be used for stun threshold with some passive in the tree :3 Happy new year exiles 💜
@@silentstill Really sorry for making it a bit more difficult on you but I figured that it would be important to at the least mention the freezing & stun threshold for those that wonder "Why I cannot move then I die ?"
@@lorenzomariani7386 Another fellow icebreaker enjoyer. I just didn't wanted to mention it for peoples that do not have a lot of energy shield but on an hybrid life/es its an actual life saver :3
0:28 "... if there's some nebulousness here..." instantly stopped, liked and brought over my salad to eat while watching this video (if the calm and composed video wasn't enough already)
Great summary, though it wasn't really clear to me how Evasion actually factors in before I read the comments. But it's interesting that evasion is actually a lot more consistent than I expected.
Great video, kind of a poe noob and appreciate being taught the mechanics from a low level instead of being force fed an entire build without understanding why or how anything works.
Thank you! As a new player (level 45), I’ve had no idea of how the flow of damage actually worked. Had a decent idea, as it intuitively makes some sense, but this breakdown was very helpful in solidifying how it actually works.
Very informative! One thing you missed in the evasion section which I have copied from the wiki as it was missed: 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), randomize the entropy value from 0-99. Note that if multiple mobs are attacking one character, all of the mobs' attacks share the same entropy value.
I editorialized it as "per fight" as I feel that is what the "100 ticks" is meant to encapsulate, and I don't want to firehose too much. But I agree, that can be an important distinction in some fights (boss battles, etc)
Thanks for this, as an evasion build, this was my big question about the video. But does that mean that if I'm fighting a monster pack, and run away for 3.3 seconds, the evasion is re-rolled the next time they attack me, even though it's the same monsters doing the attacking?
@ perfect man; for me half the fun of getting into new games is learning about all of the mechanics and how stats interact etc, so that’s right up my alley
3:15 where did “100” come from? Is that an arbitrary number you used to represent the normalized “attack will hit” threshold or something? Unless I missed it I don’t think you defined the 100.
I had the same question, are we normalizing say 10k raw evasion stat to a probability based on each monster's accuracy, and then saying once we've accumulated 100% worth of probability we get hit? And what's the range and probability distribution of the entropy roll?
good question (cc @brian1264 ). Essentially, that is just the mechanic. The rolled entropy value + the effective chance to hit (which is dependent upon the attacker's accuracy and the defender's evasion) is compared to 100. If it's less, its a miss and its added to the ticker. If its above 100, the attack hits and 100 is subtracted from the ticker.
In the video you say "the monster's accuracy rating gets added to 25". Which is wrong. Your comment says "effective Chance to hit [based on the table] gets added to 25". Which is correct. Thats a big difference and the explanation in the video is actually really poor because you are confusing completely different numbers. Plus you seem to not have understood where the 100 comes from. This is the Chance you get Hit AFTER evasion is applied. Everything greater than 100(%) makes you get hit. It also makes perfect sense why the entropy is added to the monster's effective Hit chance: as it is an rng number between 1 and 100 (not completely sure about the range), it actually serves as the randomization Part for the first Hit.
Good video, very useful. Two mechanics not covered are Honour and Darkness. They are a bit more niche though, so I wouldn't expect them in a video like this, but it might have been nice to mention them at the end.
This is by far the best video i have ever seen regarding how defense works in a game! Very helpful, thank you! ⭐️ This is how you earn my like, sub & share 😊
thank you very much for this video. only played sorc right now and dont know how evasion and armor works. good to know for my next characters. chaos inoculation is for sorc so awesome it´s just a must have ;D
Yeah! Damage shifting from affixes largely just makes the corresponding resistance apply. I'm not sure how they compound when you manage to route damage through both. I'd imagine it's the base resistance then the additional resistance on what's left.
Armour should apply after the resistances. That's the way it is in PoE1 and I'm pretty sure that they kept it that way. That's why armour is so good when you can apply it to non-phy hits because armor is great against small hits and res makes the hit small.
Solid video. Nice job. The only question I had: given this information, is it better to focus on a single kind of defense (evade, armor, ES) or use a hybrid approach? It *seems* like, based on this explanation, there might be some value in a hybrid model.
Great video format, 2nd kind I've seen lately with none of the overplayed overhyped voice, hopefully that's a new trend starting! As for the content, great stuff, very useful for newer players. Maybe for the next one, talk about all the ways to layer defenses? And point out how poe is also about being able to stand and apply your damage, your character sheet's values don't tell the whole story. Stuff like using stuns/freeze/electrocute, blind/maim/kockback supports, the spirit skill that knockback when hit. Basically the mechanicals ways to not get hit, before even getting to the character's stats and defenses. It's layering all those together that get you a strong character. DPS is so easy to come by, for now, people should be focusing on defense from tree much more, imo. A few points to reduce slows potency might seem like a waste, up until the point where slows are the only thing killing you anymore, in which case it'll have way more impact on gameplay and progression than an 8th damage cluster. Also not sure where this assumption that armor is made to tank big hits is coming from, but it seems to be the only basis for all the screams of "armor bad" we've been hearing. Noone seems to mention how it absolutely sh*ts on small or medium hits, and being usually paired with regen can stand on AoE dots all day while being pummeled. Try that on an evasion character, see how it feels :D It will probably get improved, but I don't think it will ever be meant to facetank the hardest phys hits in the game, roll is there for a reason.
Yeah, I appreciate your thoughts on what armor is "intended" to do. I think a lot of the optics are that armor should be able to be used as a defensive stat on its own. I think the fact that big one-shots are what usually melt characters endgame is what gives people such a bad taste towards it, but evasion has this same problem against high accuracy hits.
Thank you so much! I was struggling to understand why my Titan, 82% armor, 78% all elemental res, 75% chaos res was dying instantly to some uniques or bosses... the fact is that even with that, if the monster is gonna hit you like a truck, doesnt matter if you have good defensive stats, your gonna die... this makes my Titan even more USELESS... I feel betrayed, thinking that I would be a good tanker, in reality, its better to be a glass cannon and kill before be killed. Amazing content, one more subscriber to your channel, keep doing good videos like this, its so precious to newbies like me :D
If you look at the Armor chart at a certain point if their Physical Damage is high enough your Armor will reduce 0% of it. Massive Physical Damage Hits (Corpse Explosion is a Physical Hit) or Hits that Penetrate Elemental Resist are usually the cause of most one shots. Elemental Penetration is pretty straight forward as well say you get hit for 100 with 78% Ele Res and the hit has 25% Pen, then 78-25 = 53% | 100 - 53% = 47 damage taken instead of 22. Armor's lack of protection against big hits is what makes converting Physical Damage Taken to Elemental Damage Taken one of the most powerful forms of defense both in PoE 1 & PoE 2 although lacking sources in PoE 2.
@Zero2x0 what will happen if I have extra elemental resistance, for example, if I have 100% fire resistance and monster have 25% fire penetration, the hit will be 75% reduced or its start to count to my cap at 75%-25%=50%?
@@victorsouzacostasilva2761 Its penetrating and not reducing your elemental resistance so 75% - 25% = 50%. That's why Penetration can be scary even if your Res is over capped.
Some important points: 1. Because block is outside of evasion's entropy and calculated after, if you stack both block and evasion, you have a high chance of blocking the few hits that the entropy lets through. This has in the past been incredibly powerful in PoE1, especially when stacked with a third form of random, post-entropy avoidance that no longer exists for attacks. 2. Armor's purpose is to let you freely take lots of small hits. In act 2's final zone, most characters get shredded by large numbers of projectiles and spear pokes while being swarmed by insects. An armor build is almost entirely safe in that situation, and can just aim for difficult rares, and get away with large, slow slams. You do need to invest a little bit, and ideally get some block on top of it, but it deals with a situation where energy shield completely fails and evasion does poorly. 3. Large slams ignore evasion, block, and dodge unless you take some pretty large penalties, and you're still risking taking an entirely unreduced hit. While armor is far less effective against large hits, in most of those cases you're probably still getting at least a 20% damage reduction, which the other defenses do not do. You're still expected to dodge out of the way, because the largest attacks are supposed to be lethal - it's just that energy shield values are currently still inflated far beyond what they should be.
3. kripps video had it at about 8% even for a big fire hit and with fireproofing and a lot of armor nodes taken. So does not currently look to be worth it at this stage. Let's hope it's pushed in a direction where it will be more like 20% for the big hits.
@@Dommomos I'd disregard that personally. If 25% of your armor was enough to reduce a pure fire hit by 20%, no physical hit would ever be able to kill you. It's fine for it to be a small amount like 8% if it's just a bit of extra on top of your resists.
Other defense layers: #% damage taken from mana before life (its post mitigation so its not "armor friendly"), guard, enfeeble, recover missing life when hit and more. And all conversion related like: #% armour also applies to x, #% phys as x, etc
I have another video idea for you people may find intresting which is how the brotherhood of topaz ring works. I’ve been working on it for 20+ hours now and the rabbit hole goes deep. For example knowing the order of operations for how it converts lightning to ice and what is adds before and after is the difference between it being the worst or best item in the game. One example: passive skill tree is taken into account after conversion making all lightning damage nodes useless. Lightning percent increase of items I believe is done before however (still testing). Shock can no longer be applied since all lightning is now cold but voltaic mark works independently opening a second offshoot rabbit hole. Good luck it’ll break your brain
Yeah, there are a few examples of this "conversion" stuff which is just super ambiguous. I'm thinking about doing another video which is a bit of a deep dive into how these usually work, but there are a lot of edge cases. I appreciate the suggestion, and best of luck in teseting! If you'd ever like to rabbit hole with me, hop into the discord!
In a recent interview with the devs they said that bleed interaction is possibly a bug. They intended bleed to bypass energy shield and proc no matter if it hits ES or life pool.
Great video easy for now players. You only forgot dmg convertion. Like fire dmg taken as lightning, physical damage converted as elemental and armor apply to elemental damage.
Its a good explanation, though I believe the armor chart you showed is understating how bad armor is. Only build armor expecting it to protect the little hits and convert your life to energy shield
I think adding in penetration and exposure to the energy shield section would help as its an additional layer that can impact both you and the enemy. Great content though
Thanks! Yeah, there are a lot of other factors which can play a roll here (debuffs reducing res is a good example). That might be something I circle back to at some point!
I think something that's massively important to understand (even though if you thought about it for a second it'd be obvious) is that if you have e.g. 50% fire resist vs. 75% fire resist, you're actually taking twice as much fire damage. Similarly if you have 98% vs. 99% you're taking twice as much damage. This is just a function of how percentages work, but it's important to keep in mind when prioritizing defenses.
Agreed. I prefer games to be tuned around a lower resistance cap for this reason. I don't have to worry about getting melted because I'm missing 1 or 2 percentage points of resist.
Great video pls make more of these, also how does it work with res pen if u are over caped will penetration first have to overcome the amount of overcap?
Thats a very good question. In poe1, penetration only applied to capped resistance, so I'd assume its the same here, but I'm not certain. Over-resist generally helps when there are global resistance penalties (waystones, etc)
Ah, yeah, I've no idea where they would get percentages from evasion rating. Hop into the discord and ping me, and I'll let you know if I figure anything out: discord.silent.tube
so if you need your CPU melted - use all defensive layers :D great video, this is what PoE is all about - having a masters degree in Maths and Languages and some classes in Logic and Programming helps a little too!! p.s. and this is also a class on how to get +1 sub, no screaming required! ... and ... no click bait?! wow
Thank you for this. This helped me understand my build and how I factored my play as a monk to not tank up so much damage. Be great if you could explain how 1-shot death works and what triggers such? Was this a design flaw from GGG?
Thanks for the nice tutorial! When you say damage goes through the energy shield, you mean the energy shield is depleted, I guess? Does the energy shield have permeability to anything?
this video was awesome. i will never claim to be good at these details but i love understanding how they actually work. The one thing i still dont really understand is the difference between active and passive blocking. If I have a 50% chance to block, am i blocking 50% of everything blockable all the time? what extras do i get by raising my shield with that same 50% block rate? (i know there are builds like the magma one and such that rely on shield being raised so let's assume im not using those yet haha).
Wait. How does my evasion rating interact with this entropy value? I feel like I only got half of an explanation. 😢 Great video though! I am very impressed with how well you used that program you were using to make the graphic. That wasn’t paint was it?
Its excalidraw.com! Evasion factors into that "chance to hit" table we pulled up. The output of that table would be the example "hit chances" we used in the examples.
live now! Come hang out! www.twitch.tv/silentstil
as @bglamb pointed out, the %60 and %30 percent "chance to hit" numbers are actually the result of a formula which factors in your evade chance: www.poewiki.net/wiki/Evasion#Mechanics
I was just doing research on chance to hit this morning. The accuracy formula is different than in PoE but the original formula has been spread around by a few creators. It's pretty easy to test though. Rather than evade chance being 1-(accuracy * 1.25/(accuracy + evasion/5)^0.9) it is simply 1-(accuracy*1.5/(accuracy+evasion))
What this means is that you need precisely twice a monster's evasion to have a 100% hit chance. Similarly, if you have less than half a monster's accuracy in evasion, it will be at 0%. The character sheet shows your evasion (or accuracy in the attack details) based on the base attack (or evasion) of a monster of your level.
So for example, monster evasion at level 65 is 440, at level 90 is 813. This means that 880 accuracy will cap hit fighting level 65 monsters, 1626 accuracy will always hit level 90 monsters.
You can see datamined data for monster base stats here: poe2db.tw/us/Monster#MonsterStats
This worked perfectly with my test character. Level 78, at 860 accuracy it showed 88%, at 770 accuracy it showed 84%, at 699 accuracy it showed 80%, at 654 accuracy it showed 77%, at 406 it showed 60%. The base evasion of a level 78 monster is 613, if it was the original formula, all of those values would give 100% hit chance. If just assume that the datamined information is wrong, and the formula is right, and find a value for evasion that gives us 88% chance to hit, that would be about 3500 evasion, but that would mean my 406 accuracy should have a 66% chance to hit, when the game tells me 60%.
However, if you instead use the simpler formula (Accuracy * 1.5) / (Accuracy + evasion) then it matches perfectly and matches the datamined data. It is also easier to think of it as (Accuracy + Accuracy/2) / (Accuracy + Evasion) which makes it easy to recognize that when Accuracy = 2 * Evasion that this will be 1.
Oh, and since this was a defenses video, for you to get a 50% evasion chance, you would need twice the attacker's accuracy. To get 75% evasion, you need 6 times the attacker's accuracy and to cap out at 95% evasion you would need 30 times the enemy accuracy. So to have a 95% chance to evade a level 90 monster, it would take 65,400 evasion.
Monster evasion goes up by about 2.5% per level, monster Accuracy goes up by about 3.2% per level. Your character sheet always shows your chance to hit/evade a monster of your level, but level isn't taken into account in the formula.
Players do have a base accuracy and evasion that goes up per level. For example, level 1 you start with 35 accuracy (with 7 dexterity) and 30 evasion. At level 2 you have 38 accuracy (still 7 dexterity), 33 evasion. At level 3 it's 36 evasion, 41 accuracy. I'm not sure what the progression is all the way up. It might stay a flat 3 points per level, or it might grow faster at higher levels.
Finally, (chain replying to my posts), the statement that big oneshots are what kill you lategame isn't really true. What starts to kill you to begin with is increase in monster density, and particularly projectiles. Monster damage doesn't really scale wildly. Monster damage increases by about 2.8% per level. There's also not much that increases the magnitude of physical damage, there's delirium, and there's a +40% bonus damage map mod, but apart from that, there's little. Even magic and rare monsters don't deal additional physical damage. Most of the extra damage dealt is extra elemental damage.
Rather, what is dangerous is projectiles, because while melee monsters are limited in how many can hit you at once due to range, projectiles are not. Also visual clutter hiding things like purple flowers or other ground effects.
I'd also mention that most all damage is physical. Most projectiles are physical. Even the green spines and whatever. Unless it's a casted spell, chances are it's physical.
Now on bosses specifically, there are high numbers. Not as high as in Kripp's video, what he doesn't recognize is that the numbers on unique monsters on the site he was looking at are actually reduced by 35% by a unique monster aura. So they are displaying about 50% higher than they actually hit for without other modifiers.
Similarly, the armor mitigation formula is (Attack Damage)/(Attack Damage + Armor/5) So you will halve the damage taken if you have 12 times the armor that the attack deals in damage. Most monsters do some percentage of base damage, and the highest that goes is generally about 280% for normal enemies. Uniques are a bit funny because their skills scale differently and as I mentioned they have a 65% damage dealt reduction on their base stats. So the executioner for example is a 400% damage scale, but he deals 65% of that, so he is doing 260% really, but then he has a guillotine drop attack that deals 450% damage.
But a rule of thumb is similar to evasion, if an attack hits you for 50% and you triple the base physical damage, now you will take 75%, and you would need triple the armor to make it deal 50%.
But this is fair when considering big hits when comparing it to evasion. A skill like that is supposed to kill you. If you could use armor to make it always survivable, when you compare that to a player who instead has evasion, then sometimes that skill is going to hit. This would bias everything around armour. This is also why energy shield's a bit overly strong right now, because it kind of gives that grace, especially with a few specific interactions it gets to have that makes it really strong.
But when you see people die, most of the time it's not big one shots, it's generally lots of hits. Exception of course being boss deaths, which is supposed to be execution, rather than building to be immune to damage. It's being trapped in multiple explosions, it's a bunch of projectiles at once, or even a few big hits from heavy hitting monsters all connecting at once, but I'd say it's pretty rare to get 1-shot outside of a boss arena, and maybe high delirium levels.
@silentstill
There is also "true Physical dmg reduction" that is added to the one from armor, you can also shift dmg types to reduce lets say physical dmg taken from hit BEFORE the armor formula aplays, stun and block recovery is also not irelevant.
Dot grounds, other ailments like ignite or shock, how on-death effects works with block or evasion....
What i mean you covered most important of things but you could squize a bit more into that video. But that would probably make it long or complicated for new players.
Have a nice day exile!
time to shave it off my dude
not related to poe but just wanna say i appreciate youtubers who arent using that crazy hyped up voices and just talk calmly. love your voice and vibes
FREAKIN ME TOO Mate!
Same , props to OP
This game isnt really a for kids game so they are gonna really wanna do that.
Thanks so much! The algorithm is a fickle mistress, and its hard not to chase, so I feel for the youtubers who feel the need to be at energy level 11 all the time.
I agree
I've been playing PoE for 10 years and while not being a total expert, I have a pretty good grasp of most things. I've never seen Evasion being explained so well and easy to digest. Really well done!
That means a lot! I think the entropy system is actually brilliant. Clearly designed by someone with a love of arpgs haha.
Love this video! The title isn't clickbait, and you explain everything so well-clear, straightforward, and easy to follow. Plus, you’re not dragging the video out unnecessarily, which is super refreshing. Would love to see more content from you! Maybe consider making a video about confusing terms like attack speed vs. cast speed vs. projectile speed, or the difference between hit and damage over time. Keep up the great work!
Good idea! Some of those terms are hard to interpret, conditional, and the result isn't diplayed anywhere in game!
Had a guy in public chat say... "This is a damn game. Why do you need spread sheets? " we all just giggled
Man, I've been searching for somebody with a calm voice who can explain these things clearly and "professionally". I finally reached the end of my search now. Thank you very much, I instantly subscribed!
Glad I could help. What do you want to see a video on next?
@@silentstill What I would like to understand better is Aliments and how they work. I know that cold damage has a chance to freeze and depends on my damage, but how exactly? Thanks for helping!
I did one on the icons, but the actual impact of ailments and how they get calculated could be nice.... good idea!
Subscribed straight away 👊 great video with great explanation🤌🤌🤌
@@silentstillYeah this ailment stuff would really interrest me, maybe you could explain magnitude in that Video aswell if thats not a whole other topic. I dont understand it, for me it reads all the same :S if i want to freeze, do i take frost ailment, frost magnetude, freeze build up, freeze duration or just frost dmg in generall or all xd pls help
Insanely helpful. I understand evasion a lot more clearly now. Thank you.
Awesome. Thats my goal!
Your discussion of armor gets to the right place but I think it under explains exactly what's going on with armor's actual damage reduction. The bigger the hit is the less effective each point of armor is.
If I have 5000 armor, and take a hit of 500 damage my effective damage resistance is 45%. So for this specific example, each point of armor is worth 0.009% DR.
If it take a hit of 2000, it's effectively 17%. Which means each point of armor is worth 0.0034% DR.
You are absolutely right that armor doesn't protect you against the meaningful threats you face in end game. However, the key piece is that ANY big hit could be a major difference maker. Critical hits an enemy does can severely change how effective your armor is. If a hit would have done 500 damage but it happens to be a crit, and comes out at 1000, your damage resistance doesn't just not hold up, it can make for easy deaths.
I thought this was worth expanding on because one of the worst parts about playing armor is getting surprised by something that normally doesn't kill you.
Inconsistent defenses are frustrating
It's actually consistent, but not the way you think it is.
If you have 5000 armor and:
1) you get hit for 500 damage, then you block 225 damage
2) you get hit by 2000 damage, then you block 340 damage
Basically, armor blocks around the same amount of damage, unless damage value is very low. In other words, it works more like flat damage reduction.
This is great man. Succinct, calm, and informative. I would love a video explaining the nuances of damage conversion / extra damage as / damage taken as
Damage conversion is a bit of a rabbit hole, but I agree. I might do one on how it seems some of these calculations are actually being done.
Subscribed for zero click bait. Zero fluff.
Not even 30 secs in and I already subscribed, no clickbait, not overhype, pure information and I'm now eating my breakfast while watching.
This is such a well explained video. Clear and concise with no BS and even with pictures for the visual learners. I always knew what the tooltip for CI said but I now actually understand how it works. Subbed and hoping for more. Thank you.
Thanks! Staring at giant tooltips in-game can only get you so far lol
This Guide! is one of the best if not the best guide i have seen for POE on yt for 12 years since ppl started making guides for poe!. i have played since beta got 9700hrs and know my share of about the game. But i had to watch everything. Well done,can't wait for the next video. Well deserved sub
Haha, thats so kind! I'm debating what to work on next. I've got an outline for resistances and ailments. Would that be of interest?
@@silentstill Since you started on the defensive side i think you should do that yeah, and try to do take do everything in the def Basket. many ppl are jumping from one thing to another and back again. so new players will struggle getting everything. I got over medi knowledge about stuff. but this is so nice for the new and medicore players!. dunno if there are are any ContentCreator channels on poe discord or on TFT, if it is you should post there when you make new!. have posted the video on diffrent discords :).
finally a poe content creator that isnt click baity and overhyped. subbed
Wow this was exactly what I was looking for as I’m just getting blown up in act 2 haha. I appreciate the graph more than someone just running around or standing still just talking. 10/10
This was very well done been playing poe1 for years and i thought i had a good grasp on defences, but never knew the exact order of operations or that evasion worked like that.
One thing you might want to add is where Mind over Matter fits in.
You take damage to your mana instead of life, but its after your energy shield is gone.
Many players also take eldrich battery to convert all es to mana. However this is at least currently only base es from gear. Anything that converts something to more energy shield like everlasting gaze amulet would give you energy shield anyway
Great video as always. Been really enjoying POE2 and its nice to see the math laid out.
well done. no clickbait and good informations.
i already know all of this but for new players this video is a blessing!
Yeah as someone kinda new to ARPGs (few dozen hours on Grim Dawn) it is crystal clear but I also learned that armor is kinda sh*t right now lol
They really need to do something about how these are communicated in the character sheet. When a stat says "evasion 40%" then you expect to evade 40% of incoming hits. There are no tool tips or explanations of how this isn't true.
Yeah, they've done a decent job on tooltips, but the character sheet is lacking for sure. It would also be nice for things like crit chance and stuff
@@silentstill It does seem to be missing quite a bit, agreed.
@@silentstillIsnt crit is written for every specific gem, when you click little arrow on the right side(while ur in active gems tab)
I believe the current approach is quasi-random: if you evade an attack, the next is more likely to hit, and if you didn't - it's less likely. This makes it more reliable
Armor is way worse. It does nothing of what it says on the tooltip. It's a complete garbage stat at the moment.
Thank you so much! This is one of the best videos I have seen on PoE!
Hey, thats a huge compliment. I appreciate it, thank you!
Thanks so much for breaking this down, it was especially interesting to learn about the evasion rating, I always assumed
it was just a chance roll against enemy accuracy
Straight, clear, and to the point. I had no idea how Evasion worked. Gotta say i quite like its implementation. never been a fan of RNG evasion meaning you get unlucky and die. Thanks for the vid! good stuff :D
Yeah, I think its actually super clever. Clearly designed by someone with a love of ARPGs haha
It's so funny I've read poison damage is chaos damage multiple times in tooltips but until you explained it to me I didn't realize chaos resist will help. I just thought there is no way to lower poison damage.
Thanks for that and the other explanations, cleared up a lot. Short & concise, quality content man! I'd love to see an explainer for elemental ailments, how they apply and how they interact with meta skills. My current build revolves heavily around igniting enemies and using cast on ignite and elemental invocation and I still don't fully understand how it all works together and which aspects (chance to ignite, ignite magnitude, spell/fire/elemental damage, exposure, penetration, crit?) I should prioritize in my passives for maximum energy gain
For the most part, that elemental stuff just kinda works "as you expect." Stuff gets weird when you start doing conversions and "chance" interaction (as you mentioned). I'm thinking about doing a video on this, but it will require some experimentation as a lot of it just hasn't been figured out yet. Hop into the discord if you have input!
discord.silent.tube
Well there is two additional interesting things to consider.
- Some items have "X% physical damage taken as lightning damage" for example. This is useful as resistances apply a flat dmg reduction rather than the complicated physical dmg system.
- Then there also is "x% of damage taken recouped as life". This means you recovere x% of the damage you take over 8s. However this time can be reduced through some passive nodes. The chronomancer for example can get this down to about 3s. Paired with the unique "Atziri's Disdain" which makes 20-25% of damage taken bypass your energy shield this can be a very effective way to mitigate 20-25% of the damage you take, as you can basically recoup this portion instantly if you can get 60+% recoup.
- There is also critical extra damage prevention / reduction.
Leech > Regen > Recoup. Recoup is trash. Leech gave me and noticable increase in dps on Mace Strike and other abilities. Regen is great. Recoup is the worst of all.
The conversion stuff is a rabbit hole. Its a bit more niche, but I may do a video on it next. I don't yet have a super good grasp on some of those interactions.
Crits would be a good topic in both directions (dealing and receiving damage). I might do a video on crits alone.
As a blood witch, I really wish recoup was more viable. 8 seconds is just too long. I wish they'd maybe nerf those and just turn them into life damage mitigation or something.
@Thoseeyesozise Well i play recoup on my chronomancer paired with lots of es and since i run it i facetank basically everything in t16s. But its true that it only becomes viable if you get it down to 3s recoup time and get to like 60-100% recoup (which is super cheap as chronomancer). In general i feel like most defensive layers in the life area only work for one or two ascendencies and classes if at all.
@@silentstill Looking forward to those topics. Also yeah in general classes with focus on life are really hard to get going currently.
Wow. I enjoyed a lot from this video. Accurate information. I learned something. Your debit and voice intonation were perfect. And it was direct and to the point. 10/10 I subbed.
Glad you found it helpful, Exile! Welcome to the channel!
Very Nice video! I would appreciate very much the same kind of clear explanation on damage calculations and scaling. Congrats for the nice content!
I'll get to that! Damage scaling is a deep, deep rabbit hole, but I want to cover it eventually.
Armor : Honour mitigation & Stun threshold
Life : Freeze & Stun threshold
Energy shield can be used for stun threshold with some passive in the tree :3 Happy new year exiles 💜
Yeah, this is a good point! I forgot to cover stun. Maybe a future video!
@@silentstill Really sorry for making it a bit more difficult on you but I figured that it would be important to at the least mention the freezing & stun threshold for those that wonder "Why I cannot move then I die ?"
ES can be used for freeze threshold too with passive node Icebreaker
@@lorenzomariani7386 Another fellow icebreaker enjoyer. I just didn't wanted to mention it for peoples that do not have a lot of energy shield but on an hybrid life/es its an actual life saver :3
I dropped the ice breaker anointed and now i miss it so bad.
Freeze charm wouldn't even save me after i dropped icebreaker. 😂
Dude, this is a phenomenal explanation- excellent work.
0:28 "... if there's some nebulousness here..." instantly stopped, liked and brought over my salad to eat while watching this video (if the calm and composed video wasn't enough already)
Great summary, though it wasn't really clear to me how Evasion actually factors in before I read the comments. But it's interesting that evasion is actually a lot more consistent than I expected.
Wow i never knew that was how evasion worked, thqnks for the explanation
Great video, kind of a poe noob and appreciate being taught the mechanics from a low level instead of being force fed an entire build without understanding why or how anything works.
Welcome to wraeclast, exile! I agree, the joy in arpgs is figuring out the systems!
Thank you Logic for explaining with such a podcast voice!
Loved your visualization by the way. Very nicely spelled out.
subbed because of clear concise content. Nc work!
Hey, I appreciate it!
Thank you! As a new player (level 45), I’ve had no idea of how the flow of damage actually worked. Had a decent idea, as it intuitively makes some sense, but this breakdown was very helpful in solidifying how it actually works.
Yeah, same. I kinda had some loose concepts, but didn't understand what was going on.
That Crimson King on background, instant sub.
Very informative! One thing you missed in the evasion section which I have copied from the wiki as it was missed: 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), randomize the entropy value from 0-99. Note that if multiple mobs are attacking one character, all of the mobs' attacks share the same entropy value.
I editorialized it as "per fight" as I feel that is what the "100 ticks" is meant to encapsulate, and I don't want to firehose too much. But I agree, that can be an important distinction in some fights (boss battles, etc)
@silentstill yeah i was just very confused i was like what does that actually mean. regardless wonderful video. love it
Thanks for this, as an evasion build, this was my big question about the video. But does that mean that if I'm fighting a monster pack, and run away for 3.3 seconds, the evasion is re-rolled the next time they attack me, even though it's the same monsters doing the attacking?
@@brian1264 Yeah that entropy number will be re-rolled after that 3.3s of no damage from what I garthered from this video and the wiki.
Really well done, thank you. Just started playing a few days ago so I’ve got a lot to learn about Poe and arpg’s in general. Subbed for more
Awesome, thaks! I'm kicking around ideas about ailments, stun, and damage interaction!
@ perfect man; for me half the fun of getting into new games is learning about all of the mechanics and how stats interact etc, so that’s right up my alley
Wow this is great video explaining how damage works in the game. Thanks, I got what I’m looking for.
Glad to hear it, Exile!
Fantastic content. Please do outgoing damage next, how the different % / # modifiers work, how damage is scaled from weapon damage to skills, etc.
Thats another good idea. The interactions between some of those affixes and nodes is not very clear!
3:15 where did “100” come from? Is that an arbitrary number you used to represent the normalized “attack will hit” threshold or something? Unless I missed it I don’t think you defined the 100.
I had the same question, are we normalizing say 10k raw evasion stat to a probability based on each monster's accuracy, and then saying once we've accumulated 100% worth of probability we get hit? And what's the range and probability distribution of the entropy roll?
good question (cc @brian1264 ). Essentially, that is just the mechanic. The rolled entropy value + the effective chance to hit (which is dependent upon the attacker's accuracy and the defender's evasion) is compared to 100. If it's less, its a miss and its added to the ticker. If its above 100, the attack hits and 100 is subtracted from the ticker.
In the video you say "the monster's accuracy rating gets added to 25". Which is wrong.
Your comment says "effective Chance to hit [based on the table] gets added to 25". Which is correct.
Thats a big difference and the explanation in the video is actually really poor because you are confusing completely different numbers. Plus you seem to not have understood where the 100 comes from. This is the Chance you get Hit AFTER evasion is applied. Everything greater than 100(%) makes you get hit. It also makes perfect sense why the entropy is added to the monster's effective Hit chance: as it is an rng number between 1 and 100 (not completely sure about the range), it actually serves as the randomization Part for the first Hit.
Could you discuss life recoup too? Just found your videos and omg they are so useful! Thank you!
สุดยอดครับ ละเอียดชัดเจนดีมากครับ
Great video! Amazing breakdown and making it visual really made it easy to understand. Looking forward to more vids from you. I subbed immediatly.
Thanks so much! I'm glad it was useful!
great explanation. STraight to the point too. Awesome! Subscribed
Good video, very useful. Two mechanics not covered are Honour and Darkness. They are a bit more niche though, so I wouldn't expect them in a video like this, but it might have been nice to mention them at the end.
Yeah, I agree. I'm thinking about doing a separate video for honor and getting into the mechanics of trials a bit!
@silentstill does the witch hunter ward affect honor or is it essentially wasted in the trials?
thank you, love these detailed looks into the mechanics
This is by far the best video i have ever seen regarding how defense works in a game! Very helpful, thank you! ⭐️
This is how you earn my like, sub & share 😊
Hey, that means a lot haha. What would you like to see a video on next?
Man, great explanation! Thank you!
thank you very much for this video. only played sorc right now and dont know how evasion and armor works. good to know for my next characters.
chaos inoculation is for sorc so awesome it´s just a must have ;D
Great video, thanks a bunch for the nice and understandable explanation.
subbed! great info. i needed it to be wrote and drawn out , really made it simple to understand. ty!!!!
absolutely stunning guide! well done!
Many thanks for making this, it is well explained!
Armour can also block fire damage with a passive, so elemental passes through the armour at some point in the formula.
Yeah! Damage shifting from affixes largely just makes the corresponding resistance apply. I'm not sure how they compound when you manage to route damage through both. I'd imagine it's the base resistance then the additional resistance on what's left.
Armour should apply after the resistances. That's the way it is in PoE1 and I'm pretty sure that they kept it that way. That's why armour is so good when you can apply it to non-phy hits because armor is great against small hits and res makes the hit small.
Solid video. Nice job. The only question I had: given this information, is it better to focus on a single kind of defense (evade, armor, ES) or use a hybrid approach? It *seems* like, based on this explanation, there might be some value in a hybrid model.
Its a good video, I have a feeling your channel will grow if you keep this up.
Informative, helpful and a nice calm voice. Sub!
Great video format, 2nd kind I've seen lately with none of the overplayed overhyped voice, hopefully that's a new trend starting!
As for the content, great stuff, very useful for newer players.
Maybe for the next one, talk about all the ways to layer defenses? And point out how poe is also about being able to stand and apply your damage, your character sheet's values don't tell the whole story.
Stuff like using stuns/freeze/electrocute, blind/maim/kockback supports, the spirit skill that knockback when hit. Basically the mechanicals ways to not get hit, before even getting to the character's stats and defenses. It's layering all those together that get you a strong character. DPS is so easy to come by, for now, people should be focusing on defense from tree much more, imo. A few points to reduce slows potency might seem like a waste, up until the point where slows are the only thing killing you anymore, in which case it'll have way more impact on gameplay and progression than an 8th damage cluster.
Also not sure where this assumption that armor is made to tank big hits is coming from, but it seems to be the only basis for all the screams of "armor bad" we've been hearing. Noone seems to mention how it absolutely sh*ts on small or medium hits, and being usually paired with regen can stand on AoE dots all day while being pummeled. Try that on an evasion character, see how it feels :D It will probably get improved, but I don't think it will ever be meant to facetank the hardest phys hits in the game, roll is there for a reason.
Yeah, I appreciate your thoughts on what armor is "intended" to do. I think a lot of the optics are that armor should be able to be used as a defensive stat on its own. I think the fact that big one-shots are what usually melt characters endgame is what gives people such a bad taste towards it, but evasion has this same problem against high accuracy hits.
GREAT!!!! FINALLY!!!!! Someone came out and explain about this !!!! THANKS A MILLION!!!
You are very welcome, Exile!
Thank you so much! I was struggling to understand why my Titan, 82% armor, 78% all elemental res, 75% chaos res was dying instantly to some uniques or bosses... the fact is that even with that, if the monster is gonna hit you like a truck, doesnt matter if you have good defensive stats, your gonna die... this makes my Titan even more USELESS... I feel betrayed, thinking that I would be a good tanker, in reality, its better to be a glass cannon and kill before be killed.
Amazing content, one more subscriber to your channel, keep doing good videos like this, its so precious to newbies like me :D
Yeah, I'm not sure if there are any builds which are conventionally tanky currently. It feels like the most tanky builds are all ES.
If you look at the Armor chart at a certain point if their Physical Damage is high enough your Armor will reduce 0% of it. Massive Physical Damage Hits (Corpse Explosion is a Physical Hit) or Hits that Penetrate Elemental Resist are usually the cause of most one shots. Elemental Penetration is pretty straight forward as well say you get hit for 100 with 78% Ele Res and the hit has 25% Pen, then 78-25 = 53% | 100 - 53% = 47 damage taken instead of 22.
Armor's lack of protection against big hits is what makes converting Physical Damage Taken to Elemental Damage Taken one of the most powerful forms of defense both in PoE 1 & PoE 2 although lacking sources in PoE 2.
@Zero2x0 what will happen if I have extra elemental resistance, for example, if I have 100% fire resistance and monster have 25% fire penetration, the hit will be 75% reduced or its start to count to my cap at 75%-25%=50%?
@@victorsouzacostasilva2761 Its penetrating and not reducing your elemental resistance so 75% - 25% = 50%. That's why Penetration can be scary even if your Res is over capped.
@@Zero2x0 Do you know any reliable source of convert damage to fire in the game? Maybe its viable to max fire resistance and convert damage to it...
Some important points:
1. Because block is outside of evasion's entropy and calculated after, if you stack both block and evasion, you have a high chance of blocking the few hits that the entropy lets through. This has in the past been incredibly powerful in PoE1, especially when stacked with a third form of random, post-entropy avoidance that no longer exists for attacks.
2. Armor's purpose is to let you freely take lots of small hits. In act 2's final zone, most characters get shredded by large numbers of projectiles and spear pokes while being swarmed by insects. An armor build is almost entirely safe in that situation, and can just aim for difficult rares, and get away with large, slow slams. You do need to invest a little bit, and ideally get some block on top of it, but it deals with a situation where energy shield completely fails and evasion does poorly.
3. Large slams ignore evasion, block, and dodge unless you take some pretty large penalties, and you're still risking taking an entirely unreduced hit. While armor is far less effective against large hits, in most of those cases you're probably still getting at least a 20% damage reduction, which the other defenses do not do. You're still expected to dodge out of the way, because the largest attacks are supposed to be lethal - it's just that energy shield values are currently still inflated far beyond what they should be.
3. kripps video had it at about 8% even for a big fire hit and with fireproofing and a lot of armor nodes taken. So does not currently look to be worth it at this stage. Let's hope it's pushed in a direction where it will be more like 20% for the big hits.
@@Dommomos I'd disregard that personally. If 25% of your armor was enough to reduce a pure fire hit by 20%, no physical hit would ever be able to kill you. It's fine for it to be a small amount like 8% if it's just a bit of extra on top of your resists.
Great video man
Thank you, Exile!
very informative & straight to the point. thank you
VERY helpful - I'll be making some changes to my build after seeing this!
Nice! I'm glad it was of use!
Other defense layers: #% damage taken from mana before life (its post mitigation so its not "armor friendly"), guard, enfeeble, recover missing life when hit and more.
And all conversion related like: #% armour also applies to x, #% phys as x, etc
The conversion stuff is a bit of a rabbit hole. I'm considering doing a video on those exclusively!
keep up with the videos , amazing content
For sure this is useful. Thanks for making the video!
I'm glad you found it useful, Exile!
I have another video idea for you people may find intresting which is how the brotherhood of topaz ring works. I’ve been working on it for 20+ hours now and the rabbit hole goes deep. For example knowing the order of operations for how it converts lightning to ice and what is adds before and after is the difference between it being the worst or best item in the game.
One example: passive skill tree is taken into account after conversion making all lightning damage nodes useless. Lightning percent increase of items I believe is done before however (still testing). Shock can no longer be applied since all lightning is now cold but voltaic mark works independently opening a second offshoot rabbit hole. Good luck it’ll break your brain
Oh god, i was afraid that this would be convoluted af, rip
Yeah, there are a few examples of this "conversion" stuff which is just super ambiguous. I'm thinking about doing another video which is a bit of a deep dive into how these usually work, but there are a lot of edge cases. I appreciate the suggestion, and best of luck in teseting! If you'd ever like to rabbit hole with me, hop into the discord!
Poison as chaos damage, darn that piece of info is gonna help a lot.
Give this dude props for great excalidraw skills❤
Pretty good video :) I didn't know chaos doesn't bypass ES in PoE2, neat! Also, don't forget about block, or reduced damage taken.
In a recent interview with the devs they said that bleed interaction is possibly a bug. They intended bleed to bypass energy shield and proc no matter if it hits ES or life pool.
I'd need to watch it, but that would mean that CI would instantly die to bleed.
Great video easy for now players. You only forgot dmg convertion.
Like fire dmg taken as lightning, physical damage converted as elemental and armor apply to elemental damage.
Thank you for a great and clear video!
great video, thank you. Keep it up bro !
Hey, sure thing! That means a lot - thanks
Very useful! I'm building armor, and I was wondering why I took very little damage but could still get 1 shot by certain enemies.
Its a good explanation, though I believe the armor chart you showed is understating how bad armor is. Only build armor expecting it to protect the little hits and convert your life to energy shield
Thanks this was really helpful. Also you've indirectly sold me on installing Excalidraw ;)
Excalidraw is awesome. And its collaborative, and just runs in your browser!
Thanks for the video! New to PoE here
Welcome, Exile!
I use excalidraw at work too, it's pretty good. The content is very bare bone, I though it was a meta video but stayed for the presentation.
I think adding in penetration and exposure to the energy shield section would help as its an additional layer that can impact both you and the enemy.
Great content though
Thanks! Yeah, there are a lot of other factors which can play a roll here (debuffs reducing res is a good example). That might be something I circle back to at some point!
Yep, holy moly great video. Thank you coach!
Haha, thanks a lot! I'm glad you found it useful
Super nice! Thank you. Could you also explain how evasion interacts with acrobatics?
There have been a few questions about it in the comments here! I can search when back at my desk
Awesome video, I appreciate it!
Glad you enjoyed it, Exile!
Great video, pretty clear thank you
I think something that's massively important to understand (even though if you thought about it for a second it'd be obvious) is that if you have e.g. 50% fire resist vs. 75% fire resist, you're actually taking twice as much fire damage. Similarly if you have 98% vs. 99% you're taking twice as much damage. This is just a function of how percentages work, but it's important to keep in mind when prioritizing defenses.
Agreed. I prefer games to be tuned around a lower resistance cap for this reason. I don't have to worry about getting melted because I'm missing 1 or 2 percentage points of resist.
This is great. Subbed.
Great video pls make more of these, also how does it work with res pen if u are over caped will penetration first have to overcome the amount of overcap?
Thats a very good question. In poe1, penetration only applied to capped resistance, so I'd assume its the same here, but I'm not certain. Over-resist generally helps when there are global resistance penalties (waystones, etc)
Fantastic explanations, thanks! Im wondering what you think of "...and protect me from harm", as I cannot make sense of it mathematically..?
Ah, yeah, I've no idea where they would get percentages from evasion rating. Hop into the discord and ping me, and I'll let you know if I figure anything out:
discord.silent.tube
Actual helpful information. Ty.
You are most welcome, Exile!
Great vid, thanks!
so if you need your CPU melted - use all defensive layers :D
great video, this is what PoE is all about - having a masters degree in Maths and Languages and some classes in Logic and Programming helps a little too!!
p.s. and this is also a class on how to get +1 sub, no screaming required! ... and ... no click bait?! wow
if the spreadsheets are being broken out.... its a good day.
I'd be interested to hear about how and when a stun or an elemental ailment is applied.
I'm thinking about a deep dive on ailments and resistance calculations! Stay tuned
Thank you for this. This helped me understand my build and how I factored my play as a monk to not tank up so much damage. Be great if you could explain how 1-shot death works and what triggers such? Was this a design flaw from GGG?
one shots are kind of just.... the product of all of this. Typically, they are physical attacks (or elemental with low res).
Thanks for the nice tutorial! When you say damage goes through the energy shield, you mean the energy shield is depleted, I guess? Does the energy shield have permeability to anything?
poison is the big one to watch out for!
this video was awesome. i will never claim to be good at these details but i love understanding how they actually work.
The one thing i still dont really understand is the difference between active and passive blocking. If I have a 50% chance to block, am i blocking 50% of everything blockable all the time? what extras do i get by raising my shield with that same 50% block rate? (i know there are builds like the magma one and such that rely on shield being raised so let's assume im not using those yet haha).
Thank you so much for the great explanation!
I'm glad you found it helpful!
Wait. How does my evasion rating interact with this entropy value? I feel like I only got half of an explanation. 😢
Great video though! I am very impressed with how well you used that program you were using to make the graphic. That wasn’t paint was it?
Its excalidraw.com!
Evasion factors into that "chance to hit" table we pulled up. The output of that table would be the example "hit chances" we used in the examples.