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.
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!
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!
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!
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
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
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.
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
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.
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
@ 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
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)
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.
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.
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! 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.
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.
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!
@ biggest problem still remains to identify actually good items for my build. Especially now. I’m in act 1 cruel and don’t know if and how I should upgrade my gear and what to look for
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 😊
Thanks dude. I was wondering whats going on sometimes. I play Monk CI, have capped res, 14k ES, 70% evasion. Sometimes (especially during breach) I dont get hit a single time even when my entire screen is full of mobs, but once something actually hits me suddenly every single hit is comming through and I have to bail out or basically get popped in 0.5 second. This explains what's going on and that's intented, not a bug.
Nice! Yeah, I tried to keep that clear without getting into the weeds. Just remember that your evasion rating is what calculates the numbers which are added, so higher evasion is still always good!
My dude over here talking about entropy to explain damage 😂 fr though as a poe noob (lvl 65 sorc new player) i had an idea it was somwthing like this but its never explained anywhere. How wqs this figured out? Is there an official explanation anywhere? Great video
Its important! I'm standing on the shoulders of giants. The wiki page is being updated constantly, and people are figuring out all of this stuff through trial and error. Luckily, quite a bit of this is similar or identical to PoE1, so there is a good starting point.
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
The only stat missing is PDR (Physical damage reduction) which is flat percentage physical reduction and is really strong to help armor mitigate these big phys hit. But unfortunately that stat seems to be pretty rare in POE 2.
Yeah, I feel like there are weird interactions all over the place that aren't very clearly defined. With respec-ing cheaper, maybe I'll do some experimentation.
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.
Right now? Go for energy shield if your build supports it haha. But yeah! If you have questions or want to talk mechanics in the interem, feel free to hop in the discord! discord.silent.tube
Great video, but you didn't cover how damage conversion factors into defences, like infernalist passive that converts 20% ice and lightning to fire and 20% physical to chaos, does that occur before the resistance check, simultaneously, or after the fact?
Yeah, I've been talking about this with people a bit. Its a rabbit hole. Check out this dreamcore video if you want to get really in the weeds: ruclips.net/video/uFJZiI80fq0/видео.html (also, if this kind of stuff if interesting to you, hop in the discord, I love to dive into this stuff)
Great video but I'm confused about something you said. At 2:30 you say a high level monster will only have a 73.5% percent chance to hit you if you have 100k evasion rating. Isn't that your chance of evading? In other words, if you look at the bottom left corner, a top-tier monster has no chance to hit you if you have 250 evasion rating? Did I hear that wrong or am I reading the chart wrong? Honest question. Thanks.
I think he gets this wrong in the video. Or at least doesn't explain clearly. the 60 and 30 numbers he uses here should be chance to hit, I think, not accuracy. You just lookup in that table what the chance to hit is based on accuracy and evasion score. The whole 'entropy' thing is just a way of smoothing out the randomness. Eg: if you get attacked 4 times at a 25% chance to hit, you just add those 25%'s together until you hit 100%, then you get hit once - which is obviously not how 4x25% works in normal situations. @disbled is also wrong here I think. That number you need to hit with the entropy system will always be 100. So in his example, a higher Evasion score would mean that the 60 and 30 numbers he used would be lower.
imagine variable called eve_stat that you will compare with your evasion stat. Assuming that eve_stat is equal to 0 and 2 moster hitting you with evasion 80 and 90. Your evasion is equal to 120 then first moster hits you. You add monster evasion to eve_stat and check if eve_stat is greater than you evasion stat (80
Maaan, I love PoE in general but I absolutely hate the fact that we have to look outside of the game atmosphere to understand it.. it was my gripe with PoE1, there was too much going on for a game that I wanted to play to relax… now suddenly I have 3rd party this and look over here for this or that… this informations should be available in game! Thanks for your explanations
Yeah, its a fine line. Last Epoch's in-game wiki is really, really good. I think ggg put a lot of work into theirs as well, but some of these interactions are just tough to find.
Can you make a video talking about different ways in which characters are built to achieve survivability in PoE 2? What starts are important and what defensive stats to focus on as you progress in the game? I have no idea what to focus on to ensure that my characters will survive. 😢
Sure! The short version is: Energy Shield is good if available to your class, then evade if pertinent to your class, and finally armor. Resistances are good across the board!
Very helpful info! Some info on the recoup, leech, and stun stuff would be nice to. Also what damage does the water hag do??? They get me one shot so fast!😂
This pretty much explains why Reduce Armor curse and armor Break do zero difference with detonate dead build where your usual hits are around 100k+ damage
Couple of questions im trying to address and figure out in my own play. What types of damage can kill? For example in some older arpgs poison cant reduce life total to less than 1 but can make it 1. Can poison on hit penetrate es ie one of the waystone affixes. Ive seen my lifebar green before without my es going lower than 0. I truly enjoy the min max nature of a game like poe2. If i can i try to apply it everywhere. Does Pathfinder clear es mobs faster as a result of their chaos affinity? Loved the video.
Great video. I was wondering, how does bleed/poison interact with the "Mind over matter" talent from the passive tree? Do you take x2 the dmg from chaos or Is it considered life?
Bleed is only applied if your life pool is hit. So, if you are running mind over matter, if you'd be bleeding, you are already dead. Poison is chaos damage, so it is fully resisted if you are running MOM.
Really helpful. But what about damage that is not a “hit”, for example, burning ground, does it acts like it always hit? Asking because I am using sorcery ward, which can only absorb elemental “hit”
Nice summary, but I'm confusead about one aspect - did I understand correctly, that poison and bleed are chaos damage, but special one that does not deal 2x to ES but bypasses it? Does Chaos Inoculation reduce any chaos (including bleed and poison) to zero?
I don't think bleed is technically chaos damage (I should have drawn better arrows here). Note that you will only get the bleed effect if your life pool is hit. And that chaos damage mitigation still applies to poison. So, if running CI and your life pool is hit (ie, you'd be bleeding), you are already dead.
Where does evasion rating actually come into the calculation you mentioned? Does it reduce monster's accuracy stat? Give a chance to avoid that accuracy hit?
There is some math that is performed where monster accuracy is pitted against your evasion. This isn't yet totally figured out for poe2, but its likely similar to this formula for the first game: www.poewiki.net/wiki/Evasion#Mechanics
as a merc i went til Hybrid armor/evasion. it was fine until i hit waystone 13. then i saw a video about how awfull low amount of armor was, went to pure evasion. much less death
Great video. Armor is crap then, they should just rename it phys resistance like the other resistances and cap it 75% like the others (so it becomes more reliable against pinnacle bosses). To be relevant Armor should be applied to all sources of damage like Evasion and Block chance, not just phys, and then all the resistances and ES applies. Or Armor be just the base stat for Block chance and base stat to phys res, capped to 75% (not letting you get phys res by any other means).
Yup, thats my understanding. Energy shield, life, and evasion kind of "stack with" your resistance, whereas armor is just its own thing. I think I understand the design decision, but its put it in a bad place, currently.
Can you help me with a formula to defeag the titan in act 2, he oneshotme a character lvl 33 with 1100+armor and 100energy shield and 800hp, this is on hardcore. If i dont roll or avoid that area is a insta kill with mercenary
Nice video, thanks. Curious how people find all this information. Is it datamining or just rigorous testing by players? Or is it public information somewhere?
So armor is basically "physical resistance". It has a more complicated formula, but physical damage that is not "resisted" still hits ES. Now it makes sense why ES is so much better than armor. ES reduces elemental and physical damage, while armor does only physical.
I would like to know if I have 50% srmour and 2500 life, how much energy shield would I need with 0 armour to achieve same level of protection against physical damage?
Its not linear, unfortunately. The more you are being hit for, the less effective armor will be. So that number is going to change based upon the attack!
Good question. I didn't want to get too in-the-weeds, but: www.poe2wiki.net/wiki/Evasion#Entropy "If it is the first time an entity is attacked, or if the time since the last attempted hit exceeds 100 server ticks (3.33 seconds), randomize the entropy value from 0-99."
Now we need to figure out how mom works now. Because normally (in poe1) the dmg goes right to my mana but now it hits the energy shield before hittng my mana. Also 100% of the dmg goes to mana. But does that mean you don't get bleed until it hits your health?
Nice summary! When you say "block" I'm assuming you are referring to both "block" and "spell block" which, I believe, are separate stats just like in PoE 1?
I was actually struggling to figure this out (and I don't have a well enough equipped block character to test it myself). Are there any tooltips where they are called out as distinct in 2?
Do you know if darkness on chalupa acts as an additional energy shield? I was looking to scale its defensive capabilities, but can’t find anything specific to it.
Justa heads up that armor table is completely wrong and is based on poe 1 not poe 2. Poe 2 uses a magnitude size on hits. Its not just damage that determines the size of the hit but cast time. Longer to cast skills have a higher size the higher the size the lower armor mitigates the damage.
What type of damage types can block ... block? :D I mean the Warbringer has a passive that say they can block all dmg hits, so I guess there must be some that block does not usually block. Thanks for the great vid btw.!
@@martinkulich4784 ah, interesting. Yeah, I'd read that as "boss attacks which can't normally be blocked now can." Seems marginal at best, as there is a block roll all the time for normal attacks anyway.
thanks I needed this, I have a question about the upcoming acts, do you think we will play them with our own characters that already reached end game or we won't and we'll have to start a fresh one?
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
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!
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.
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!
Insanely helpful. I understand evasion a lot more clearly now. Thank you.
Awesome. Thats my goal!
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. 😂
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
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.
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!
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!
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
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! 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.
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
Subscribed for zero click bait. Zero fluff.
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
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
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?
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.
GREAT!!!! FINALLY!!!!! Someone came out and explain about this !!!! THANKS A MILLION!!!
You are very welcome, Exile!
Many thanks for making this, it is well explained!
For sure this is useful. Thanks for making the video!
I'm glad you found it useful, Exile!
great video, thank you. Keep it up bro !
Hey, sure thing! That means a lot - thanks
thank you, love these detailed looks into the mechanics
Yep, holy moly great video. Thank you coach!
Haha, thanks a lot! I'm glad you found it useful
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.
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!
Thank you for a great and clear video!
Its a good video, I have a feeling your channel will grow if you keep this up.
very informative & straight to the point. thank you
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.
Great video, pretty clear thank you
very very good explanation, thank you
Glad it was helpful! Lmk what else you'd like to see a video on!
@@silentstill maybe you should do a video on how dms is working, phys converted to ele , dots and so on :)
Is still a bit cloudy to me
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 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.
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!
subbed because of clear concise content. Nc work!
Hey, I appreciate it!
subbed! great info. i needed it to be wrote and drawn out , really made it simple to understand. ty!!!!
Informative, helpful and a nice calm voice. Sub!
PLEASE DO MORE VIDEOS LIKE THIS. I like the explanation
What do you want to hear about next? 😃
@ biggest problem still remains to identify actually good items for my build. Especially now. I’m in act 1 cruel and don’t know if and how I should upgrade my gear and what to look for
Poison as chaos damage, darn that piece of info is gonna help a lot.
Thank you so much for the great explanation!
I'm glad you found it helpful!
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?
Really good explanation 👏 ty
Thanks dude. I was wondering whats going on sometimes. I play Monk CI, have capped res, 14k ES, 70% evasion. Sometimes (especially during breach) I dont get hit a single time even when my entire screen is full of mobs, but once something actually hits me suddenly every single hit is comming through and I have to bail out or basically get popped in 0.5 second. This explains what's going on and that's intented, not a bug.
Nice! Yeah, I tried to keep that clear without getting into the weeds. Just remember that your evasion rating is what calculates the numbers which are added, so higher evasion is still always good!
Holy shit this is some Khan Academy level teaching. Excellent work!
Haha, I appreciate it, thanks!
Great job! Very useful. Thank you!
Even if I already knew it all, it's cool to watch 🙂
very very good walkthrough
My dude over here talking about entropy to explain damage 😂 fr though as a poe noob (lvl 65 sorc new player) i had an idea it was somwthing like this but its never explained anywhere. How wqs this figured out? Is there an official explanation anywhere? Great video
Its important! I'm standing on the shoulders of giants. The wiki page is being updated constantly, and people are figuring out all of this stuff through trial and error. Luckily, quite a bit of this is similar or identical to PoE1, so there is a good starting point.
Well done. Maybe they will change the formula for armour, but at the moment it's like this
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.
It's good cuz there's pictures. Thumbs up. 👍
pictures are the best.
Excellent vid
excellent comment
The only stat missing is PDR (Physical damage reduction) which is flat percentage physical reduction and is really strong to help armor mitigate these big phys hit. But unfortunately that stat seems to be pretty rare in POE 2.
Good note. I think there is EDR as well. My understanding is that those are calculated pre-resistance, but I've not experimented.
this was so Informative
You could do one about weird interactions with defensive keystones.
Theres a few combos that are really interesting.
Yeah, I feel like there are weird interactions all over the place that aren't very clearly defined. With respec-ing cheaper, maybe I'll do some experimentation.
poe2 is truly the Path of Damage
Thank you
Great video, thanks
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 thought the 'entropy' is per every monster not shared between them all but i guess shared makes more sense for bad luck protection
Nope, its per "fight" in that it resets every 3 seconds or so and is totally global, as far as I can tell.
thank you, loved it.
Glad you enjoyed it!
Dude this is good explanation. Could you make a gollow up video for solutions to increase your defences?
Right now? Go for energy shield if your build supports it haha.
But yeah! If you have questions or want to talk mechanics in the interem, feel free to hop in the discord!
discord.silent.tube
Great video, but you didn't cover how damage conversion factors into defences, like infernalist passive that converts 20% ice and lightning to fire and 20% physical to chaos, does that occur before the resistance check, simultaneously, or after the fact?
Yeah, I've been talking about this with people a bit. Its a rabbit hole. Check out this dreamcore video if you want to get really in the weeds: ruclips.net/video/uFJZiI80fq0/видео.html
(also, if this kind of stuff if interesting to you, hop in the discord, I love to dive into this stuff)
very useful.Thanks.
How does Guard interact with Mind over Mana? Been trying to figure out if Olroth's Resolve would be good for Archmage/MoM builds.
I'd assume mind over matter is nearly at the end. If you would take damage to your life, it flips to mana.
Really excellent video! New subscriber from me.
Thanks a lot! I'm glad you found it useful!
now we need our attack formulas and how hit enemies
haha, maybe an "attack guide" is next (no joke). There is some weird stuff with crit chance and conditionals as well.
I see Numbers and my ADHD is interested. Those spreadsheets about Evasion and Armor looking real juicy
hell yeah. If its a day where the spreadsheets need to come out, its a good day.
Great video but I'm confused about something you said. At 2:30 you say a high level monster will only have a 73.5% percent chance to hit you if you have 100k evasion rating. Isn't that your chance of evading? In other words, if you look at the bottom left corner, a top-tier monster has no chance to hit you if you have 250 evasion rating? Did I hear that wrong or am I reading the chart wrong? Honest question. Thanks.
Am I missing what the effect is of a higher evasion score?
Higher evasion score means the entropy number that needs to be reached is higher
I think he gets this wrong in the video. Or at least doesn't explain clearly. the 60 and 30 numbers he uses here should be chance to hit, I think, not accuracy. You just lookup in that table what the chance to hit is based on accuracy and evasion score.
The whole 'entropy' thing is just a way of smoothing out the randomness. Eg: if you get attacked 4 times at a 25% chance to hit, you just add those 25%'s together until you hit 100%, then you get hit once - which is obviously not how 4x25% works in normal situations. @disbled is also wrong here I think. That number you need to hit with the entropy system will always be 100.
So in his example, a higher Evasion score would mean that the 60 and 30 numbers he used would be lower.
imagine variable called eve_stat that you will compare with your evasion stat.
Assuming that eve_stat is equal to 0 and 2 moster hitting you with evasion 80 and 90. Your evasion is equal to 120
then
first moster hits you. You add monster evasion to eve_stat and check if eve_stat is greater than you evasion stat (80
@@mameja3434 Pretty sure none of that is correct.
i have 88% evasion and basically no armour or shield as a monk, is this a feasible build?
Great video 🎉
Maaan, I love PoE in general but I absolutely hate the fact that we have to look outside of the game atmosphere to understand it.. it was my gripe with PoE1, there was too much going on for a game that I wanted to play to relax… now suddenly I have 3rd party this and look over here for this or that… this informations should be available in game!
Thanks for your explanations
Yeah, its a fine line. Last Epoch's in-game wiki is really, really good. I think ggg put a lot of work into theirs as well, but some of these interactions are just tough to find.
Would u consider taking recoup nodes as a defensive layer? 2nd i would like to say thank for a clear picture of how this works i really appreciate it.
I find that surges in damage from big hits are what typically kills me, so I don't think recoup is a very strong option.
Dooooood thank you 🎉
You're welcome, Exile!
Can you make a video talking about different ways in which characters are built to achieve survivability in PoE 2? What starts are important and what defensive stats to focus on as you progress in the game? I have no idea what to focus on to ensure that my characters will survive. 😢
Sure! The short version is: Energy Shield is good if available to your class, then evade if pertinent to your class, and finally armor. Resistances are good across the board!
Very helpful info! Some info on the recoup, leech, and stun stuff would be nice to. Also what damage does the water hag do??? They get me one shot so fast!😂
recoup felt generally straightforward (I wish it were better). I think she's doing poison? Chaos tends to get me as a Blood Mage as well haha.
This pretty much explains why Reduce Armor curse and armor Break do zero difference with detonate dead build where your usual hits are around 100k+ damage
yup, exactly. The more damage, the less effective armor is.
Couple of questions im trying to address and figure out in my own play. What types of damage can kill? For example in some older arpgs poison cant reduce life total to less than 1 but can make it 1. Can poison on hit penetrate es ie one of the waystone affixes. Ive seen my lifebar green before without my es going lower than 0.
I truly enjoy the min max nature of a game like poe2. If i can i try to apply it everywhere.
Does Pathfinder clear es mobs faster as a result of their chaos affinity?
Loved the video.
Great video. I was wondering, how does bleed/poison interact with the "Mind over matter" talent from the passive tree? Do you take x2 the dmg from chaos or Is it considered life?
Bleed is only applied if your life pool is hit. So, if you are running mind over matter, if you'd be bleeding, you are already dead. Poison is chaos damage, so it is fully resisted if you are running MOM.
Really helpful. But what about damage that is not a “hit”, for example, burning ground, does it acts like it always hit?
Asking because I am using sorcery ward, which can only absorb elemental “hit”
I don't think it can be evaded or blocked. But your resist will still apply!
Nice summary, but I'm confusead about one aspect - did I understand correctly, that poison and bleed are chaos damage, but special one that does not deal 2x to ES but bypasses it? Does Chaos Inoculation reduce any chaos (including bleed and poison) to zero?
I don't think bleed is technically chaos damage (I should have drawn better arrows here). Note that you will only get the bleed effect if your life pool is hit. And that chaos damage mitigation still applies to poison. So, if running CI and your life pool is hit (ie, you'd be bleeding), you are already dead.
Where does evasion rating actually come into the calculation you mentioned? Does it reduce monster's accuracy stat? Give a chance to avoid that accuracy hit?
Guessing it's the 100 figure say your have 70% evasion then instead of 100 the attack needs to be above 70. This is just a guess though
There is some math that is performed where monster accuracy is pitted against your evasion. This isn't yet totally figured out for poe2, but its likely similar to this formula for the first game: www.poewiki.net/wiki/Evasion#Mechanics
as a merc i went til Hybrid armor/evasion. it was fine until i hit waystone 13. then i saw a video about how awfull low amount of armor was, went to pure evasion. much less death
My brain grew 3 sizes larger
Great video. Armor is crap then, they should just rename it phys resistance like the other resistances and cap it 75% like the others (so it becomes more reliable against pinnacle bosses). To be relevant Armor should be applied to all sources of damage like Evasion and Block chance, not just phys, and then all the resistances and ES applies. Or Armor be just the base stat for Block chance and base stat to phys res, capped to 75% (not letting you get phys res by any other means).
Yup, thats my understanding. Energy shield, life, and evasion kind of "stack with" your resistance, whereas armor is just its own thing. I think I understand the design decision, but its put it in a bad place, currently.
Can you help me with a formula to defeag the titan in act 2, he oneshotme a character lvl 33 with 1100+armor and 100energy shield and 800hp, this is on hardcore.
If i dont roll or avoid that area is a insta kill with mercenary
Nice video, thanks. Curious how people find all this information. Is it datamining or just rigorous testing by players? Or is it public information somewhere?
Testing and inference from PoE1... there was some mining on 1, but I don't think there has been much headway there with 2.
So armor is basically "physical resistance". It has a more complicated formula, but physical damage that is not "resisted" still hits ES.
Now it makes sense why ES is so much better than armor. ES reduces elemental and physical damage, while armor does only physical.
Bingo. ES and life are universal. If there were more ways to scale life, I think it would also be considered quite good.
I would like to know if I have 50% srmour and 2500 life, how much energy shield would I need with 0 armour to achieve same level of protection against physical damage?
Its not linear, unfortunately. The more you are being hit for, the less effective armor will be. So that number is going to change based upon the attack!
What counts as ‘beginning of the fight’, when does entropy for evasion reset? Is it like 5 seconds after not doing damage or taking damage?
Good question. I didn't want to get too in-the-weeds, but: www.poe2wiki.net/wiki/Evasion#Entropy
"If it is the first time an entity is attacked, or if the time since the last attempted hit exceeds 100 server ticks (3.33 seconds), randomize the entropy value from 0-99."
Now we need to figure out how mom works now. Because normally (in poe1) the dmg goes right to my mana but now it hits the energy shield before hittng my mana. Also 100% of the dmg goes to mana. But does that mean you don't get bleed until it hits your health?
Thats my understanding, yes. No bleed until your health is pinged.
Nice summary! When you say "block" I'm assuming you are referring to both "block" and "spell block" which, I believe, are separate stats just like in PoE 1?
i think they combined it for poe 2, not sure tho, maybe the just combined spell evasion idk
I was actually struggling to figure this out (and I don't have a well enough equipped block character to test it myself). Are there any tooltips where they are called out as distinct in 2?
Do you know if darkness on chalupa acts as an additional energy shield? I was looking to scale its defensive capabilities, but can’t find anything specific to it.
Justa heads up that armor table is completely wrong and is based on poe 1 not poe 2. Poe 2 uses a magnitude size on hits. Its not just damage that determines the size of the hit but cast time. Longer to cast skills have a higher size the higher the size the lower armor mitigates the damage.
Its from the poe2 wiki: www.poe2wiki.net/wiki/Armour#Armour_formulas
This may be wrong, but it seemed to be largely accepted at time of recording.
Bto. Great video. Nice job.
Appreciate it! I'm glad you enjoyed it.
@@silentstill you're welcome bro. I'm looking forward to more videos.
What type of damage types can block ... block? :D I mean the Warbringer has a passive that say they can block all dmg hits, so I guess there must be some that block does not usually block. Thanks for the great vid btw.!
I think everything but the big boss slams which also can't be evaded. Which passive is that?
@ it’s in the ascendancy called Turtle Charm
@@martinkulich4784 ah, interesting. Yeah, I'd read that as "boss attacks which can't normally be blocked now can." Seems marginal at best, as there is a block roll all the time for normal attacks anyway.
@ hmm, seems like that’s not worth it if you have the Jade Herritage one instead. Thanks for the clarification!
thanks I needed this, I have a question about the upcoming acts, do you think we will play them with our own characters that already reached end game or we won't and we'll have to start a fresh one?
No wipes are planned to my knowledge. I suspect they won't give us the one-time rewards, but they will still be playable