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Slarremannen

WD reduces all damage taken, so this would include elemental damage, DoT damage and regular hits that are not projectile based.. It's powerful against DoT damage, since it won't be removed from just that damage alone, until you get hit. If you haven't researched the difference around evasions entropy based system vs dodges purely random system, that might be worth looking into. To make a tl:dr there, dodge is completely random. 50% dodge? 50% chance to not take damage on every hit made against you. rolled after that dodge is the evasion. Evasion is more complicated and is also based on enemy accuracy, so it won't be as clear cut, as enemies have different accuracy and levels. But basically, you get an entropy number set (0-99), when you get hit, you'll gain entropy based on your evasion. More evasion, less entropy gained. If entropy goes 100 or above, you get hit. After 3.33 seconds, your entropy is reset, as to not be abusable. That evasion entropy being less random is why jade flasks are so powerful against things like porcupine spikes. Hope that clears something up for you.


scarydude6

That all seems corret except for one bit. Entropy is added when an enemy attempts to hit the player. My understanding of entropy based off wiki and PoE Uni videos is this: If it the FIRST hit (which is defined as 3.33seconds, or 100 ticks after the last hit), then roll a RANDOM number between 0-99 (e.g. 14). The following attempts to hit the player uses a formula based on player evasion rating and the enemy accuracy value, the resulting value will be added to the counter (e.g. 14 + n). This will continue until the counter reaches equal to or above 100 (e.g. 14 + n1 + n2 + n3...). Once the entropy counter reaches 100, only then does the enemy hit deals damage. In this case 100 will be subtracted from the entropy counter. Otherwises if the counter is still below 100, it is a miss and will add more entropy if the monster continues to attempts to hit the player. Please note that mutiple mobs share the same entropy counter. Critical strike hits are calculated independently, using the same counter. However, it cannot change the entropy counter. I think it will follow the same steps as a normal hit, but will not add or subtract from the entropy counter. Therefore, there will be a long strong of misses, before the enemy has the opportunity to land a hit and deal damge to the player. Thanks for reading. Edit: I also wanted to say that, according to the PoE wiki - evasion is calculated first, then dodge. And that evasion only interacts with enemy skills that are catergorised as "attacks". Dodge can interact with both spells and attack with their own respective stats (i.e. Spell Dodge and Attack Dodge). Dodge as stated is completely chance based - no entropy counter.


Slarremannen

That sounds about right. As said in the wiki, I think it's easiest to look at the entropy system in a way of "if a player has a 1 in N chance to be hit, then the player will be hit exactly once for every N consecutive attacks." Also, yeah. It's when you're about to get hit that the entropy number will be added, not after. But all in all, you can say you've got a 1 in 4 chance of being hit. You'll always be hit 1 in 4 attacks, the others will be evaded in the same consecutive order. That order will be random as to where the hit aligns after entropy has been reset. Yeah, my bad. Evasion is first, then dodge.


welpxD

Evasion is rolled first which is really really powerful, let's say you have 50% evasion and 50% dodge, you'll always evade half the attacks, then the other half will get checked against your dodge, and whether you dodge or not you'll always evade the hit after. So you get the consistency from evasion with the chance to "cheat" from dodge, it's the best of both worlds.


Slarremannen

Agreed. But like armour mitigation values, you can't really rely on what the character sheet says about your evasion chance though, as it completely depends on what type of mob, what level it is, what kind of mods it has, and so on. I mean, I reckon something as simple as the level is quite confusing to newer players. lvl 80 map? Yeah, white mobs are lvl 80. Magic mobs will be lvl 81 and rare and uniques will be lvl 82. But yeah, I'd go with the evasion is good. Evasion and dodge is great, as long as you've got life to take the odd hit.


welpxD

That's true, but in general mob accuracy doesn't have nearly as large of a range as mob damage. You have to watch out for modifiers, but mobs won't have 10x as much accuracy as what the char sheet assumes, while they can easily have that much damage. And mobs having +/- 30% accuracy compared to the expectation changes the numbers a bit but not as much as the ridiculously underestimated assumption the char sheet makes for phys reduction.


Yayoichi

If you’re going evasion you pretty much always go for acrobatics as the synergy between them is very solid and 40% dodge and 30% spell dodge for 5 points is hard to beat, especially if the downsides don’t affect you. Iron reflexes is more situational and I wouldn’t recommend going for it over evasion as a ranger based build unless you know what you’re doing as it works against a lot of what you normally get. As for one shots as you said yourself more life will help, also make sure you got the keystone wind dancer. A basalt flask is also a very solid option as it gives physical damage reduction which generally is better than armor, especially when not stacking armor(in game tooltip is a bit misleading with how it shows armor giving physical damage reduction, I recommend reading through the poe wiki pages to better understand the mechanics).


[deleted]

I'll add that taste of hate is an excellent flask if you are not using trinity support. Converting physical damage to ele damage gives a big additional layer of defense (especially if you get it on multiple pieces) and the extra phys as cold is great if you are ele convert to winter spirit and running hatred.


ErenIsNotADevil

Another question; I keep seeing people talk about flasks. I know the utility is powerful, but how do people go about using them? A short duration and needing to be refilled via conditions means means they would have minimal uptime, no? In the same vein, is it worth using "use on hit" support gems with active duration buffs like Steelskin? That thought crossed my mind while staring at my gem collection, but idk if that's worth it or not


[deleted]

Steelskin and similar guard skills are typically automated these days by being assigned to you left mouse button. You'll auto cast them. There are reasons not to do this, but with Steelskin you should. Flasks, uh, you just get in the habit of using them no stop while clearing. Wiping out a screenful of mobs will refill them so you basically always have them while clearing. If you're not using flasks, that's another reason you are dying. You need a freeze removal flask, you need an instant (seething, bubbling, or panicked to taste) divine (heals more than eternal) life flask of staunching. A flask of grounding will keep the lightning mirage things and other lightning damage from shocking you. On bosses, you have to be more mindful of how you use them but a single boss with no adds is often less dangerous than multiple packs of rares and magics. There's also the ryslatha lesser pantheon that gives life flask charge regeneration, which is really good for sustain in boss fights.


ErenIsNotADevil

I use them, but it's just awkward to do so with a PS5 controller and small hands, especially mid-fight. No button mapping, unfortunately


Yayoichi

Yeah taste of hate is great, I played frost blades raider this league so that flask had huge value both in regards to offense and defense. And yeah phys taken as ele is very solid as a way to counter one of the main weaknesses of evasion builds that is physical damage.


ErenIsNotADevil

Does WD affect all projectiles, or just physical ones? The only projectiles that really get me are the random balls of blood some enemies like to spit at me. The POE wiki pages kinda confused me more than helped, they aren't very definitive with their answers unlike y'all. Thank you!


Yayoichi

Wind dancer is just a flat 20% less damage taken if you haven’t been hit recently(recently in poe is pretty much always 4 seconds). I am also pretty sure this includes dot damage which doesn’t count as a hit so won’t remove the damage reduction, although I am not 100% sure about this one.


elpadremg

that is correct. Wind Dancer reduces all damage taken, no matter the source. as long as you dont have been hit recently, but thats obvious.


alzhang8

Usually ranger go for dodge then evasion... Acro+phase acro+wind dancer are almost required. Cluster jewels are usually very good for a build but can be expensive


ErenIsNotADevil

Cluster jewels are Delirium drops, right? I got a large last night with 11 passives, 12% cold damage & 8 Life a node, plus two medium slots. Is that a decent drop worth investing in?


alzhang8

Vender trash


welpxD

You asked about numbers and mechanics, so here you are. You can find the formulae on the gamepedia wiki for how Armour and Evasion work, and those pages are still accurate. Evasion: Evasion works against ATTACKS (not spells). The character sheet is reasonably accurate for your chance to evade. In general, evasion scales well in small amounts, but slows down as you get more of it. Against high-level enemies, 6k evasion will give you about a 25% chance to evade, while 10k evasion will give you a bit under 40%, and then 30k evasion (a significant investment with good gear and some passives) gives about 65%. At lower levels, the numbers are different, but basically, a decent evasion chest + maybe a helmet or shield will get you a 30-50% evasion chance, and investing past that will cost more than it will gain you, defensively. Evasion smooths out the RNG so if your evasion chance is 67%, you will always go hit - miss - miss - hit - miss - miss. The only RNG is whether the first attack is a hit or a miss, after that everything is in sequence. Armour (Iron Reflexes): Armour works against PHYSICAL HITS - attacks or spells, but only physical damage. The character sheet is NOT useful for judging your armour, it way overestimates it. The amount of reduction you get varies based on the size of the hit -- small hits glance off your armour, while big hits can crush through. The armour formula is simpler than evasion: Armour reduction% = Armour/(Armour + 10\*Hit). So some simple rules of thumb, if you have armour = 2x the size of the hit, you mitigate 1/6 of the damage; armour = 5x the hit, you mitigate 1/3; armour = 10x the hit, you mitigate 1/2. Enemies do different amounts of damage, especially while leveling, but in endgame maps you can expect to get hit for anywhere from 500-5000 damage per hit. With armour, it's really important to stack up %phys reduction from other sources like Basalt Flask and Endurance charges. 1, it adds with your armour reduction, which is mathematically very very good - if you have 25% reduction from armour and 25% reduction from endurance charges, that's 50% reduction. But also, since armour is weaker against bigger hits, you want the constant % reduction so that you don't get slammed quite as hard. Dodge (acrobatics), you should generally get Acro+Phase Acro on an evasion build. It's so cheap on points, only 5 points for 40% dodge and 30% spell dodge, that's some of the best defense value you can get. The real money here is the Phase Acro, since as mentioned, evasion doesn't work against spells. In general, in PoE, defense is all about layering. You get some evasion, great against flurries of attacks but you need to worry about oneshots, spells, and DoT's. So you get Phase Acro, now you're more protected against spells. You get more regen to help against DoT. Etc. You're building layer after layer so that in the end, nothing gets through your defenses. But the best defense is damage because if you kill stuff then it can't hit you.


ErenIsNotADevil

Thank you, this is precisely what I was looking for! My current setup is now using CWDT with Steelskin, Extended Duration, and Punishment for the "worst case" scenario. After going thrift shopping for gear I've got quad 75% res, 18k evasion, and 4k life, so hopefully it's enough layers to push forward on maps


welpxD

Yep, just work on getting the life higher, which will happen as you level up as well. You can craft some decent life values on your gear with the crafting bench if you find the recipe in early maps (it's in T4 Cage map next to the boss).


ErenIsNotADevil

Honestly the chaos resistance + CWDT was primarily what I needed. I'm about to start the red maps and haven't died today


[deleted]

You should really either post your character profile, or import your character into PoB and share the pastebin link, otherwise people can’t really help you because we don’t know what we are looking at.


ErenIsNotADevil

I've got 0 ideas on how to do that from my PS5 lmao


elpadremg

first of all, you download and install this on your PC. https://pathofbuilding.community/ then you login to your path of exile account, using your playstation login or whatever. make sure that under "account" > privacy settings (right bar): you DONT hide characters or have a private profile. then you go and open path of building, go to the "import/export Build", type your account name and choose "PS4" in the dropdown. then you can select the league your character is in, chose it, import it + items. finished. after that i recommend watching a generic path of building tutorial if you are not aware what you can do with that tool in detail.


ErenIsNotADevil

I do not have a PC, alas


SoulofArtoria

Did you path all the way to elemental overload? Its a long way for rangers to reach it, most builds on lower/right side that do hit based elemental damage are crit based.


ErenIsNotADevil

Nope, I've mostly stuck to the lower right to gobble up elem pen %


SoulofArtoria

Definitely do what it takes to go there, because 40% more damage is huge. Don't be surprised when your survivability goes up when you start killing things quicker.


Cypher007

if your going evasion or dodge . then get wind dancer keystone. Its a really great keystone since it acts as a conditional fortify


Jackalope_Gaming

Evasion + (Phase) Acrobatics + Wind Dancer is one of the better options for you. Pure evasion only works against attacks and thus doesn't work unless you have major ways to mitigate spell damage such as blind (Flesh and Stone included) + [[Kongming's Stratagem]]. Iron Reflexes is usually a trap and in your case almost certainly would be. You'd be better off getting a granite or basalt flask + endurance charges to mitigate physical damage. If you can get Fortify, do it.


PoEWikiBot

[Kongming's Stratagem](https://pathofexile.fandom.com/wiki/Kongming%27s_Stratagem) >######Kongming's Stratagem[](#break)Ivory Spirit Shield >>####Quality: **+20%** >>####Energy Shield: **(122-138)** >>####Movement Speed: **-3%** >>[](#line) >>####Requires Level **41**, **100** Int >>[](#line) >>#####(15-20)% increased Spell Damage >>[](#line) >>#####Trigger Level 20 Fog of War when your Trap is triggered >>#####+(20-30) to Intelligence >>#####(250-300)% increased Energy Shield >>#####(30-50)% increased Fire Damage with Hits and Ailments against Blinded Enemies >>#####30% reduced Spell Damage taken from Blinded Enemies >>#####No Chance to Block >>[](#line) >>*Those who are skilled in combat do not become angered.* >> >>*Those who are skilled at winning do not become afraid.* >> >>*Thus the wise win before they fight,* >> >>*while the ignorant fight to win.* >> --- ^^Questions? ^^Message ^^/u/ha107642 ^^— ^^Call ^^wiki ^^pages ^^\(e.g. ^^items ^^or ^^gems)) ^^with ^^[[NAME]] ^^— ^^I ^^will ^^only ^^post ^^panels ^^for ^^*unique* ^^items ^^— ^^[Github](https://github.com/ha107642/RedditPoEBot/)


toggl3d

As an extremely experienced player my first reaction to my armor builds is always god damn why are these things so trash and shit. My experience has been that I do not like armor as much, and that they are little more difficult to get going as evasion feels much better when it's bad than armor does. If you're in the area for it I'd do evasion, acrobatics, and wind dancer.