Evasion Fun Fact

I'll be honest, I haven't made it to end-game yet(keep getting distracted...at least it's research right!?) so I can't tell you any numbers from then. How much anything has, how much evasion or armor anything has, blah blah blah.

You say a fuckton of life, but I question just how much it is. I mean how much life do you actually have? How much +life is on your gear? How much life is considered the norm at end game? Just literally how hard do enemies hit at end game? Is it really that variable?

As to is low 90s good enough? If my experience in another game can be directly translated to here....the answer is no. In that game it was take it to 95% or don't even bother. I feel it probably translates pretty well here, especially with the entropy system. That game also had 2 different dodge mechanics, a straight up evasion like amount(but we knew exactly how much we needed for every single enemy in the game) and a "lucky" dodge that was basically like how dodge works in this game in that it was a totally separate dodging mechanic dependent on another stat(or in this game, 5 nodes). The evasion equivalent could not reach higher than 95%, while the dodge equivalent COULD "potentially" reach 100%+ but there was no normal way to do it(you could get it pretty high though, don't get me wrong, though it depended half on gear and half on stat spec, though I think you still topped out around 70%). Together if you invested all the way you wound up at a 1.5% chance to be hit by anything(excluding spells), though just like in this game, you found yourself lacking almost everywhere else. Fortunately in that game though, the dodge equivalent actually contributed to something else(crit chance, which crits worked differently there than here but whatever).

So here is what I'm going to call, if you can not reach higher than at the very least 95% chance to not be hit, it's not worth it. Keep in mind the other game I'm referring to, you spent most of the time fighting 1v1 against monsters, not these 1v8-30 we do here. Which I suppose is another point. If you get hit once every 20 attacks and you're fighting 6 monsters, how long before you're one shot?(give you a hint, not long)
Last edited by Mordtziel#2912 on Mar 12, 2013, 7:48:32 PM
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Charan wrote:
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Reizoko wrote:
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Ghobe wrote:
The only problem with the high end of evasion is that going for it, you're pretty much sacrificing EVERYTHING to do it. All armor, all life, life regen, energy shield, damage, everything...and you still can't make it there. Though let's say somehow you did. You're dodging 19 of every 20 attacks, that 20th attack? It one shots you, 12x over.


What exactly makes you think so? There aren't that many evasion nodes in the tree. If you also want to take every Evasion/ES and Evasion/Armor node that would be a different story, but such a character wouldn't be viable for obvious reasons. It's entirely possible to get a decent amount of %Evasion (300ish%) and still have enough life and some damage nodes. I was actually planning such a build just yesterday (haven't started playing the character yet though).


I'd really like to see the Skilldrasil path you have planned. Every time I've gone pure evasion, I *have* sacrificed life and other important nodes.


Sure. Just give me a second to redo it. Also remember that this is just a concept that I haven't thought about a lot yet, so there's probably room for improvement.



87 points (about lvl70) and I left the damage nodes open (although you have A LOT of attackspeed with this build just because you come across so many attackspeed nodes). There are a couple of options you have regarding damage nodes, depending on what skill and weapon type you want to use. Sword, Axe, Bow and maybe Dagger are possible I'd say.
Last edited by Reizoko#4460 on Mar 12, 2013, 7:50:35 PM
Hmm. 148% increased Evasion Rating total? You've missed the two Nullification clusters near Shadow. I wouldn't do that, especially since it looks like you've gone all the way up there just to grab life, which you can get elsewhere.

I'd also sacrifice some of that extra life for block chance.

You could probably free up a bunch of points by closing the loop near the large Evasion hemispheres for 4 points, and then down the bottom going past point blank rather than the frenzy charge path.

You have a penchant for the charge nodes. Curious why that is.

Given 87 points, this is what I would do to make an evasion character, based on the style I've described above:



Vastly different to yours! :)
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.
Last edited by Foreverhappychan#4626 on Mar 12, 2013, 8:00:41 PM
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Charan wrote:
Hmm. 148% increased Evasion Rating total? You've missed the two Nullification clusters near Shadow. I wouldn't do that, especially since it looks like you've gone all the way up there just to grab life, which you can get elsewhere.

I'd also sacrifice some of that extra life for block chance.

You could probably free up a bunch of points by closing the loop near the large Evasion hemispheres for 4 points, and then down the bottom going past point blank rather than the frenzy charge path.

You have a penchant for the charge nodes. Curious why that is.



It's actually 284% Evasion Rating total (just checked in the offline skill calculator). You have to consider Dex (5dex = 1% Evasion) and 6 Frenzy Charges are also an additional 24% Evasion Rating. You also forgot to add 3 Armor/Evasion nodes I took.

The reason I've gonne up to shadow is to get the upper Reflexes node, it was just convenient that there was so much life on the way anyway.

About the charge nodes: I just like them. I use charges on most of my characters. Frenzy charges are on the path anyway in this build and in case I want to play melee I just grab that extra Endurance Charge and get +1 from the Bandits which results in 25% damage reduction without armor.
Last edited by Reizoko#4460 on Mar 12, 2013, 8:01:24 PM
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Charan wrote:
Hmm. 148% increased Evasion Rating total? You've missed the two Nullification clusters near Shadow. I wouldn't do that, especially since it looks like you've gone all the way up there just to grab life, which you can get elsewhere.

I'd also sacrifice some of that extra life for block chance.

You could probably free up a bunch of points by closing the loop near the large Evasion hemispheres for 4 points, and then down the bottom going past point blank rather than the frenzy charge path.

You have a penchant for the charge nodes. Curious why that is.


If I had to hazard a guess, he picked up the 4% increased evasion per frenzy charge, 6 frenzy charges.

I have a feeling in general an evasion build won't come to life until it's nearing level cap, much like a stun-lock build won't :\
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Reizoko wrote:
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Charan wrote:
Hmm. 148% increased Evasion Rating total? You've missed the two Nullification clusters near Shadow. I wouldn't do that, especially since it looks like you've gone all the way up there just to grab life, which you can get elsewhere.

I'd also sacrifice some of that extra life for block chance.

You could probably free up a bunch of points by closing the loop near the large Evasion hemispheres for 4 points, and then down the bottom going past point blank rather than the frenzy charge path.

You have a penchant for the charge nodes. Curious why that is.



It's actually 284% Evasion Rating total (just checked in the offline skill calculator). You have to consider Dex (5dex = 1% Evasion) and 6 Frenzy Charges are also an additional 24% Evasion Rating. You also forgot to add 3 Armor/Evasion nodes I took.

The reason I've gonne up to shadow is to get the upper Reflexes node, it was just convenient that there was so much life on the way anyway.

About the charge nodes: I just like them. I use charges on most of my characters. Frenzy charges are on the path anyway in this build and in case I want to play melee I just grab that extra Endurance Charge and get +1 from the Bandits which results in 25% damage reduction without armor.


I was just going by this extension thingy that apparently (mis) calculates the bonuses. It's likely out of date. :(

I see why you'd go for the frenzy charges then. 24% isn't bad, but easily obtainable with those Shadow evasion nodes. Not really a fan of evasion 'requiring generation', as it were.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.
Last edited by Foreverhappychan#4626 on Mar 12, 2013, 8:03:20 PM
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Ghobe wrote:

If I had to hazard a guess, he picked up the 4% increased evasion per frenzy charge, 6 frenzy charges.

I have a feeling in general an evasion build won't come to life until it's nearing level cap, much like a stun-lock build won't :\


Yeah, that's the route I'm going down. I was curious, does 10% ~ 20% critical strike with 3.00 ~ 4.00 attacks per second sound decent?
With all intelligence, insanity becomes the backdrop of the good man, and will sooner become what usurps the good man.

If you tell a truth that people don't want to hear, the truth will imprison you.

What's the point of knowing the world, if the world never talks back and others don't listen?
Last edited by IExiledOtherExilesToBeTheExile#6523 on Mar 12, 2013, 8:09:50 PM
I have been writing this alot lately but I wonder how valuable evasion is with the addition of blind and enfeeble curse?

Right now i hybrid armor/ evasion and with my blind totem and rarely get hit anymore.

My stat are 30% evade 30% block and 30% 32% damage reduction.

My old build of 40% evade , 30% dodge, and 25% block is no where near as survivable as my armor hybrid even under enfeeble curse.


Lets say though that for better or worse evasion characters are pigeon holed into making a blind totem and using a 30%+ enfeeble curse. How much would you really need then if everyone accuracy was debuffed by 105% permanently, which is very possible with flame totem + blind support + faster projectiles.

Is blind and enfeeble curse holding evasion back? I'm not sure but utilizing blind alone allows my poor evasion to mitigate far more hits than normal and i don't even use enfeeble anymore. My totem is actually able to tank mob pacts and act bosses do to the rapid fire blind and not getting hit. I didn't even know totems could evade
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Ghobe wrote:
I'll be honest, I haven't made it to end-game yet(keep getting distracted...at least it's research right!?) so I can't tell you any numbers from then. How much anything has, how much evasion or armor anything has, blah blah blah.

You say a fuckton of life, but I question just how much it is. I mean how much life do you actually have? How much +life is on your gear? How much life is considered the norm at end game? Just literally how hard do enemies hit at end game? Is it really that variable?

As to is low 90s good enough? If my experience in another game can be directly translated to here....the answer is no. In that game it was take it to 95% or don't even bother. I feel it probably translates pretty well here, especially with the entropy system. That game also had 2 different dodge mechanics, a straight up evasion like amount(but we knew exactly how much we needed for every single enemy in the game) and a "lucky" dodge that was basically like how dodge works in this game in that it was a totally separate dodging mechanic dependent on another stat(or in this game, 5 nodes). The evasion equivalent could not reach higher than 95%, while the dodge equivalent COULD "potentially" reach 100%+ but there was no normal way to do it(you could get it pretty high though, don't get me wrong, though it depended half on gear and half on stat spec, though I think you still topped out around 70%). Together if you invested all the way you wound up at a 1.5% chance to be hit by anything(excluding spells), though just like in this game, you found yourself lacking almost everywhere else. Fortunately in that game though, the dodge equivalent actually contributed to something else(crit chance, which crits worked differently there than here but whatever).

So here is what I'm going to call, if you can not reach higher than at the very least 95% chance to not be hit, it's not worth it. Keep in mind the other game I'm referring to, you spent most of the time fighting 1v1 against monsters, not these 1v8-30 we do here. Which I suppose is another point. If you get hit once every 20 attacks and you're fighting 6 monsters, how long before you're one shot?(give you a hint, not long)


Thank you for the response.
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.

Huh. My mace dude is now an actual cultist of Chayula. That's kinda wild.
"
Charan wrote:
"
Reizoko wrote:
"
Charan wrote:
Hmm. 148% increased Evasion Rating total? You've missed the two Nullification clusters near Shadow. I wouldn't do that, especially since it looks like you've gone all the way up there just to grab life, which you can get elsewhere.

I'd also sacrifice some of that extra life for block chance.

You could probably free up a bunch of points by closing the loop near the large Evasion hemispheres for 4 points, and then down the bottom going past point blank rather than the frenzy charge path.

You have a penchant for the charge nodes. Curious why that is.



It's actually 284% Evasion Rating total (just checked in the offline skill calculator). You have to consider Dex (5dex = 1% Evasion) and 6 Frenzy Charges are also an additional 24% Evasion Rating. You also forgot to add 3 Armor/Evasion nodes I took.

The reason I've gonne up to shadow is to get the upper Reflexes node, it was just convenient that there was so much life on the way anyway.

About the charge nodes: I just like them. I use charges on most of my characters. Frenzy charges are on the path anyway in this build and in case I want to play melee I just grab that extra Endurance Charge and get +1 from the Bandits which results in 25% damage reduction without armor.


I was just going by this extension thingy that apparently (mis) calculates the bonuses. It's likely out of date. :(

I see why you'd go for the frenzy charges then. 24% isn't bad, but easily obtainable with those Shadow evasion nodes. Not really a fan of evasion 'requiring generation', as it were.


I don't just take frenzy charges for the Evasion Rating. The attackspeed boost is also nice. And while you don't have them up 100% of the time, it's still 80-90% and they are totally worth it in my opinion. Have you ever tried it? Ever since I tried it Frenzy is my single target skill of choice if possible. It's awesome :)

About your tree: So you purely rely on Evasion from your gear and get Acrobatics? I'm not a huge fan of Acrobatics (on range characters it's fine, but I wouldn't use it on melee characters) because it also negates the damage reduction from Endurance Charges. I would take 5 Endurance Charges (flat 25% damage reduction) over 30% Dodge every day to be honest.
I wonder if you can get a high enough Evasion Rating to actually make your build viable without getting any %Evasion nodes.

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