Iron Reflexes
Actually:
Final armour = base armour * (1 + %armour) + base evasion * (1 + %evasion) So, if you have leather and steel: Final armour = 100 * ( 1 + 0,08) + 100 * (1 + 0.08). And it's way way way way way way better to get dodge only armorpiece and not dodge + armor because of dex. Last edited by Keyen#4575 on Jan 28, 2013, 9:58:41 AM
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so if i only take evasion gear and get an 30% armour node it gives me nothing?
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That's right.
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so using def/eva gear with leather and steel passives wouldn't be better? since you would raise both stats by 8% then only one stat by 10%?
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" Nop. Let's say you have the choice between 100 armor + 100 evade and 200 evade. You have 100 dex. You have leather and steel (8%) and Iron reflexes. In the first case (100 armor + 100 evade rating), you get: 100*1,08 + 100*1,28 = 236 armor. In the second case (200 evade rating), you get: 0*1,08 + 200*1,28 = 256 armor |
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When Evasion is converted to Armor, it benefits from Increased Armor. That's the whole gimmick behind it.
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" This isn't entirely true. It's Final armour = base armour * (1 + [total increases to armour]) + base evasion * (1 + [total increases to armour and evasion]) Leather and steel is in that category, so it applies. There's no way to make it apply twice. It's exactly the same with the "increased defences from shield" nodes that increase armour evasiona nd energy shield. There's one bonus, it can only apply once to a given value. "This is correct. | |
Do those bonuses only apply to evasion from armour, or also to the evasion (and thus armour rating with IR) you get from Dexterity? If the latter, then focusing on the evasion bonuses would seem much better for high-dex characters.
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The Evasion you get from Dexterity is %Increased Evasion.
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" They apply to the evasion from armor (and everywhere), and therefore they apply to the evasion converted to armor by IR (because it keeps all the bonuses, and they already have them) Last edited by Umbraal#6534 on Jan 28, 2013, 9:38:46 PM
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