confirming an IR mechanic
Suppose, as a duelist, I take iron reflexes and wear only pure evasion gear. Pretty standard here. My question is regarding how defensive flasks will interact.
A saturated hallowed life flask of iron skin should double my armour rating while it's healing me. Does a life flask of "reflexes" also double my armour rating? What happens when I have both effects active? I am imagining this potential situation where a player could get: - 1x Saturated Life flask of iron skin (saturated for duration) - 1x Seething life flask (for emergencies) - 2x Granite flask of Reflexes And while both Reflexes/Iron Skin are active, you'd have: Armour = ( Armour x 2 + 10000 ) x 2 That would be super strong. What in this chain doesn't work? Please let me know. -- I don't have alpha access, that was a LONG time ago. Last edited by Zakaluka#1191 on Aug 15, 2012, 5:34:37 PM
|
|
I haven't worked the calculations, but I tested it with one of my flasks that gave me +63% evasion rating when used on my IR Ranger. My armor rating went from 53% to 62%, so it's pretty darn handy. And as soon as the flask effect wears off (1-3 seconds) your armor rating goes back down to normal.
For Ranger build tips, tactics, and critiques, visit this thread: http://www.pathofexile.com/forum/view-thread/69224 Last edited by Islidox#7754 on Aug 15, 2012, 5:42:30 PM
|
|
I was wrong
Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y IGN: Poltun Last edited by faerwin#5850 on Aug 15, 2012, 8:21:42 PM
|
|
You ALMOST understood my question.
" Reversing the order here. Start with same evasion rating of 2200, apply 50% passive evasion skills for 3300. Drink a 100% evasion "saturated hallowed flask of reflexes" and you have a temporary 250% evasion multiplier, transient evasion 5500. 5500 armour rating as long as the flask effect is on. " Drink a granite flask, which raises your armour by 10,000, = 7600 Same granite flask has 100% "iron skin" mod, total stat multipliers are: - Armour from evasion: 350% for 7,700 - Armour from granite: 200% for 20,000 - Total transient armour rating is 27,700. Do you see my question? I think Islidox confirmed it for me. The %evasion flask mod multiplies through and gives you a 100% boost to armour first before Granite will apply. The question here is whether keeping hybrid eva/armour remains more stat-efficient than IR, given how these flask mods stack under IR. Yes, I know about the difficulties of evasion, but my question is one of efficiency. It's a difficult question to answer, and I will have to consult with our local oracle, Excel. -- I don't have alpha access, that was a LONG time ago. Last edited by Zakaluka#1191 on Aug 15, 2012, 6:59:13 PM
|
|
"This is not correct. That would turn additive increases to armour and evasion into multiplicative ones. In the example case, you have 1000 evasion rating, which gives you 1000 armour, increased by increases to both armour and evasion, so 1000 armour with a 170% increase (50% + 120%), giving you 2700 armour. (If you also had base armour from gear, that would only be affected by the armour increase, not the evasion one, since it's not converted from evasion). "Additive increases do not stack multiplicatively. the flask mods you are describing do not "double" your respective defences, they apply an additive (60-100)% increase to them. If you have any other increase (and in the iron reflexes case, the other flask is one if both are up) the final rating will not double. Let's assume you've found a life flask of iron skin with maximum mod value (100% increased armour), and a granite flask (+10000 armour) of reflexes also with maximum mod value (100% increased evasion). We'll also assume you have a base evasion rating from gear of 2000, and no base armour (since your post specifies pure-evasion). You have iron reflexes, and for the sake of nice round numbers I'll assume you have a total of 100% increased evasion and 50% increased armour from passives. With no flasks: 2000 evasion 100% increased evasion 50% increased armour 2000 evasion converted to armour, increased by 150% = 5000 armour. With only life flask of iron skin active: 2000 evasion 100% increased evasion 150% increased armour (50% passives, 100% flask) 2000 evasion converted to armour, increased by 250% = 7000 armour With only granite flask of reflexes active: 2000 evasion 10000 armour 200% increased evasion (100% passives, 100% flask) 50% increased armour 2000 evasion converted to armour, increased by 250% = 7000 armour 10000 armour increased by 50% = 15000 armour Total = 22000 armour With both flasks active: 2000 evasion 10000 armour 200% increased evasion (100% passives, 100% flask) 150% increased armour (50% passives, 100% flask) 2000 evasion converted from armour, increased by 350% = 9000 armour 10000 armour increased by 150% = 25000 armour Total 34000 armour Apologies in advance if I screwed up the maths, was doing it all in my head, but this should at least show you how the value is calculated. | |
" Not going to lie, thats super hot. “Too often we underestimate the power of a touch, a smile, a kind word, a listening ear, an honest compliment, or the smallest act of caring, all of which have the potential to turn a life around.”
—Leo Buscaglia Contact support@grindinggear.com to report issues relating to the game or forum. Thanks! My beloved pets.... |
|
While trying to do the math for this, I've started to see that it looks much more likely to be additive rather than multiplicative but I couldn't get the same number no matter what I tried.
Am I incorrect in saying that every characters start with 50 evasion and gain 3 evasion per level (including the first level)? Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun |
|
All characters start with 53 evasion and gain 3 per level beyond that, so effectively 50 + 3 * level.
In addition, each character starts with a varying amount of dexterity based on class, and gets more from passives/gear, with dex providing increased evasion at a rate of 1% increased evasion for every 5 dex, which makes the numbers rarely as clean as in my example. | |
" Ok, then, I used this exact formula and I always got numbers that didn't match. It's usually around 30~ off the track but still. Build of the week #9 - Breaking your face with style http://www.youtube.com/watch?v=v_EcQDOUN9Y
IGN: Poltun |
|
hey ! thanks, so much. For some reason I had a silly idea stuck in my head that the flasks were multiplicative. Found out by tinkering while thinking about this post that they add to your existing bonuses.
Thanks a lot for laying it all out, will be very useful to me in the future. And faerwin, there's no harm in being wrong. You don't have to go back and delete your post :). It hurts the context of the discussion. -- I don't have alpha access, that was a LONG time ago. Last edited by Zakaluka#1191 on Aug 15, 2012, 11:59:33 PM
|
|