confirming an IR mechanic

@Xendran: I agree it is broken but at this moment it at least makes up for all the hp you would get with STR...
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If IR is considered broken, then CI would be considered uberbroken.

The way I see it, dex-based classes (the weakest in damage and HP) need this mechanic. Sure, you can make a dex class tanky by heading up towards that cluster of 12 HP nodes by the Marauder tree... but at the sacrifice of damage.

I can see how IR in the case of the Duelist would be more broken than any other class. Duelists benefits from HP and HP Regen as well as armor. Their equipment that has both armor & evasion is pretty nice, but when IR is reached, it's even more armor to them. Whether or not that can compete with a build using 100% evasion-based equipment I don't know. But as far as I'm concerned, the dex classes are squishy as it is.
For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224
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Xendran wrote:
But actual armour gear has significantly smaller numbers, meaning not only do you have less base, but they don't multiply as well either. It's flat out a broken skill because it makes evasion gear better at armour than armour gear by an obscene amount.


Hmm you mean the prefixes? I noticed they are pretty insane on Evasion. Up to +322 Local Evasion, vs +120 Local Armour.

It looks like GGG was balancing two things separately. The prefixes seemd to be a response to buff Evasion in one patch, then in a following patch Evasion was made better with the critical avoidance. So maybe it ends up being overbalanced :p
Last edited by DeF46#3887 on Aug 16, 2012, 1:42:48 PM
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Xendran wrote:
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DeF46 wrote:
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Emphasy wrote:
So IR is so incredible strong because it applies %Armor and %Evasion, even if only additive. This also makes the Leather & Steel Node incredible powerful, since it is an 48% Armor-Increase and even the minor nodes next to it give 16% Armor, which is still a lot.


But you lose Evasion, and remember there are pretty steep diminishing returns in terms of damage reduction as you approach 7500 armor / 50% damage reduction.


But actual armour gear has significantly smaller numbers, meaning not only do you have less base, but they don't multiply as well either. It's flat out a broken skill because it makes evasion gear better at armour than armour gear by an obscene amount.


Shush, I like it.

:P
Current IGNs:
Smoothjazzz - 61 Summoner Templar (Default)
PostHardcore - 52 2H Marauder (Hardcore) (RIP)
PointBlaurader - 68 Bowrauder (Hardcore)
Last edited by Secondfiddle#4366 on Aug 16, 2012, 1:59:36 PM
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faerwin2 wrote:
ok, I actually had it all noted.

It's on my ranger, here's the build.

http://www.pathofexile.com/passive-skill-tree/AAAAAQIB4CAnKQbARM8UgyuTXsSEcRJoD8eJS1pBSKVcsKt4cRzEQxDJmmnrKF1HdkezeF7KuKQlXdVJjoH0ddOTV2_cPhbNI5RvjY0zdigTz32eFiZLEvqppJhN4oyfC2qCee3u2N1FzXPvG9xFtVD5FrBidwPF4GszGYXCqe6ZXc2oYW_ZEmIN5bLfmrirveytPYaHXKQcQjqr8ifyQz9-mjrizRRS-QijgYMT_vx_Dqn-59DsKqqvFYXwZSPvSKz9aAlthf0v_FL8hASUgzuelcA-Ud6gr02JaX6WkrJitvQKmBQEH3keRqoNjrT2VeFExjLpcYQpHEhZ_PMDQ4ulo6DOjTEtIjSdMCE6kSL_VFxZFhhhmt9Ksrw6_K662-E=


I have 376 dex and I am level 60

helm has 413 evasion
chest has 727 evasion
gloves have 133 evasion and armour
boots have 170 evasion
230 base evasion from the level + innate evasion
Nothing else has armour or evasion


From the build I have 40% armour and evasion increases and dex should add 75% if it's rounded down.


4460 armour on my character sheet.

The way I do it (without even rounding down the evasion from dex) I get 4455 (I revised and saw that I did it wrong with the gloves).


The gear in question
Unavailable
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rest without evasion
Unavailable
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not currently using rings as they are on my marauder


I've got the result :

Base armor : 133
Base evasion : 413+727+133+170+50(base evasion at level 1)+3*60(evasion per level)+3(the bug)=1676

Final armor = 133*(1+0.4)+1676*(1+0.8+0.75) = 4460

Two solutions :
-you were lvl61 and not lvl60
-there is a bug in the leveling increase that gives you +3 evasion
Some items in this post are currently unavailable.
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DeF46 wrote:
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Xendran wrote:
But actual armour gear has significantly smaller numbers, meaning not only do you have less base, but they don't multiply as well either. It's flat out a broken skill because it makes evasion gear better at armour than armour gear by an obscene amount.


Hmm you mean the prefixes? I noticed they are pretty insane on Evasion. Up to +322 Local Evasion, vs +120 Local Armour.

It looks like GGG was balancing two things separately. The prefixes seemd to be a response to buff Evasion in one patch, then in a following patch Evasion was made better with the critical avoidance. So maybe it ends up being overbalanced :p

That has nothing to do with IR. Can't say if it's "overbalanced" though, I dropped Evasion and went for IR when it became just too frustrating to continually die from a single random hit and instantly die.

As for the prefixes - I've seen armour in the wild with around 1000 armour (pre-maps). The highest Evasion I saw pre-maps was 1100 so... Dunno, perhaps the theoretically possible highest value might be higher but the knowledge of that might be purely academical.
Armour and Evasion play out differently. Armour gets you less damage each and every time. (Pure) Evasion gets you no damage some of the time, and full damage the rest of the time. That difference changes the feel of playing a lot and after picking up IR that horde of monkeys jumped of my virtual back as I didn't have to be afraid of the next hit being fatal anymore and actually getting to "play" my character, being able to take a few hits and react to it, by fleeing, staying in the fight or picking a different foe to pick off first. It became a conscious choice again when with Evasion it was just luck whether I survived or not and there was little play or strategy in it.

Long story short, don't assume 100 armour plays or feels the same as 100 evasion. Just like 100 armour or evasion isn't the same as 100 energy shield. ;)

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