eHP of old evasion vs new evasion, and how much easier it is to hit the evade cap (w/graphs)

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I already have made a post a while ago about evasion vs effective life so comparing the new evasion formula to that is very easy. You can go read that if you want, however the thing we care about here is how much better is new evasion.

The tl;dr for how I defined effective life is:

If you half the chances the enemy hits you then the effective life is doubled



The blue line on the left is your eHP with new evasion. and the black line on the right is eHP with old evasion. The straight lines by the axis are 10s of thousands of evasion, so this graph is very zoomed out. What we can gather from this graph is that eHP gain is still roughly proportional to evasion for evasion builds.

This isnt particularly the numbers we want or care about, we wanna know how much better. To find that is simple, divide the two:



On the graph I've labled a few points for reference. As you can see the buffs impact you significantly more the more evasion you have

Please note that these numbers make sense in isolation to flat evade chance, and to avatar of the chase. Without either of those, You can comfortably say it's about 108% easier to hit evade cap. This is an upper bound and unrealistic but the real number on how much easier it is to hit evade cap off evasion alone.

This should also compound with the statement ggg made about increasing sources of evasion by roughly 10%. As not only is evasion now more powerful, it is easier to get

tl;dr: Using evasion alone, it is now over double as easy to hit evade cap, or with avatar of the chase and flat evade. you'd expect at least 50% more eHP from a build with the same amount of evasion, not even factoring in how ggg is making evasion easier to get. with the nerfs to blind, from 100% more eHP to 25% more eHP, to negate this, 60% more eHP from evasion is needed. I have shown that the eHP gained is about that much, and while this post was not about this. It's worth mentioning as people seem to be focusing on this.



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Here's a sheet with a comparison of old evasion % and new evasion % for T1 and T16 monsters - https://docs.google.com/spreadsheets/d/1yY4twPIK7a_fUjeaQTt3O-2ZWyDWOGipYDZIOdHxSKM/edit#gid=0



Credit:- https://www.reddit.com/r/pathofexile/comments/q3e84x/ehp_of_old_evasion_vs_new_evasion_and_how_much/

P.S.:- For info about how evasion also protects you from crits, see here - https://www.pathofexile.com/forum/view-thread/3185684
Last edited by Exile009#1139 on Oct 10, 2021, 5:29:30 AM
Last bumped on Oct 10, 2021, 5:29:45 AM
Right but this fine analysis forgets to mention that with entropy you are guaranteed to be hit at some point.

In later maps & endgame this means death is assured.



"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
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DarthSki44 wrote:
Right but this fine analysis forgets to mention that with entropy you are guaranteed to be hit at some point.

In later maps & endgame this means death is assured.





No it doesn't you don't have to play raider with 3k life you know. Rangers have their own problems getting huge life pools but there are quite a few ways to build around that occasional hit you take.
An evasion-to-evasion comparison is all fine and dandy, but most (soon-to-be-old) character were running around with close-to-capped evasion AND at least 50/50 dodge/spell dodge. While we get spell suppression instead of spell dodge, I don't think "easier-to-get evasion" is making up for capped dodge on top of evasion.

Evasion gets an easier/better formula, but loses out on dodge and blind, as well as a worse situation for Wind Dancer and Kintsugi, mainly because of the lack of dodge. Maybe I'm just too stupid here, but my head can't seem to interpret this as a pretty hefty nerf to evasion builds overall, even though evasion itself has been buffed.

Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Draegnarrr wrote:
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DarthSki44 wrote:
Right but this fine analysis forgets to mention that with entropy you are guaranteed to be hit at some point.

In later maps & endgame this means death is assured.





No it doesn't you don't have to play raider with 3k life you know. Rangers have their own problems getting huge life pools but there are quite a few ways to build around that occasional hit you take.


wind dancer/kintsugi were never reliable, you get hit by random spell -> then big hit -> you dead

now spell dodge is gone so you get hit by every spell now

and enemies that randomly have rt will always hit you with dodge removed

this thematic class where all your defense layers is binary hit/miss that ggg is trying to push has never worked out. these things are either incredibly overpowered or they are borderline useless.
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Draegnarrr wrote:
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DarthSki44 wrote:
Right but this fine analysis forgets to mention that with entropy you are guaranteed to be hit at some point.

In later maps & endgame this means death is assured.





No it doesn't you don't have to play raider with 3k life you know. Rangers have their own problems getting huge life pools but there are quite a few ways to build around that occasional hit you take.



Yes evasion will be easier to scale and reach caps. The OP is 100% correct. However, as I noted, this analyis is presented in a bubble. The loss of dodge, nerf to blind, and entropy makes a pure evasion build a deathtrap. Maybe not a dealbreaker for SC, or if you dont care about dying often, but in HC this just isnt viable.

That said I'm interested in this notion that there are "quite a few ways to build around this". Can we discuss a few them that would save you from death in red maps or endgame bossing? Based on reddit discussions some folks would be very interested in how this would be done for evasion builds.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on Oct 8, 2021, 9:49:02 AM
This is not really effective HP as in it doesn't help against one shots, which are rampant in poe. Helps a shit ton against packs but against some bosses that effective HP goes down the drain pretty fast. I've always laughed at those poe build guides that says they have like 275k effective HP.
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Phrazz wrote:
An evasion-to-evasion comparison is all fine and dandy, but most (soon-to-be-old) character were running around with close-to-capped evasion AND at least 50/50 dodge/spell dodge. While we get spell suppression instead of spell dodge, I don't think "easier-to-get evasion" is making up for capped dodge on top of evasion.


I think you overstimate how many people were actually running around with capped evasion. I suspect capped dodge was even more common than capped evasion but that's just a hunch. And keep in mind that in place of dodge evasion builds now can mix in all of the other defensive options since the Acrobatics penalty that forced you into going nothing but dodge is gone now (and with spell suppression on top, since it's apparently found on the same evasion nodes and gear).
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yamface wrote:
and enemies that randomly have rt will always hit you with dodge removed


They've said they're looking into RT enemies. There's only a handful of them in the game, so we might see that trait reworked / retired.
Going pure evasion is the easiest way of noticing all the one-shots in the end game, because those are the only things that will kill you.

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