When does Iron Reflexes become worth it and should I add it to my build?

no matter how much armour you would get from IR it wont be better than say 28% additional phys damage reduction from Endurance charges

Not sure how effective on very close range 2H melee build is ignoring Extra endurance charges and using fraction-of-second IC. Also no EC.. you afraid you taunt enemies to attack you with your melee knockback-to-you build? :)
IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Aug 5, 2016, 9:17:10 AM
In this particular build IR is "ok" but you should take 3 endu charge instead.
As I think other posters are saying, Endurance Charges (really, flat reduction in general) and Armour have good synergy with each other. Armour is alright, ECs are okay, and Armour + ECs are great. Against high frequency small Hits the combo will make you greatly tougher (perhaps immortal), and against large slow Hits the combo will help added flat reduction be a little stronger than its less equivalent.

Some numerical examples in spoiler because last time I made a thread about this people flipped out about it being way too xmplicated and not helpful at all.

Spoiler
Reduction scales rationally. At 50% reduction, further (subtractive) reduction is as powerful as twice the amount of less, i.e. going from 50% to 60% reduction means you take 20% less damage than before. The exact calculation is new/old multi = 0.4/0.5 = multi change = 0.8, and 1-0.8 = 0.2 subtractive multiplier, i.e. 20% less

Because of the way the Armour formula works, you will have 50% reduction when your AR = 10 * Hit size. So if the raw incoming damage is 1,000 you would need 10,000 AR to mitigate 50%. If you somehow got 6 endurance charges on top of that you would reach 74% reduction or almost doubling your eHP against Physical Hits (go from 50% taken to 26% = about half as much damage taken = takes twice as long to kill you)

If the Hit size becomes 333, then your reduction will be about 75%, and you can hit the 90% cap with just 4 endurance charges, cutting your damage taken by even more than half and thus even more than doubling your eHP (25->10 would be 150% more eHP)

If Hit size became 2000, the conversion rate would be 1.5, turning x% further flat reduction into 1.5x% less, i.e. 24% reduced from ECs would give you 36% less damage taken than before

At 3000 Hit vs 10,000 AR it is 1.33, so 24% reduced from ECs would grant 32% less than before

At 4000 Hit and 10000 AR it is 1.25 so 24% further reduce would be 30% less

In order to find this conversion factor you would think how much of a proportion of 10 × Hit size would my AR be, and that's your more-eHP % as well as your more-effectiveness-of-further-reduced multiplier i.e. if Hit size is 1234 then 10×that is 12,340 and getting 12,340 AR is 100% more, and 100% more is a fancy way of saying double, so you double your eHP vs Physical Hits and you double the amount of less damage granted by further reduction,

up to the limit of 900% more eHP total (including the further reduction, which is a bit hard to calculate, but suffice to say that if you get ridiculous results like 120% less damage then you are hitting the 90% reduction cap
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For such close range no block character I would always prefer decent armour with maintained 7+ endurance charges over higher armour with short duration IC cwdt.

This character needs permanent phys damage protection and armour + flat physical damage reduction are in great synergy. It makes difference especially against big hits due to the way how Armour works. Unlike Armour it protects also from physical damage over time.

In Prophecy also a good way of getting life regen

e: @adghar: yes in relative numbers the effect of flat phys dmg reduction against smaller hits is higher than against bigger hits. But in total numbers, benefit against big hits is much higher
IGN: Eric_Lindros
CET: Timezone
Last edited by Ludvator#6587 on Aug 5, 2016, 2:42:05 PM
One of these days (read: months) I'm gonna build a max block Gladiator with Anvil, Thousand Teeth Temu, Tempest Shield and Reckoning. That build is totally gonna go for IR, since I want all those on-block effects to trigger as often as possible.
The wiki article about armour is great. http://pathofexile.gamepedia.com/Armour
Last edited by kompaniet#2874 on Aug 11, 2016, 8:37:08 PM
"
pijanapanda wrote:
In this particular build IR is "ok" but you should take 3 endu charge instead.
How does "not taking IR" translate into 3 more endurance charges?
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"
Ludvator wrote:
For such close range no block character I would always prefer decent armour with maintained 7+ endurance charges over higher armour with short duration IC cwdt.

This character needs permanent phys damage protection and armour + flat physical damage reduction are in great synergy. It makes difference especially against big hits due to the way how Armour works. Unlike Armour it protects also from physical damage over time.

In Prophecy also a good way of getting life regen

e: @adghar: yes in relative numbers the effect of flat phys dmg reduction against smaller hits is higher than against bigger hits. But in total numbers, benefit against big hits is much higher


Interesting. There are 2 reasons why I haven't gone for more endurance charges at the moment, but

1) Having a Kaom's (and reeeeaaally wanting to keep it :)) I haven't found a great way to generate endurance charges consistently without using a bunch of links. I've been playing with low level CWDT + warlord's mark but I'm thinking I will drop herald of ash for Blasphemy + warlord's mark. I tried out CWDT + bladevortex + Curse on hit + warlord's mark but found it very inefficient and inconsistent.

2) I'm trying to hit over 7k life (because it's fun to look at a high life pool and go 'yeah! I am big strong man!') and thus have a lot of life nodes and as many jewel nodes as I see efficient.

I do like the idea of having 6-7 endurance charges though
Last edited by Craftyman#5849 on Aug 5, 2016, 7:44:11 PM
Imo, id say currently its never worth going IR. This is just my personal opinion but i used to go IR all the time, ever since Blasphemy came out using Enfeeble with it is just too good for defenses. Enfeeble reduces their accuracy by quite a bit, if you use a blind mechanic like a Stibinite Flask it really synergizes well, but Enfeeble on its own is extremely good as well.

The amount of damage reduction youd get from going IR probably isnt as significant as the amount of hits you wont take with a small bit of evasion and enfeeble. It certainly didnt feel that way to me atleast.

Especially in this situation since youre playing 2H melee. Theres probably a few instances where itd be better to take IR but not as 2H melee right now imo.
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Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
This thread is turning into a build help thread lol

I came up with this improvement to my tree:



Took both IR and Unwavering, because getting stunned is BAD (which I still do even at 6600 life). Since I decided to go with CWDT(lvl3)-Warlord's Mark(lvl7) this gives an extremely low 661 threshold coupled with no dodge and Berserker's aspect of carnage will proc on almost every hit (assuming CWDT is not on cooldown). So, more procs, more endurance charge generation, more cloaked in savagery, no STUN which is a loss in DPS and survivability.

My end flask setup will probably look like Antifreeze and bleed flask, lion's roar, taste of hate, quicksilver or another offensive or defensive flask
Last edited by Craftyman#5849 on Aug 6, 2016, 12:54:27 AM

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