Finally caved and took Iron Reflexes

Admittedly I did not read the entire post.

However, if I had to make a hypothesis - Evasion, like critical strike and other statistical effects tend to cluster in these types of games.
I am not sure why this is, but I have a feeling it is tied to whatever RNG forms the basis for the crtitical strke and evasion rolls. I know League of Legends had a problem similar to this once where dodge rolls and critical strikes tended to cluster. Like, you would get no crits/dodges at all most of the times then suddenly *BAM* you land six crits or dodge six attacks in a row.


It is a general issue I think, I don't think PoE is the first game to have a problem like this and it wont be the last.
Closed beta member since: March 19, 2012
While we are talking about Shadow's melee I need to point out that if you go dagger shadows you got a big problem with accuracy (and other versions of shadows are not much better). Accuracy passive points are rare and weak around Shadow's area. For a hybrid Dex class that is dependant on Hit and run (opposed to Miss and run) this is bad news.

Not to mention that the opponent that you don't hit and kill is going to hit you back which also additionally makes shadow survivability an issue.

Last edited by Torin#1843 on Aug 22, 2012, 6:17:37 AM
"
Charan wrote:
"
StrayCat wrote:
People always say you fly to 75% damage reduction when you take iron reflexes, but my rangers that were pure evasion and had reflexes/leather and steel struggled to reach 50% evasion.


As I've noted before, chance to evade% dropped a good 5-7% instantly with the last big patch. I've brought up the diminishing returns with the devs and I believe something will be addressed. It's very easy to hit 45-50% evasion right now (with grace), I think, but damn near impossible to clear 70% without flasks.

Maybe 70% chance to evade is simply considered more 'powerful' than the DR cap? Hm.


The returns isn't as diminishing as you think. Just like resistance, chance to evade actually has increasing returns. Indeed, the more your chance to evade is high, the more the next 1% is valuable. So it's completely normal that it's getting hard to progress over 60%. Maybe you can't see it, but thanks to that, I think evasion rating point has roughly the same benefits whether if you have more or less of it. Or at least it should be like that.

As an example, armor in warcraft3 worked that way. Percentage reduction was progressing slower and slower as you gained more armor. But in reality, each point of armor gave you exactly 6% more effective health.
Build of the week #2 : http://tinyurl.com/ce75gf4
Last edited by zriL#4590 on Aug 22, 2012, 2:20:10 PM
I'm not concerned that there are diminishing returns period on your evasion rating to evasion percent, and I understand that there is a huge difference in moving from 1 to 2 percent reduction and moving from 98 to 99 percent. I just don't understand why the diminishing returns on evasion are so much more punitive than armor. As I said, broadly speaking 50% evasion and 50% damage reduction will be equal, so I don't understand why it's far harder to get 50% evasion than 50% damage reduction. Combine this with the fact that the bonus from the dexterity stat, as well as a lot of the dexterity tree, increases your evasion rating while strength and generally speaking the strength tree give you life up, which is subject to no penalty, and you arrive at the present situation where strength characters have a huge defensive advantage over dexterity ones. Unless of course the dexterity character takes iron reflexes, which switches them over into the strangely far less penalized damage reduction style of defense.
Well you could simply overhaul the system and give Dex, Int and Str +Life and a bonus to their Defensive-Stat which would be Armor for Str, Evasion for Dex and ES for Int.

Giving Strength HP instead of Armor makes Strength a lot more valuable than the other Stats and on the other hand completly worthless for CI-Chars.

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