Fixing the fundamental issue with Evasion

"
vankeris wrote:
@Zakaluka
It seems in your calculations you are using acrobatics and granite flask together, that's not right.


Oops! We redo it...
k1: 70% evasion under a reflexes flask
k2: 24% avoidance from acrobatics
k3: 38% less overall damage taken, due to enfeeble or temp chains
1-Π(1-k%),
Completely maxing evasion rating is 86%
With an achievable amount of evasion is 81%

2H templar is still at 93% total avoidance and reduction under flasks. That means he gets almost 3x more EH/HP than the bow ranger.

"
Also it's a bit weird you factor in block for the armor character but not for evasion one.


I'm comparing a 2H staff templar to a bow ranger with acrobatics, a fairly reasonable comparison. The bow ranger gets acrobatics for being a bow ranger, the 2hand melee gets block from his staff. That's a reasonable analog.

If you want to get into shield block armour character vs shield block evasion character, that's an entirely different situation. I'm interested in DPS builds with reasonable survivability.

"

Also, how you come up with 38% for enfeeble or temp chains?


The wiki says level 17 temp chains is a 38% reduction to attack speed. That's a separate multiplicative boost to avoidance; total damage taken ((1-x%) dodge of (1-y%) evade of (1-38%) attacks never occurred).

"

Enfeeble with both damage and accuracy reduction is harder to calculate


That's the point, enfeeble is significantly more than 33% at level 17, but by how much? It's hard to say. So I'm pretending they're equivalent.

"

I like the comparison but for me it just seems you're comparing apples and oranges.


Yeah, but I tried to draw some parallels between these two builds: bow ranger vs staff templar
- Low block% (33) from staff, low dodge% from acrobatics (24)
- 4-6 endurance charges for templar, with an offensive curse
- Lots of %incr evasion rating for ranger, with a defensive curse (is that a fair comparsion? templar gets an offensive curse, but the ranger has to take a defensive curse to make up for endurance.)

Like you said it's hard to make enough parallels to be a good comparison. Anyway, like you said, my stated "max" avoidance/mit for the ranger was too high anyway (can't granite. oops)

"

Evasion "tank" can reach ridiculous amounts of reduction, mine has roughly 45% chance to evade, 71% chance to block, acrobatics and level 10 quality enfeeble. That's roughly 6,4% hit's reaching me before factoring in enfeeble.


This too is quite interesting, but for a comparison to an armour tank you'd actually need a shielded melee (marauder/templar). My comparison isn't going to play into your scenario.

Sorry, I really don't like line-item replies but your post had a lot of points.
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I don't have alpha access, that was a LONG time ago.
Last edited by Zakaluka#1191 on Aug 21, 2012, 4:56:30 PM
Give weapons the ability to parry.

This will allow the defense stats more flexibility.

Edit: Adding parry in would also give players more tools.
Last edited by Tarmalen#3144 on Aug 21, 2012, 5:22:40 PM
"
Tarmalen wrote:
Give weapons the ability to parry.

This will allow the defense stats more flexibility.

Edit: Adding parry in would also give players more tools.


I have raised a related possibility with a dev in the form of a keystone, actually, related to the concept of 'disabling off-hand' -- since you're losing a shield and all its bonuses, you should get some sort of 'parry' ability, just as dual-wielders do (inherent chance to block+dual wield block nodes), but with a %evasion rating boost as well (since you're not really getting the full punch of dual-wielding, and losing potential shield-based stats).

At the very least, it'd make the wording on my rapier a lot simpler. ;)

Keystone ideas come and go, and this one is hardly related to 'fixing evasion', but since it's related to the concept of 'parrying', I figured I'd throw it in here.

If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
I am thinking that this would have to be from the ground up and not tied to a keystone.


Every weapon gets a parry %. Like a crit chance except it would be parry chance. Some classes of weapons more % than others.

Everyone would benefit but the benefit to dual wielders using parry would be vastly superior than dual block. This would also add another defensive stat which in turn would reduce stress on the remaining defensive stats.

Edit:corrected meaning.




Last edited by Tarmalen#3144 on Aug 21, 2012, 6:08:33 PM
"
Tarmalen wrote:
I am thinking that this would have to be from the ground up and not tied to a keystone.


Every weapon gets a parry %. Like a crit chance except it would be parry chance. Some classes of weapons more % than others.

Everyone would benefit but the benefit to dual wielders using parry would be vastly superior than dual block. This would also add another defensive stat which in turn would reduce stress on the remaining defensive stats.

Edit:corrected meaning.






This is a pretty big change. You'd likely need parry animations, eventually. I think it'd also elevate dual-wielders of all classes and types to a level with which GGG might not be entirely comfortable. Imagine a stacked life, stacked armour dual-wielder who could parry with both weapons...

Unless you make parrying somehow antithetical to armour to simulate the lack of grace an armour wearer has...oh, but then we have Iron Reflexes...yep, no.

If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
"
Charan wrote:
"
Tarmalen wrote:
I am thinking that this would have to be from the ground up and not tied to a keystone.


Every weapon gets a parry %. Like a crit chance except it would be parry chance. Some classes of weapons more % than others.

Everyone would benefit but the benefit to dual wielders using parry would be vastly superior than dual block. This would also add another defensive stat which in turn would reduce stress on the remaining defensive stats.

Edit:corrected meaning.






This is a pretty big change. You'd likely need parry animations, eventually. I think it'd also elevate dual-wielders of all classes and types to a level with which GGG might not be entirely comfortable. Imagine a stacked life, stacked armour dual-wielder who could parry with both weapons...

Unless you make parrying somehow antithetical to armour to simulate the lack of grace an armour wearer has...oh, but then we have Iron Reflexes...yep, no.



Heh, I didn't say all that!

You really think a dual wielding wand user will parry more than a dual sword user?

You can tailor the skill. Maybe parry will deflect the full blow, thus no damage, or it could be tailored to rely on dex for chance to parry and str for amount of damage deflected.

The possibilities are as vast as the developers imaginations.

Edit: I will stop here , I am going on a tangent and highjacking the thread. Evasion issues are being discussed here.
Last edited by Tarmalen#3144 on Aug 21, 2012, 6:34:01 PM
A lot of you guys have a point in what you're saying. Evasion-based shadow IS possible and playable, although in my opinion it is really hard to play it without to much stress ;) For me - unplayable on HC.

From what Mark_GGG is saying we can assume that evasion works really well in 1vs1, but not if you are surrounded. Sory but even if that is true - I find it VERY ANNOYING not to fight with more then 1 opponent at the moment. This game throws a whole lot of mobs at you at the same time. To fight 1vs1 you have to kite them - almost all the time -__-'. Which is obviously a little lame for a melee-orientated-high-critical-dagger-class. PLUS there are a lot of shooting oponents, and even fighting 1vs1, shooters attacks count as actually being surrounded !!! I died many times due to a 1-3 "evasion-issue" streak ;)

And still one more thing worries me... If its possible, I would like to hear from Mark_GGG, what will happen in a fight like that:

evasion-Shadow vs Templar/Marauder/Duelist with Resolute Technique

I can't see how it is possible for a shadow to win this. Even with load of life (which isn't fun, cause you will have to sacrafice lot of offensive/critical hit nodes)
We are talking here of course about 2 reasonable players with similar-level gear.
Evasion is fine.

Its supposed to be random.
"
gh0un wrote:
Im making this thread for suggestion gathering purposes.
In my opinion, we need to suggest a fix that is NOT a keynode.
Fixing it with a keynode means something is inherently wrong with how evasion works and that means it needs to be fixed at its core.

I think the main issue with evasion is that it doesnt prevent burst damage.
Evasion currently means that the life of your character doesnt lie in your hands, but rather in the hands of RNG.

Even if you had 90% evasion (which is a ridiculous number), if you face a bad luck streak, you are gonna take a few hits in a row and probably die.
This is just not acceptable in a game that has a punishment for death and a Hardcore mode to go along with it.

We need to suggest something that fundamentally changes how evasion works, because the current iteration is never going to work, no matter how much of it you get (unless you get 100%).

My suggestion is the following:
If you evade an attack, you wont take any damage (nothing changing here).
However, if you dont evade an attack, you dont take the full damage at once, but instead you take part of it immediately, and another part of it over time depending on how much evasion you have.

If you have 50% evasion, you will take 50% of the damage immediately, and then another 50% over 5 seconds.
(amount of damage you take in percentage x 0.1 = amount of seconds)
This means you still take the full amount of damage and have to counteract it by using flasks or lifesteal to survive, but you wont get instagibbed/bursted to death without having time to react.

If you have 60% evasion and are hit by an attack that you didnt manage to evade, you take 40% of the damage instantly, and 60% over 6 seconds.

Now to top it off, we can introduce a new passive skill type in some of the bigger defensive evasion nodes (like the 30% more evasion rating one):
"Increases the amount of time it takes for the damage to settle in by x%".

Lets say you have 50% of that new skill passive, that means at 50% evasion, if you now take a hit, you receive that remaining 50% damage over 7.5 seconds instead of over 5 seconds.


With this change, we dont really take less damage, but the damage is less of a burst and we can actually try to do something about it.

What do you guys think?
If you have any suggestions of your own on how to fix the inherent problem with evasion please do share.


Then it wouldn't be called evasion.
I think a piece of armor should only give extra armor/energy shield.
Then only dexterity and passive skills would provide evasion rate (but more than before). So any Dex char could have extra armor/energy shield...
It's the way it is for many RPGs, and it works well.
IGN: Arcley (Bloodlines)

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