Values adjustment - Armour (ES) bases, Evasion (ES) Bases, and Armour Evasion Hybrid Bases

There are several defensive layers in the game that correspond to Strength, Dexterity, and Intelligence. Each attribute has a corresponding gear type and the hybrid attribute classes also have a corresponding gear type. However, I do not think that the current numeric values on the armour types actually make sense. Evasion bases compared to armour bases actually have lower numeric values on them, but the underlying defensive layers that are given by evasion is better than armours defensive layers. If this doesn't make sense then let me explain. An evasion body armour piece for the endgame has approximately 2400 - 2700 evasion. This is a mirror to multiple divine item. This body armour makes your character very hard to hit and provides a decent amount of survivability. Armour base types in the end game body armour category have something close to 2600 - 3,300 armour in the mirror to multiple divine price range. A body armour of equivalent progression and value in the armour category has a higher numeric value than a comparable evasion body armour and is just laughably worse. The reason why this is a problem is because of the Iron Reflexes keystone. This keystone is now close to worthless. The reason why this keystone is bad in this scenario is because evasion left as evasion is actually doing more than armour does for your character's survivability at lower values than armour. If you do not understand still, then imagine wearing a 1,000 evasion body armour that you bought for 5 exalted orbs. Should you leave this as 1,000 evasion or should you convert it to armour with iron reflexes? You should leave it as evasion because 1,000 evasion is better than 1,000 armour. In addition, because the evasion bases have lower numeric values than armour bases at comparable cost, then it is actually better for you to just put on an armour base because instead of it costing 5 exalted orbs and specializing your passive tree around taking iron reflexes you can get 1,000 armour for maybe 1 exalted orb (or more armour than 1,000 for 5 exalted orbs) and you do not need to invest points in travelling to that keystone. Overall, I think that armour's damage formula needs to be changed so that a lower number of armour achieves 90% damage reduction more efficiently, evasion ratings damage reduction formula should be nerfed, and evasion bases should actually have higher numeric scores on them than current and than armour bases so that there is a reason to spec iron reflexes and efficiently scale armour through evasion conversion. There isn't even a reason to use iron reflexes in relation to not having the attribute requirements for armour because GL exists. Looking at the tree I do not think evasion will be increased prior to conversion and then it will multiplicatively scale with armour conversion either (this is how it used to scale in PoE1) so the increases to evasion may still apply but it will only apply additive scaling, which again is less efficient than going pure armour. It is a weird node, a weird spot on the tree, and hopefully this provides a compelling reason as to why the armour/evasion raw numbers should be changed along with the changes to armour and evasion respective damage reduction formulas.
Last bumped on Mar 26, 2025, 7:20:12 PM
Wall of txt.

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