is IR really necesary?

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Ludak021 wrote:
well, when you compare 95% chance to evade (ondars, acrobatics) against armor, yes, 95% chance to evade is better but until you get to that point armor is better. And getting to 95% chance to evade is no small feat, especially for the newcomers etc. and they are the ones that usually ask "should I keep evasion or take IR" and they usually have 30-40% chance to evade at best, and that is a shitty chance to evade.


can you see what you're doing? you're literally just saying stuff. you're saying until you get to 95% evasion that armor is better
is this a fact or just you talking? its just you saying so. that doesn't make it true.

also, admittedly subjective, in my experience between my evasion character and my armor character, both the same concept etc, i survive WAY easier on my evasion character than full armor with IR and 90% physical reduction.
this won't convince anybody because its my own experience, but it certainly convinced me. all i can tell you is, try it out. don't be close minded and stubborn and say oh no no evasion sucks i'll never play it

try it and test what you think is more effective. you can do the math all you want too but until you get in the game and apply it you don't know anything. the game presents you with scenarios that the numbers don't fully cover, thats the beauty of it.


EDIT: just for fun im going to tell you my characters damage avoidance to ranged damage. 49% evasion 56% dodge 50% block, blind+enfeeble = 99.44%
Last edited by iRace82#5088 on Oct 28, 2013, 8:27:59 PM
this argument is as old as dirt. Everyone knows evasion is OP due to blind + enfeeble giving something like 108%+ accuracy reduction before qaulity. In Crappy evasion/armor geat you can net an easy 25-30% reduction, 40-50% evasion, and 30%+ block. now with the new acro you can evan add in 40% dodge and still have damage reduction from armor. It doesn't take a rocket scientist to figure out how screwed any mob or boss is trying to roll 2-3 times a hit vs complete damage avoidance at a 108% handicap let alone the damn near impossible chance to crit that on a double roll. Don't believe it? roll a flame totem + blind + fast cast + faster projectiles. Make every fight outside of vaal trivial. Piety can't hit you in fire or ice form, Brutus and merveil can't hit you, Kole. Nothing will touch you even in subpar gear and most certainly nothing you can't flask through in between getting hit every 1 in 100000000000000000 times.
Last edited by Exiledtyrant#1006 on Oct 28, 2013, 8:40:19 PM
either way armor or evasion is only effective vs physical damage.

it isn't whites blues or even rares anybody worries about. its mostly reflect and spell damage bosses that people die to.
reflect, yes physical damage reduction is better. you can evade/dodge it etc but you will still take reflect damage no matter what, and it'll be the full force. its this point where i'll boldly say you CANNOT roll criticals on an evasion character on hardcore (softcore who cares).

but ya its spell damage from bosses that matter mostly. things like temple Piety and now the high lvl map dominus fights. if you can't negate that damage you're screwed. and in those fights it matters not what your armor or evasion is
Getting IR from marauder starting point in my build would take like 10+ points (the node to 2% leech is closest I come to IR notable otherwise).... if I really wanted the extra armor that bad I could simply dump those 10 points into armor nodes instead.. So, in my case I see no point in taking it.

The only thing that drew me towards the IR notable pre-release was the troll blood/ life node cluster.... but now post-release there are life regen nodes much closer, and they're nearby a large cluster of life nodes leading straight into 28% all resist and netting me 45% physical damage on the way.
Last edited by Phantom_Sun#6791 on Oct 28, 2013, 10:19:41 PM
Max block + Max armour

or

Max block + Max evasion

Choose one


Also probably better to spend the skill points in armour increase% nodes, and then use determination aura.
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Last edited by biralo#0104 on Oct 28, 2013, 10:34:12 PM
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Autocthon wrote:
Mixed EV AR tends to be more effective once reasonably geared than one or the other. You do realize that right? The L+S clusters are super efficient at multiplying the stats it's not hard or node expensive to end up wit ha 200% increase to both defenses. Oh and the massive enfeeble scaling.


I'm talking about gear you can get without following path of merchants. If you trying to play self-found, you can't be too choosy regarding gear.

As I wrote, I have high armor or high evasion characters, who now works fine. But on poorer characters, with mixed gear, it is better to specialize in one aspect and there is no de-Iron Reflexes, to obvious choice is to specialize in armor.



Anticipation slowly dissipates...
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reboticon wrote:
Because that 1 time you dont evade a big hit, you die.


you do realize evasion builds have resistances and a lot of life,and that they can use endurance charges+granites, yes?
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Last edited by VictorDoom#6290 on Oct 29, 2013, 2:30:20 AM
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VictorDoom wrote:
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reboticon wrote:
Because that 1 time you dont evade a big hit, you die.


you do realize evasion builds have resistances and a lot of life,and that they can use endurance charges+granites, yes?


Endurance charges for an eva build are a bad multiplier.

say you have 90% eva, 5 endurance charges are only going to take your mitigation to 92%, or reduce 20% of additional damage...

If you have an unrealistic 90% armour, those same endurance charges take you to 110% damage mitigation.

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Guioki wrote:
Endurance charges for an eva build are a bad multiplier.

say you have 90% eva, 5 endurance charges are only going to take your mitigation to 92%, or reduce 20% of additional damage...

If you have an unrealistic 90% armour, those same endurance charges take you to 110% damage mitigation.


no they are not a bad miltiplier. its flat pure mitigation that doesn't require armor or +% armor passives to scale.
3 endurance charges is a flat 12% physical reduction, and that is exactly what evade characters need when they need it, physical mitigation for when they do take damage.
compare it to molten shell which gives a flat armor amount. molten shell rocks for people with +% armor passives and what not, it gives an insane bonus, but for evasion it doesn't scale into physical reduction well at all especially after acrobatics takes its bite.

endurance charges on an evasion character is fantastic and requires nothing more than casting it once, or linking it to cast on damage taken

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