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Evasion

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Evasion is the first layer of defence that increases a character's chance to evade incoming attacks. Evasion is opposed by the attacker's accuracy. Along with armour and energy shield, evasion is one of the three defence types that can implicitly appear on equipment.

All classes start with 53 base evasion rating and gain 3 additional evasion per level. The first level is included in this, so a level 1 character will have 56 base evasion. This gives a base of 353 evasion at level 100.

Dexterity also grants bonuses to evasion. Every 5 points of dexterity provide 1% increased Evasion Rating. Non-multiples of 5 will be rounded up to the nearest multiple of 5 (e.g. 142 dexterity will be rounded to 145).

Mechanics

Evading an attack prevents all damage and other harmful effects including status ailments and stun. Only melee and ranged attacks can be evaded; spells will automatically hit. The chance to evade an attack is based on the defenders evasion rating verses the attacker's accuracy.


 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} \text{Chance to Evade} = 1 - {\text{Attacker's Accuracy} \over \text{Attacker's Accuracy} + (\text{Defender's Evasion} *  \frac{1}{4}) ^ {0.8} }
    [1]

Chance to evade hits as a function of attacker's accuracy and defender's evasion rating.

Chance to evade can never be lower than 5%, nor higher than 95%. The exception to this is the modifier Cannot Evade enemy Attacks from for example the Unwavering Stance keystone or Ezomyte PeakEzomyte Peak
Iron Hat
Armour: (23 to 33)
20% increased Physical Damage
+(15 to 25) to Armour
+(25 to 50) to maximum Life
Cannot Evade Enemy Attacks
Centuries of servitude, a day
of glory, an eternity of death.
; this completely removes the character's chance to evade. As an opposite, hits with Hits can't be evaded modifier do not take target's chance to evade into account.

Evasion also gives an implicit chance to not receive critical strikes from attacks.[2] Critical strikes from spells can't be evaded. If an incoming critical strike succeeds its hit roll, a second independent hit roll is performed to determine if the critical is evaded or not. If this roll succeeds, a critical strike is scored. If it fails, the attack still hits, but only for regular damage.

Evasion is not purely based on chance in the sense that each hit is independent. Instead, it uses a system of "entropy" to ensure that enemies won't get long strings of hits or misses by chance.[2] To summarize, these are the calculation steps in each attack:

  • If it is first time an entity is attacked or if the time between the last attack and this one is larger than 6 seconds, randomise the entropy from 0–99.
  • Calculate chance to hit of the attacker using the above formula, and add this integer to the entropy counter.
  • If this is 100 or greater, the check counts as a hit. Subtract 100 from the entropy counter. Otherwise it is a miss and the entropy counter doesn't change.
  • A critical hit is evaded on a separate random roll and will not affect this entropy value.

This system is designed to evenly spread out hits and misses such that players always evade an average number of times according to their ‘chance’ to evade. It is still based on chance because of the entropy counter's randomization in the first step. Note that if multiple mobs are attacking one character, all of the mobs' attacks share the same entropy counter.[3] Also note that the chance to evade calculation on the character page is based on the average accuracy of a monster at the player's level.

Interaction with Dodge

Chance to Dodge bonuses granted by sources like Acrobatics function similar to evasion, but are rolled separately and are pseudo-random rather than entropy-based. Phase Acrobatics grants a chance to dodge spells.

Assuming a character has a 40% chance to evade and a 20% chance to dodge, a character has a 52% chance to prevent receiving a hit.


 \pagecolor[RGB]{15,15,15} \color[RGB]{163,141,109} \text{Chance}_{\text{Prevent Attack} } = 1 - (1 -\text{Chance}_{\text{Evade} }) * ( 1 - \text{Chance}_{\text{Dodge} })

Modifiers to chance to Hit and chance to Evade

Certain modifiers can be directly applied to the Chance to Hit and Chance to Evade stats, such as blind, and Arrow Dancing. The order in which these take effect are as follows; chance to hit is determined based on the attacker's accuracy and the defender's evasion, then modifiers to the attacker's chance to hit get applied, after which modifiers to the defender's chance to evade are applied to get the final chance to evade/hit.[4]

Examples

Example 1

A player is fighting three monsters, one (A) with a 70% chance to hit and two (B, C) with a 45% chance to hit.

  • A attacks. The player's entropy is a random number between 0-99, in this case 37.
  • A adds 70 to the counter, raising it to 100 or greater, and hits. 100 is subtracted and the counter is now 7.
  • B attacks, adding 45. 52
  • C attacks, adding 45. 97
  • A attacks, adding 70. This hits and the counter becomes 67. It happens to be a critical strike, which means it has a 70% chance to do bonus damage. This roll is independent and doesn't affect entropy.
  • The player runs away for >6 seconds, so a new entropy value will be rolled on the next attack.

Example 2

A player has 5000 evasion, and gets 20% more Chance to Evade from Shade Form, and is attacked by a monster with 500 accuracy who is blinded.

  • Chance to Hit = 500 / ( 500 + (5000/4)^0.8 ) = 62% Chance to Hit.
  • Blind lowers the chance to hit to 31%, meaning the player has a 69% chance to evade.
  • Shade Form's 20% more Chance to Evade causes the final chance to Evade to be 69 * 1.2 = 82%.

Skills

A list of skill gems that affects evasion rating.
Skill gemInt.Dex.Str.Lvl.
Grace inventory icon.pngGraceGraceAura, Spell, AoE
Radius: 36
Mana Reserved: 50%
Can store 1 use(s)
Cooldown Time: 1.20 sec
Cast Time: 1.20 sec
Drop Level: 24
Requires Level 24
Casts an aura that grants evasion to you and your allies.Per 1% Quality:
1% increased Area of Effect radius
You and nearby allies gain (227 to 2575) additional Evasion Rating
(0 to 40)% increased Area of Effect radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Grace skill icon.png
Grace inventory icon.png
N/AyesN/A24
Poacher's Mark inventory icon.pngPoacher's MarkPoacher's MarkCurse, Spell, AoE, Duration
Radius: 22
Mana Cost: (24 to 50)
Cast Time: 0.50 sec
Drop Level: 24
Requires Level 24
Curses all targets in an area, making them less evasive. Hitting the cursed targets will grant life and mana, and killing them will result in more flask charges and a chance to gain a frenzy charge.Per 1% Quality:
Cursed enemies have a 0.5% chance to grant a Frenzy Charge when slain
Base duration is (6.0 to 9.8) seconds
(0 to 38)% increased Area of Effect radius
Cursed enemies have (30 to 49)% less Evasion
Cursed enemies grant 100% increased Flask Charges
Cursed enemies grant (5 to 24) Life when Hit by Attacks
Cursed enemies grant (5 to 12) Mana when Hit by Attacks
Cursed enemies have a (21 to 30)% chance to grant a Frenzy Charge when slain
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Poacher's Mark skill icon.png
Poacher's Mark inventory icon.png
N/AyesN/A24

Related items

Flasks

NameEffectsDurationCapacityUsageSipsModifiers
Jade Flask
+3000 to Evasion Rating460302.00N/A
Stibnite Flask
100% increased Evasion Rating5.0030103.00
Creates a Smoke Cloud on Use

Unique jewels

The following jewel affect Evasion:

NameBase ItemLimitRadiusModifiers
Pugilist
Viridian JewelN/ALarge
1% increased Evasion Rating per 3 Dexterity Allocated in Radius
1% increased Claw Physical Damage per 3 Dexterity Allocated in Radius
1% increased Melee Physical Damage while Unarmed per 3 Dexterity Allocated in Radius

Passive skills

There are passive skills that grant evasion bonuses.

Evasion rating

These passive skills grant increased evasion rating or additional base evasion rating.

Name Bonuses
Armour and Evasion
  • 12% increased Evasion Rating and Armour
  • +3% to all Elemental Resistances
Armour, Evasion and Life
  • 6% increased Evasion Rating and Armour
  • 4% increased maximum Life
Evasion
    • 8% increased Evasion Rating
    • 12% increased Evasion Rating
Evasion and Elemental Resistances
  • 12% increased Evasion Rating
  • +3% to all Elemental Resistances
Evasion and Energy Shield
  • 10% increased Evasion Rating
  • 5% increased maximum Energy Shield
Evasion and Life
    • 8% increased Evasion Rating
    • 4% increased maximum Life
    • 10% increased Evasion Rating
    • 4% increased maximum Life
    • 14% increased Evasion Rating
    • 5% increased maximum Life
    • 18% increased Evasion Rating
    • +12 to maximum Life
Melee Damage and Evasion
  • 8% increased Evasion Rating
  • 8% increased Melee Damage
Movement Speed and Evasion
  • 10% increased Evasion Rating
  • 3% increased Movement Speed
Bravery
  • 24% increased Evasion Rating and Armour
  • 8% increased Maximum Life
By The Blade
  • 24% increased Physical Damage with Axes
  • 24% increased Physical Damage with Swords
  • 10% increased Accuracy Rating
  • 16% increased Evasion Rating
Celerity
  • 24% increased Evasion Rating
  • 3% increased Movement Speed
Cloth and Chain
  • 24% increased Evasion Rating and Armour
  • +12% to all Elemental Resistances
Hatchet Master
  • 16% increased Physical Damage with Axes
  • 8% increased Attack Speed with Axes
  • 10% increased Evasion Rating
Nullification
  • 15% increased Evasion Rating
  • 5% increased maximum Life
  • 10% increased maximum Energy Shield
  • +8% to all Elemental Resistances
Reflexes
  • +50 to Evasion Rating
  • 30% increased Evasion Rating
Revenge of the Hunted
  • 12% increased Physical Damage
  • 18% increased Evasion Rating
  • 4% increased maximum Life
Sentinel
  • 24% increased Evasion Rating and Armour
  • +10% to all Elemental Resistances
Survivalist
  • +24% increased Evasion Rating
  • +8% to all Elemental Resistances
  • +1% to maximum Cold Resistance
Void Barrier
  • 15% increased Evasion Rating
  • 10% increased maximum Energy Shield
  • 10% increased Energy Shield Recharge Rate
  • +8% to all Elemental Resistances

Evasion rating per frenzy charge

These passive skills grant increased evasion rating based on the number of frenzy charges the character has.

Name Bonuses
Evasion Per Frenzy Charge
  • 4% increased Evasion Rating per Frenzy Charge

Evasion rating while Onslaught

These passive skills grant increased evasion rating while you have onslaught.

Name Bonuses
Graceful Assault
  • 16% increased Attack Damage
  • 25% increased Evasion Rating while you have Onslaught
  • 10% chance to gain Onslaught for 3 seconds on Kill

Miscellany

These passive skills are related to evasion, but do not fit into any other category.

Name Bonuses
Iron Reflexes
  • Converts all Evasion Rating to Armour
  • Dexterity provides no bonus to Evasion Rating
Arrow Dancing
  • 40% more chance to Evade Projectile Attacks
  • 20% less chance to Evade Melee Attacks
Unwavering Stance
  • Cannot Evade enemy Attacks
  • Cannot be Stunned

References

  1. Malice (November 14, 2011). "Mechanics thread". Path of Exile Forum. Retrieved October 20, 2013.
  2. 2.0 2.1 Mark_GGG (December 10, 2012). "Mechanics thread". Path of Exile Forum. Retrieved February 7, 2013.
  3. Mark_GGG (September 14, 2012). "Mechanics thread". Path of Exile Forum. Retrieved October 20, 2013.
  4. Mark_GGG (August 23, 2013). "Blind + Ondar's Guile Interaction". Official Path of Exile Forums. Retrieved April 25, 2016.