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Path of Exile!

So strength translates into evasion, then? Good to know, but I'll have to re-do my build online, then. I did pick up some evasion for like cold, magic, shock and whatnot, but that's not til at least level 30 or so. I may get well stomped before then!
Strength gives you health. That's where the surviving comes from, being able to take more than one hit. Dex gives evasion, but can't dodge magic.
 
So dex only dodges melee, got it. Interesting about strength. Now I definitely need to re-work my tree. Thanks, Bruce!
 
Even as an hp-stacking Marauder, magic damage has caused me some trouble (mostly from the boss at the end of Act 1, haven't gotten much past that yet). I read that having some kind of elemental resistance is important in this game, whether it be in an alternate gear set or potions or something. Also for evasion builds there is always the Phase Acrobatics passive (lets you dodge spells), but it's way up in the Shadow area... and also requires you to ditch all armor and energy shield to get it. :/

On a related note there's also a passive to help you dodge projectiles, if you wish to go that route, and that one's quite a bit easier to obtain for a Duelist.

Figure this might be useful to put here:

10 Strength
+5 hp
+2% melee physical damage (which can be applied to projectiles through the Iron Grip passive)

10 Dexterity
+20 accuracy
+2% evasion

10 Intelligence
+5 mana
+2% energy shield
Accuracy increases chance to hit with melee and ranged weapons (not spells).

Chance to Hit = Attacker's Accuracy / ( Attacker's Accuracy + (Defender's Evasion / 4) ^ 0.8 )

Evasion (not to be confused with dodge) is the stat accuracy is weighed against, as in the formula above, and if hit it is also used to lower the chance of being crit. It likewise does not affect spells. (Many Dex-related characters have easy access to movement speed increases though, which can aid in avoiding spell and other types of damage.)

Dodge (obtained only from passives) works simply as the passives that grant it suggest. Acrobatics gives a 20% chance to dodge non-spell attacks, and Phase Acrobatics grants a 20% chance to dodge spells.

Block also does not work for spells, unless certain spell-blocking passives are obtained. Blocking can be done with a shield, staff, or dual-wielded weapons. When dual-wielding, the base block chance is 15% no matter the weapons used. If a blocked attack would have caused a stun, a block animation plays (sort of stunning you anyway), which can be shortened through block recovery.

Armor and Resistances prevent physical and magical damage, respectively. Armor reduces damage from physical hits in flat amounts, making it worse against higher-damaging hits, whereas resistances are applied in percentages (capped at 75% - which can be raised through certain affects). Your resistances are lowered in higher difficulties (-20% in Cruel and -60% in Merciless).
 
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