PoE Starter Guide: Defense

How to reduce damage is a must for many poe players. In order to help starter players understand the defense mechanism of poe, OURPOE explains the secret hidden behind Path of Exile damage through a series of easy-to-understand instructions.


PoE Starter Guide: Defense

 

Life

Every class starts out with 50 life and has the following stats:
  • +12 Life per Level
  • 20.0% of maximum Life per second to maximum Life Leech rate
  • Strength grants +1 life per 2 strength.
Flat life bonuses are added directly to base life (+X to maximum Life). Percent-based modifiers apply to flat life bonuses, as well as base life and life from strength (+X% increased maximum Life).
 

Mana

Every class starts with 40 Mana and have the following character stats
  • +6 Mana per Level
  • 1.75% of Mana Regenerated per second
  • 20.0% of maximum Mana per second to maximum Mana Leech rate
Every two points of Intelligence grants +1 mana.
Additional mana and mana regeneration can be gained from high Intelligence, passive skills, modifiers on equipment, the aura Clarity, various unique items, and by helping Alira in the Deal with the Bandits quest. Clarity is important for high mana regen because it gives a flat "mana gained per second" bonus that is increased by all Mana Regeneration Rate +% modifiers.
 

Energy shield

Energy shield is a form of defence that acts as an additional hit point pool on top of life. If the character has any energy shield remaining when damage is taken, that damage is inflicted on energy shield first. The exception to this is chaos damage, which bypasses energy shield.
While the character has any energy shield remaining the character has a 50% chance to ignore being stunned.
Energy shield will automatically begin to recharge if the character does not take any damage for a certain period of time. By default, the delay period for energy shield to begin to recharge is 2 seconds. This can be reduced with #% faster start of Energy Shield Recharge modifiers from passive skills and equipment.
#% faster start of Energy Shield Recharge: Brittle BarrierWatcher's EyeBlightwellHeartbreakerApep's SupremacyShavronne's WrappingsSoul Strike
 

Armour

Armour is a form of defence that mitigates incoming physical damage from hits. Armour can't resist elemental damage. 
Physical Damage Reduction is capped at 90%.
 

Evasion

Evading an attack prevents all damage and other harmful effects including status ailments and stun. Only melee and ranged attacks can be evaded; spells automatically hit. The Chance to Evade is limited to between 0% and 95% (directly affected by the limits of Chance to Hit).
 

Dodge

Dodge is different from evade. The chance to dodge is a random roll made per attack/cast; it is not entropy-based like evasion nor is it affected by accuracy. Dodge can only be obtained by passive skill (Base passives, Keystones, Ascendancy passives) and mod on unique items.
There are two types of dodge:
  • Dodge Attacks applies to attacks. It is rolled after evasion and is not connected to the attacker's accuracy, so chance to dodge is unaffected by evasion-related mechanics such as blind, Resolute Technique or Unwavering Stance.
  • Dodge Spell Damage applies to spells. It is rolled before damage mitigation.
Dodge Attacks and Dodge Spell Damage are both capped at 75%.
 

Blocking

Blocking is a means of preventing damage from enemy attacks by fending with a shield, staff or dual wielded weapons after Evasion and Dodge has failed.
Blocking an attack prevents all damage and harmful effects including status ailments. 
Passive skills can give bonuses to block, but different weapon block chance need different skills. 
E.g. Shield Spell Damage and Block (+1% Chance to Block Attack Damage while holding a Shield) can't be applied to dual wielded weapons
By default, the Chance to Block on the equipment is Chance to Block Attack Damage, which can be increased or converted to Chance to Block Spells Damage through passive skill and unique item.
When an attack is blocked, the game also calculates if the attack would have caused a stun were it not blocked. If it would have caused a stun, the blocking animation is played, stunning you briefly. If it would not have caused a stun, then you get a "free" block with no animation. Faster Block and Stun Recovery and Increased Block Recovery modifiers reduce the length of the blocking animation.
 

Resistance

There are four resistances in Path of Exlle. Chaos Resistance, Cold Resistance, Fire Resistance, Lightning Resistance. 
In normal difficulty, character have 0% resistances. The cruel difficulty −20% Elemental and Chaos resistance, merciless difficulty −60% Elemental and Chaos resistance
Each resistance has the following cap:
  • 75% to maximum Chaos Resistance
  • 75% to maximum Cold Resistance
  • 75% to maximum Fire Resistance
  • 75% to maximum Lightning Resistance
There are various ways to alter the maximum resistances:Auras, Passive skills, Item, Flask.
 

Order of damage operations

First determine whether the dodge and evasion are effective. If it is not successful, then determine whether the block is effective. If it is not successful, the damage value of the monster minus resistance value and armour value (only effective when physical damage) is the player's actual damage, damage is first applied to the energy shield and then applied to life

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