Dude, your content has come so far! Was this video from a few years ago? Your Wind Dancer explained video that had almost the same exact explanation is easier to follow. Great work 😁😁 (and wtf I never knew that second crit check lol)
The entropy system is probably one of the most underappreciated innovations that PoE has come up with that other ARPGs ought to consider replicating in their own evasion/dodging/avoiding mechanics. Indeed I sometimes wish PoE itself would use it for more of its RNG mechanics.
No, Elusive is a buff which grants 15% chance to avoid damage when it's at 100% effect(full effectiveness immediately after application with no increased effect modifiers). It diminishes in effectiveness over time, until it reaches 0% effect, at which point it is removed and you cannot reapply it during this time. With 100% increased Elusive effect, you'd have 30% chance to avoid damage when the buff is at full potency. Damage avoidance comes after evasion, and the two mechanics don't interact in any way, so if an attack makes it through your evasion, you'll have a separately calculated chance to avoid the damage of that attack based on the potency of Elusive at the moment of the hit. An evaded attack doesn't hit you, but an attack where damage is avoided still counts as a hit even if it deals no damage to you.
It doesn't eliminate unlucky streaks, just lucky streaks. Getting hit resets it back to base chance. A balanced system would subtract the chance rather than resetting. Entropy guarantees you'll get hit *at least* that much, never less.
I'm not sure that I understand your point, as the entropy mechanic quite literally DOES completely eliminate both lucky and unlucky streaks. The only place you can be unlucky with the entropy system is the very first roll of entropy, where if you high roll you may be hit immediately. Getting hit doesn't reset it, 100 is subtracted from the total and any new attacker hit chance is then added to this number to continue the process. Lets say you have capped evade chance(95%) against a number of attackers that all have the same accuracy rating. You roll entropy and it lands on 96. Here you got unlucky - the attackers 5% chance to hit is added to the entropy value which is now 101. The attack is a hit and 100 is subtracted. The entropy value is now 1. The next attackers chance to hit is added to the entropy value, which is now 6. The next attackers chance to hit is added to the entropy value, which is now 11. And so on, so you cannot possibly have an unlucky streak, but you can be unlucky on the initial hit check.