1. 11:40 - Isolated Fortify Reductions should read: Physical, Cold & Lightning. Error in Layer duplication. 2. There are various typos in the Example. This is completely my fault, however the damage and final damage numbers are correct. 3. Physical Damage reduction has a cap of 90%.
At 1:41 you say that blind effectivelly increases your evasion by 50%, which is incorrect. Blind makes it so you are hit half of the times you would be hit without it (as it's written on the screen). This is equivalent to 137.8% more evasion if the enemy's accuracy is much smaller than your evasion (and a bigger multiplier the more accuracy the enemy has). I say this because someone may prefer a jade flask over a stibnite because it increases his evasion by over 50%; therefore making the distinction between increasing evasion and reducing chance to hit is important.
Doesn't pseudo random mean that you can *not* get infinitely lucky? Meaning succesful dodges cannot be infinitely chained? In other words, the probability of indefinitely chaining 'lucky' RNG, is greater in the case of true random distribution (where the chance of success in each "roll" is independent of the previous roll's outcome) rather than pseudo random distribution (where the chance of success *dependent* on the previous outcome)
No morty, the reason he used pseudo is that computers can't generate true randomness (safe for some really specialized algorithms such as random.org ). For all practical purposes of the game, the pseudo randomness is equivalent to true randomness. In fact, I would have just written random and be done with it. The only distinction that needs to be done is that dodge and block are purely random, meaning you can be "lucky" and "unlucky", whereas with evasion there is an entropy system in place that basically makes your next hit more likely to be evaded if you haven't evaded yet and vice versa, it's a counter basically, that guarantees you'll evade the correct % of hits.
@@psd993 You're confusing pseudorandomness with dota's pseudo-random distribution. POE uses a similar system with evasion but that's nothing to do with the prefix 'pseudo'.
I say it allot, but great work yet again. Your Build Guides / Act Guides / Mechanic Guides along with the quality effort put into the production of them really add a nice smooth way for people to get into a very complex game in an easy to digest manner. Thank you for your hard work and time.
Great guide! Even though it's your second guide on defence already, I think you may still want to add a third. What's really missing on youtube is a pragmatic guide to defense. A guide that show popular and effective ways to mitigate damage in actual gameplay. You could showcase some builds focus on immortal call, evasion, lifeleech, regen, etc. This would help a lot as the previous guides are nice for advanced theorycrafters, but pretty unusable for newcomers who just want guidelines and general rules of what works for which build style
Good idea. I will keep that in mind for another defense video. I know a lot of people always ask me when to get 'X' or do 'Y' and that can be incorporated into a guide like that.
blind does not reduce the enemy chance to hit by a flat 50%. It halves their chance to hit, which is very different. if you have 30% chance to evade by default, it means the enemy has 70% chance to hit you. If he's blinded, he has 35% chance - not 20%. If it were a flat 50% reduction it would be multiple times more powwerful than it is now, allowing you to hit the evasion cap with only a minimal ammount of evasion.
Thank you for another great guide! I learned quite a lot from this even though I play PoE for 5 years. Great work as always. Now GGG give us pls that COMBAT LOG! It is awesome, to know how to calculate your defenses, but when you don't know, what IK you, it's not alright. :) Thank you once more EE for your guides. You make this game a lot better to understand for so many players, new and old.
There is an error when you are calculating the armour. In the formula you put 6000 but you meant 3000 :) Thanks so much it's gold this video in understanding the mechanics
This dude is the best out there, I'll probably still understand shit about my defenses but in 13 minutes it went up from 10 to 30% now what's massive after 6 years of playing.
As someone that grew up on dial-up internet (shit my very first computer was a DOS machine with a 12kbps modem) it amazes me to think that so many calculations go behind EVERY single hit you take in PoE - up to potentially dozens if not hundreds of different checks and maths - and yet it all still gets sent to the server across the world, calculated, and sent back to you within a tiny fraction of a second, even if you're being hit by a dozen mobs at once.
Really love your guide! It's much more informed/ up-to-date,/ easier to understand than any other sources I see. Can't believe why you don't get more subscribe.
Really well explained dude, makes understanding these difficult pieces manageable. Thanks very much for these videos they have been a big help in my POE builds and enjoyment of the game !!
What are you waiting for GGG? Hire this guy asap, no one else can make such guides for this game. I am only a bit sad that there weren't any guides that were even a bit close to the level of these 2 years ago when I started playing and I had no idea what I was doing, especially since it was my first game of this genre. A game that is so complex like poe needs guides like these for newbies to prevent most of them from ditching the game almost immediately.
I was going to initially comment that I saw a lot more typos than usual. But then I realized how much fucking effort goes into these videos, and I know if I tried to do this I would have much bigger problems than some typos. Nice video!
Yeah, I tried to look it all over but missed very obvious ones. I will do my best to avoid that in my next video. Unfortunately, it is difficult to fix once uploaded, as you have to delete this video.
Engineering Eternity all good man. I really appreciate your videos. I binged all your beginner ones when I started, and I recommend them to all new players. Thanks for the hard work.
Holy shit. This is my first league in this game and of course PoE is overwhelming as hell for a new player but your videos helped me easily understand complex, seemingly complicated mechanics. I really appreciate the effort dude, I hope it's paying off!
Bring the excel spreadsheet... Just kidding. Thank you for (another) amazing video. As a new player I can safely say that I've learned 80% of what I know in this game with your guides.
This guide was really useful for me as I learn to build my own characters, think you could do a vid on secndary mitigations like Enfeeble of any type (blashemy/cwdt) or MoM? would be cool, keep up the good work
Always a pleasure to see your guide vids although to be frank, i lost the plot when you start to break down physical damage mitigations. Hopefully my brain can figure it out when I sleep over it in a couple of days 😂
Good job with the summary! Not sure if you mentioned that the evasion also reduce the chance of obtaining critical hits. Also would be nice to mention damage rolls and lucky/unlucky hits. Otherwise very good guide.
I noticed something that seems worth mentioning. Since damage shift happens before mitigation, it makes armor more effective by making the physical damage it's working on smaller.
Hello there, First of i want to say that you're doing great job, so keep it up! Im watching ur vids cuz u're not another trash-talker, you're talking with a lot of sense, all is clean and made with cathegories, that helps a lot for newcomers. I learned a lot from your vids and guides, so your work is important for me and im relaying on your words. I trust your knowledge about game so, I got a question, im new player so dont hate me. Im about to make Ice crash build cuz it looks freaking awesome to me. Not including tree nad gear, (which i spent whole day to work on) what would your gem links looks like for Ice crash? My set up looks like this atm: - Ice crash - ele dmg w wep - melee phys dmg - inc/conc aoe - hypothermia/fast atk - cold pen I also need to say that i want it to be non crit jugg tanky build, i think i took care of tankyness and dmg. What would you change in this gem set up? i want to freeze and chill enemies cuz my build relay on this (took care of freeze chance without crits, also took resolute technique), faster atk is for late game bosses which cant be frozen. Also what is Max aoe for Ice crash? Sorry for long poem nad my english, please be kind and answer, i would also appreciate other helpful comments and opinions :) cheers!
Thx for fast respond, got another silly question, mby u know if theres max aoe radius for ice crash in % of inc aoe? if so what number would it looks like?
If you get Path of Building, and setup the correct skills and skill tree, you can see the skill radius in the Calcs tab along with a visual. See my Path of Building tutorial video for further information.
i've tried almost all builds but my most tanky is max shield block Gladiator (82% atk/spell)....it's truly amazing how i can facetank/afk almost anything with him (exceptions are those stupid lightning mirages that spawn right on top of me and just boom one shot coz they are not blockable (wtf) or some insane damage over time that can't be escape due to some impossible damage mods or screen freezes/lag)
@Engineering Eternity Would you consider doing some sort of special interactions video, focusing on some of the deeper end of the mechanical pool? Also I don't know if you have a website, but you remind me of some of the people that used to post on Elitest Jerks theorycraft forum. Is there a group effort of mechanical testing already in place? If there isn't there damn well should be and you have my axe.
So that's why despite having so much defensive layers my hierophant died so easy in atlas maps because high damage shits on any defense layer, it was my 1st char but damn it is trash, invested fully in defenses yet died easily, bad damage even with all the important totem nodes and in paper it seemed amazing :/ I like a lot better the Ascendant Juggernaut + Slayer with Kaom's rings stacking endurance charges easily and having 4 secs atm of immortal call and any element damage can be mitigated with resistances + leech and life regen, Damage is average/low but at least it can actually survive stuff I think it can even be optimized more maybe with blood rage and instead of curse aura curse when damage taken and using a defensive aura. I was thinking of Cleave + cleave fortify jewel but it seems Fortify it's not that good :/ Awesome video it helped understand a lot of stuff.
Fortify is quite good, as it encompasses all damage types, but reduces last in the chain so it has a relative effect depending on other mitigations. I recommend getting it whenever you can, as any amount of reduced damage can be the difference between life or death.
Hmmmmmmm okay that helps understand the % dmg reduction interaction with stuff... that's really useful information... though not sure how much I'll be able to act on it atm other than definitely grabbing the 4% reduction node nearby =)
Hello bro, just a question about guard skills. Can molten shell mitigate all type of damage in this game except damage over time? In addition, are there any type of damage in this game which is neither “damage from hits” nor “damage over time” ? Thanks
You forgot about: walking/running away from incoming damage. You know you don't need to tank every hit and rely on your defensive layers if you are not targeted in the first place. Decoy Totem, Skeletons, Zombies, knowing boss mechanics and where to move to not die, etc - all of that is taken into account BEFORE any defensive layers.
I know you said you are "not hit" when you dodge, but I was wondering if you knew whether or not when you "dodge" and "unevaded" attack if that would still reset the entropy counter. Thanks
i always watch ur vids, this 1 was of great help, and was wondering wut the build u was playing in video was? it looks like fun if u dont alrdy have a vid for it would u make 1? if u do would u plz link it??
I only recently learned to add multiple layers of defense to my builds. At what point is it too much though? Its easy to make a Gladiator with 75% spell and atk block, capped res, 20k armor, and 70% evade. Is there a way to tell other than trial and error? "Oh, uber elder didnt make my hp move but it took me 20min to kill him, better lower the d and up the dmg". Or can you take a guess in PoB (for instance I've been reading a lot of people aim for 170-200% life from tree on most characters)
Regarding Fortify: The math presented is correct but your understanding of how multiplicative factors interact is completely wrong. When factors are multiplied together the order in which you do so is completely arbitrary and you can't say that one factor is worth less than the other simply because you put it at the end of the chain. Consider this: If factor A and B are multiplicative and they both reduce damage taken by 50%, that means the total damage reduction is 75% no matter which reduction you decide to apply first. Clearly A and B are contributing equally to the overall damage reduction in this case, but what you are doing here is saying 'because A already contributed 50% then B is only contributing 25%' and thereby you're implying that A was more important which is not the case. To return to how Fortify works and to put it simply: If a hit would have removed x life points from you when you weren't affected by Fortify it will remove 20% less (aka 0.8*x) if you are affected by Fortify. So Fortify reduces exactly the amount it reads.
so I was thinking, a cwc hierophant that uses storm barrier and lightning coil, and mom of course, and using hierophants endurance charge gen to make a really tanky scorching ray build, thoughts?
Huh. I thought dodge applied before evasion. Anyway, the two dodge passive keystones + stibnite flask (with another 100% evasion affix and 33% increased effect affix) + vaal grace is pretty much immune to damage.
It depends on the content that you are doing, but at that point it generally becomes overkill (unless you are running Uber Lab) and you would rather have a chest that provides more life (which is effective against all damage) or another specific mitigation (e.g. damage shift).
I stopped playing at tier 5-6 maps - i couldn’t get enough HP tu sustain alive and level up despite Unique items i bought via Poe trade. Also u can get one shotted very easly which ruins your xp progress. So in my opinion to build a solid well balanced character you have to get deep in to the game machanics.
Has anyone mentioned yet that your versions of Random are reversed? Real random can be chained indefinitely if you're that lucky. Pseudo random is where the chances change every time you dodge and eventually you'll get hit, aka "fake" random because it's not truely random. Great vid tho,.
10:10 until 10:50 - You incorrectly have the damage breakdown at the bottom as 3000 phys, 3200 cold, and 2000 lightning. Lightning damage should only be 1800. 10:50 - The Armour Damage Reduction formula has 6000 as the physical damage in the first divisor instead of the correct 3000 damage. 11:40 - You wrote physical for each line in the isolated fortify reductions instead of physical, cold, and lightning.
I get the 1800 lig damage taken part since it's 30% of physical damage But why do you take more damage as cold when you are only taking 20% of 6000 which should be 1200.. where did 2000 come from no one seems to point it out i guess it's just the way it works??
I forgot to mention that Physical Reduction has a cap of 90% and If you are playing HoWA, you will more than likely be making use of INT gear, which does not have Armour.