Evasion 0.3.1
To get pure Evasion builds to a point where evasion as a defensive is actually usable in end game, you need to invest massively into it through the tree as well as through gear, now at the top end its just not worth actually investing heavily into evasion anymore, its much better to just follow the herd and go EVA/ES.. Pure Eva still basically got 1 shot in end game as your life is also usually very low.. like, pure eva builds already weren't as good as EVA/ES now this just makes it worse - This update did kill my build as I was pure Evasion riding rhoa - 85% eva with all buffs up... basically never fell off rhoa unless I ran into a group or got hit by something big, everytime I fell off, id basically die.. after the update small little hits off screen can knock me off rhoa and just insta die.. previously could farm t16s without much effort, now I dont want to run 6 mod maps because Ill likely die once per map... I dont understand the nerf to top end eva instead of ES???
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Yeah i dont know, as i said it is what it is.
I guess with the new gear also with up to 4 sockets or more quality, new crafting system with easy T1 affix etc... It could go wild. I'm a simple player in SSF and that's most likely something i'll never reach. Doesnt mean they dont have to fix that if it's a problem on the top end players reaching crazy amount of evasion. Just not something casual player ever experiment i think and we just get lost seing our stats going down for no apparent reason. SSF player
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Why cant I spend my passive points on stuff that is actually useful, instead of pathing into completely different class Aesthetic to stack ES
ES in its simplest broken down form is just a Fast generating Health Add health nodes to Passives? GGG? Most people will not reach these absurd ES builds with out investing so much, you reach point using EV where you have the Damage to slap t16 and bosses like lets say rhoa at 50k flat DPs on lightening arrow, can do most every content but the risk of being 1 hit by practically every boss is so high its actually unfun to fight bosses in this patch, don't dare sprint you get caught out stunned your dead, knocked fof rhoa, dead, jumped offscreen dead, some DoT from mobs especially abysalls = Dead. you put on top of that all the overlay and Particle effects some booses or near impossible to read. So the only real way to paly is either get a build that can 1 shot every boss before they can even think about charging up attacks ~ Or ES so you can just soak it... But that ends up killing companion builds and then only leaves you with high Crit. Everyone plays crit eventually, everyone. Add health nodes, so there's a chance not to be completely 1 shot, cos there's at the moment very small margin for error. I'm having fun with he build, its iconic, but, please do something about the health pool. |
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It looks to me like evasion benefits from smaller amounts of investment after the last patch.
I see this and if I'm playing an armour character, it tells me that it's worth probably trying to get a little bit of evasion if I can - even if it's just an amount from rings (of which you can get up to 400), get increased defences on an amulet, maybe use a hybrid pair of armour/evasion boots if I can swing the dexterity requirement, or anoint something like "leather bound gloves" on an amulet that gives evasion based on the armour of my gloves. This isn't so much as to "rely" on evasion, but when you're now taking 19 of 20 hits instead of 20 of 20 hits, it is actually meaningful - moreso because it also factors into critical strike rolls against you: evasion gets rolled twice to check if a hit is a critical strike. You will take double damage (or more) less often, and some hits will not land. It's an efficient investment into a defensive layer to have on your side of the dice. To illustrate this, imagine you're at 30k armour but also have 50% block chance. You step inside a rat tornado in a ritual and see 100 potential hits in the matter of 5 seconds between the mobs and the tornado. With a 5% chance to evade, you only see 95 hits. Of these 95 hits, you block 50%. We are down to 46 hits. Of those 46 hits, and no other mods, each one has a 5% chance to critically strike you. With no evasion, the odds are that you're going to be taking ~3 critical strikes. With just 5% evasion, you're now going to be taking ~2, which is 33% less critical strikes against you. With high armour, many of those hits will be significantly mitigated since they are low physical damage, and if you have recoup/gain life on block, you can even see your life go up if you don't take any larger hits, or they can recover you through the small amount of larger hits you DO take. The reason I mention this is that conversely, it's now similarly more attractive/efficient to invest in physical damage reduction over evasion past a certain point for players who are/were primarily evasion based. Deflect was already useful - with a lower evade chance, it will actually get rolled more often but have a lower success rate without more investment into it - and block, strength, and armour affixes are now more useful for evasion based characters, similarly to how I illustrated a small amount of evasion is useful for armour based characters. I would argue that some form of recovery was necessary for both styles already, but it is being enforced more on the evasion side in this scenario since they're likely taking more hits overall now. It's wild how much of a difference a small % swing in either direction can make! Armour players will probably like the increase in accessibility to crit defense and Evasion players are probably annoyed they can't just stack more evasion lol. แก้ไขล่าสุดโดย karsey#2995 เมื่อ 2 ต.ค. 2025 12:37:38
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Deflection is still super good and definetly doesn't rely on very high evasion.
If you want more deflection use a support gem with Gathering Storm/Snipe instead of the typical easy spam skills... And "evasion purists" can complain as much as they like but the fact is, its not armour and its not energy shield, those stackers take hits and users have to cleanse that with life recovery/reductions/dodge rolling etc while evasion has been changed to practically avoid everything. แก้ไขล่าสุดโดย TrunktenUK#3407 เมื่อ 2 ต.ค. 2025 13:06:48
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Is evasion bad or is ES just completely overtuned, people like to mix up these things.
There is no doubt that ES is completely overtuned and OP and it makes all alternatives bad in comparison. The same is true for armour | |
" This game as a "circle" of attributes and corresponding defenses. Armor, shield, evasion, and the duo hybrids thereof. This should mean, this needs to mean, that there are 6 categories of build. 7 If you'd want to try using all three even though that would be hell on the passive tree. 3 of those are purists. Single defense. All 3 of those need to work. An armor only build needs to be effective. With no supplementing. A shield only build needs to be effective. With no supplementing. All 3 of they hybrid build types need to be effective with the combo of their 2 defenses and none of the other. And finally, the one relating to this thread, an evasion only build needs to be effective with no supplementing. An evasion + shield character, evasion + armor character, and an evasion character should be three separate builds that all work and are fully viable for all content. I've already got characters that use evasion with shield and other characters that use evasion with armor. I even technically have a character that uses all three, because of the Stalking Panther node on Amazon, leading me to equip a str/int armor/shield chestpiece or a Morior Invictus (she doesn't have the int for an int piece or the str for a str piece). If I want to run a pure dex character who can't get any shield or armor, relying on evasion, that should work equally as well, or why are we even pretending there's supposed to be build variety |
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สปอยล์
" Hey I totally understand where you're coming from and let me specify, I did not imply that building "pure" character should not be a possibility. However, I think you have an unnecessary constraint around "no supplementing". I'll spoiler this rant so people don't need to read it if they don't want, and provide a TLDR.
สปอยล์
What exactly is a "purist" character?
Lets take a hypothetical "Pure" STR build, say a dual-wielding mace user, with armour-based gear to mitigate hit damage, avoidance through a chance to block, and some form of recovery, likely through LGoH and/or leech. A "pure" armour STR character absolutely needs SOME way to deal with being critically striked (stroked? lol). Otherwise their number will come up pretty quickly and often while doing maps: With 0 evasion, 1 in every 20 hits against them (or more) will do double damage (or more). You can "supplement" this with things that reduce enemy crit damage bonus or give you heightened defense against crits, but what also works are the "small" amounts of evasion you can get on rings (up to 406 total) and nodes like "leather bound gloves" that add evasion based on the armour of your gloves, increased defense/evasion % on jewels and amulets, and anoints that increase both evasion and armour. Lets also remember that blind exists - this benefits our hypothetical dual-mace player because it will make them less likely to BE crit and more likely TO crit. The difference between having 0% evasion and 5% evasion from rings and an annoint + blind can make it a very efficient investment. EG. In a situation where you took 100 hits (like say, a ritual, and ignore block to keep things simple), with 0% evasion, you take all 100 hits, and 5 of them are critical strikes. With 5% evasion, you are now taking 95 hits, and each crit rolls again for the crit chance, reducing the number of critical strikes against you in more than one way. Even if it's still 4 critical strikes instead of 5, that's 20% less critical strikes against you..In non-one-shot scenarios, this is equivalent to "20% less damage from critical strikes". In one-shot scenarios it is equivalent to "20% chance for hits against you which would be critical strikes to deal 0 damage". Framing things from these perspectives highlights the benefit a bit better I think. If we were to stay in the framework of "purity" and just stack the things we're already scaling - Life and Armour - we need to reach absolutely ludicrous levels to equivalently mitigate the same things we are more efficiently mitigating with our "un-pure supplementation". You WILL eventually have bad mods and a situation arise where a rare or boss crit will kill you eventually if you play and build in a way that maximizes the number of crits you receive. You can build characters to survive pinnacle boss slams, but those builds are not immortal to map-farming RNGesus-cursed ultra-fuck-you 6mod-delirious-crit-bonus alignment-of-the-stars-and-ailments rare-mob potential-after-death-effect convergence-scenarios with rainbow damage types where the solution was to not get hit. That's what normally kills the pure STR and INT characters farming to high levels. INT will usually lean towards the increased hp option due to the availability of ES, rather than the mitigation options. Pure evasion has entropy. It will get hit eventually. How do you reduce the chance that the hit doesn't kill you? We have deflection, but this is basically a "soft" evade that enforces a recovery method. Crits are still going to chunk you - but now you're seeing significantly less crits from evasion. It should be mentioned that the skills are overall generally more conducive to a "don't get hit" playstyle with easy access to "don't get hit" enhancements like pin/freeze/buffed blind/electrocute/stun etc. So what are we really worried about? One-shots, recovery from near-one-shots (so we don't get two/three-shot), and attrition against accurate monsters which hit quickly. The solution is "un-pure supplementation": Armour on belt (up to 255) for the small and deflected hits, phys taken as ele, reduced crit chance against you (will be more effective than reduced crit damage but that's still good too), and all the flat life (un-pure str) and es (un-pure int) you can reasonably get. The "purist" method is again, stacking ludicrous amounts of a stat (evasion) behind the ideal that you are not going to be hit (or at least not hard enough to die), conversely opposed to the armour scenario based around the idea that you are going take every hit and still survive. Both fall flat for similar reasons, and in both scenarios, a small allocation of focus in "un-pure" areas will be the wiser and more efficient choice to mitigate the occurrence (and therefore convergence) of bad dice-rolls during the RNGesus-influenced catastrophes that kill skilled high-level characters. TLDR: "Pure" builds should still get a small amount of "un-pure" stats because the benefits received from them, while small, are marginally more efficient than otherwise allocating the investment into areas already scaled into areas of significant diminishing return. The investment does not need to be enough for them to qualify as "hybrid", but it should not be completely absent. แก้ไขล่าสุดโดย karsey#2995 เมื่อ 3 ต.ค. 2025 15:33:44
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