Stop spreading the Evasion vs Armor fallacy

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RodHull написал:

Pure evasion is not viable endgame - period


Hm, something tells me you've never had a 70+ A/PA in endgame maps. It plays extremely well in most situations, with a few corner-case weaknesses. Armour builds have at least as many severe weaknesses as we do (spit vipers for AR vs charge rhoas for evade).

I know, I've done both, through the very late endgame.

So now, be frank: have you actually stuck with A/PA through 70+? Or do you make this claim having dumped the system much earlier?

If your answer is "yes, I built through endgame" - what were your main mechanisms for recovery? What kinds of defensive controls did you use? Pretty central things there that could take some blame. Recovery and control are central, and doing them inadequately would make the build feel flawed.

--
I don't have alpha access, that was a LONG time ago.
Последняя редакция: Zakaluka#1191. Время: 31 янв. 2013 г., 19:36:25
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Thalandor написал:
Anubite's post is correct.

For terminology though, you say "Evasion has psuedo-RNG.". This is a misuse of the term "pseudo". All RNG made by man is pseudo-random. They're all numbers you can predict, if you know the generator's function and initial seed. Only in nature you find true RNG.

I think what you mean is "Evasion has deterministic, or entropic RNG". The generated sequence of numbers is still RNG, but the chance for success changes according to your previous success/failures.


Actually there are true random number generators that any computer can use as long as the operating system supports it. They are typically used for encryption type applications, so as you say, cannot be predicted using seeds.
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Rheikon написал:
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Thalandor написал:
Anubite's post is correct.

For terminology though, you say "Evasion has psuedo-RNG.". This is a misuse of the term "pseudo". All RNG made by man is pseudo-random. They're all numbers you can predict, if you know the generator's function and initial seed. Only in nature you find true RNG.

I think what you mean is "Evasion has deterministic, or entropic RNG". The generated sequence of numbers is still RNG, but the chance for success changes according to your previous success/failures.


Actually there are true random number generators that any computer can use as long as the operating system supports it. They are typically used for encryption type applications, so as you say, cannot be predicted using seeds.


I think it's unfair to call such things "true" RNGs.

Math is not chaos. Math gives order to the universe. You can determine the result of a formula if you have all the variables. You can predict a RNG if you have the schematic for it and the conditions under which it executed.

The true definition of random is chaos. Perhaps it's more or less a philosophical thing, since flipping a coin is not truly random (it results from gravity and calculable vectors in the air, as well as the vectors you create with your hand, you could develop an algorithm in theory which always predicts how a coin lands). Or at least, this is my understanding, I've never heard of an argument that debunks it. But if there is a "true" RNG, math cannot describe it in any concrete way.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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RodHull написал:
Your discounting their accuracy roll, its perfectly possible for a high level mob with good accuracy to land many hits in a row, if his first rolls low and hits, his second rolls higher and hits, his third rolls higher still - hits again
There's no such thing as an "accuracy roll" and it's perfectly impossible for a mob's Chance To Hit to vary in between swings.
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0nin написал:
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RodHull написал:
Your discounting their accuracy roll, its perfectly possible for a high level mob with good accuracy to land many hits in a row, if his first rolls low and hits, his second rolls higher and hits, his third rolls higher still - hits again
There's no such thing as an "accuracy roll" and it's perfectly impossible for a mob's Chance To Hit to vary in between swings.

I think he should be referring to the start of the sequence for a larger than "average monster for the level". The mob can have a very high chance to hit, in which case he will reduce your chance to evade significantly compared to the table value.

Since the system takes a RNG roll to determine the starting value, you can have rolled 99 with 23% chance to evade in which case you get hit, the number goes to 76, you get hit again, the number goes to 53, you get hit again, the number goes to 30, you get hit again and die. Now, 23% chance to evade is pretty low for an evasion only character even when fighting a "hits accurately" mob, but the concept is sound.

If you play as a ranger and you are very unlucky with drops and vendors, you might end up with far too low life. As low as 350 at Vaal! Sure, you can farm untill you get lucky, but it is really not what you want at so low level. Relying so much on mods for health is not a good experience in early game for newer players. That is my problem with evasion characters: The skill-tree is still too focused on RNG as defense in that area of the skill-Yggdrasil.
I appear to be living in "Romance Standard Time". That has to be good! :)
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radiatoren написал:
Since the system takes a RNG roll to determine the starting value, you can have rolled 99 with 23% chance to evade in which case you get hit, the number goes to 76, you get hit again, the number goes to 53, you get hit again, the number goes to 30, you get hit again and die.

That's not how it works, evasion is not totally random, after an evasion comes a 100% hit and vice versa (so i've been told here in the forum for evasion mechanics).
Make
Spectral Throw
great again
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CommodoX написал:
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radiatoren написал:
Since the system takes a RNG roll to determine the starting value, you can have rolled 99 with 23% chance to evade in which case you get hit, the number goes to 76, you get hit again, the number goes to 53, you get hit again, the number goes to 30, you get hit again and die.

That's not how it works, evasion is not totally random, after an evasion comes a 100% hit and vice versa (so i've been told here in the forum for evasion mechanics).


Please, FFS. The mechanic in question is neither simple nor easy to explain. If you're going to try to explain it, just reference mark, from the mechanics thread:

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Mark_GGG написал:

Evasion in PoE is not fully random.

Each entity in the world contains an 'evasion entropy' value, between 1 and 100. The higher this value is, the more likely they are to be hit by the next attack. The initial value is random.
Every time something attacks you, they calculate their chance to hit as a percentage. That value is added to your evasion entropy. If the result exceeds 100, you're hit, and 100 is subtracted from the value. If the value hasn't reached 100, you're not hit.

Before anyone starts clamouring that they're not getting their actual chance to hit/evade, let's examine this mechanic in a bit more detail. Take the simple example of 100% chance to hit. Since you always add 100 to the entropy, it'll always exceed 100, and thus always hit, which is correct. The case of 0% chance to hit can similarly be trivially shown to be correct.
So let's look at 50% chance to hit. Since the initial value is random from 1-100, there's a 50% chance that the initial entropy value is higher than 50%, in which case adding the 50 from chance to hit will exceed 100 and thus hit, and a 50% chance the value is 50% or less, in which case adding 50 will not exceed 100, and thus not hit. So the first hit has a 50% chance to hit, as it should.
The second hit also has a 50% chance to hit, but will never hit if the first one does - provided you're only getting hit by things with 50% chance to hit you, you'll evade every second attack, and be hit by the others.
Let's say the initial entropy was 42. The first hit increases this to 92, and misses. The second raises it to 142, hitting, and then subtracts 100 from the value, leaving it back at 42.
I'll leave other percentages as an exercise for the reader, but they all work out - if an attack has 25% chance to hit you, every fourth attack will hit, and so on.

This is the mechanic by which streakiness is removed from evasion - it removes the possibility of failing to evade happening to come up several times in a row due to bad luck. Each attack has the correct chance to hit, and will hit you just as often as you'd expect in the average case using a purely random system, but the possibility of occasional but devastating non-average results - such as being hit by four consecutive attacks with only 10% chance to hit each - have been eliminated.

Some caveats:
1) If an attack would crit you, evasion is tested a second time, and if you evade, the hit is downgraded to a non-crit (it does not miss, since it's already tested for that and hit). This roll is purely random and does not increase the entropy value - it just generates a number from 1 to 100 and compares to the chance to hit. Details of why are in the spoiler.
Spoiler


2) Whenever the entropy value would be used, if a certain short amount of time has passed since the last time this occurred, a new random initial value is chosen. This prevents the player from waiting near a weak enemy until it hits (leaving them on a low entropy value), then running to a boss fight, to start knowing they'll have the maximum number of attacks evaded before they get hit. Entropy will perform it's function as long as you're continuously being attacked, but don't expect to transfer it from fight to fight.


So you see, there is no longer any "evasion roll". A random starting entropy is chosen, then the monster's chance to hit is calculated from its accuracy rating and your evasion rating. Every time a swing is made, this same exact value is added to entropy.

Proof of concept: pick up arrow dodging on a high-evasion character (55% or more, say) and stand in place with a large number of archers attacking you. You'll get hit exactly every 20th shot. Try it. (and they said arrow dodging was bad....)

The only "randomness" now with evasion as a system occurs when you have one or more weak mobs accompanied by one or more hard-hitting mobs. That is, which order they attack in becomes significant; the one you want to miss is the strong mob, and the weak ones interfere with your chances of evading the strong one predictably.
--
I don't have alpha access, that was a LONG time ago.
Последняя редакция: Zakaluka#1191. Время: 31 янв. 2013 г., 22:34:29
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Zakaluka написал:
So you see, there is no longer any "evasion roll". A random starting entropy is chosen, then the monster's chance to hit is calculated from its accuracy rating and your evasion rating. Every time a swing is made, this same exact value is added to entropy.


Yup. One little point to make is that different monsters of the same level have varying Accuracy, so you can't totally trust the 'Chance to Evade' on the character sheet. In particular, bosses will tend to be more accurate, especially if they have a dexterity theme to them. But let's say it's more or less correct for the monsters you're fighting. If you have 40% chance to evade, the real number is that each strike costs 60 entropy. Every strike has a minimum cost of 5 and a maximum cost of 95 (even if you have zero Evasion). Every time it rolls over 100 (which can come about from any combination of attacks from all sources), you get hit by the attack that caused it to roll over.

This does lead to a situation where you can be screwed over by 'bad luck', actually, as you can get 'resonance' effects. Suppose you're tanking two monsters A and B whose entropy against you is 50, and they swing at the same rate, but B does more damage than A. Their strikes could land on you as A-B-A-B-A-B, and depending on where you are on the entropy counter, you either get hit every time by A and never by B, or vice versa. So situations where you have a strong rare mob supported by a few weak mobs are potentially the most 'spiky' and dangerous for Evasion-based characters. By contrast, if you are only taking on one monster at a time, or all the monsters do similar amounts of damage, Evasion offers a very consistent level of protection.


Arrow Dodging is special, as it supposedly doubles 'chance to evade'. So if you already have good evasion, the entropy can drop massively, eg 55 entropy will drop right down to 10 entropy as a result of Arrow Dodging. This is what makes Arrow Dodging so incredibly powerful.
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Incompetent написал:
Arrow Dodging is special, as it supposedly doubles 'chance to evade'. So if you already have good evasion, the entropy can drop massively, eg 55 entropy will drop right down to 10 entropy as a result of Arrow Dodging. This is what makes Arrow Dodging so incredibly powerful.

Indeed it does. Strongest passive on the entire tree by far in my opinion. I couldn't imagine making an evasion character without it, it's worth a whole bucket of passives.
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anubite написал:
2. Armor is actually more prone to spikes in damage taken than Evasion.
Close enough. Proof time.

First off, if you haven't read about how evasion entropy works, stop quoting me and read the mechanics thread. Thank you.
Maths

*ahem* Let's try 60% armour reduction vs 100 damage (zero evasion rating) vs 50% evade (zero armour) with 10% enemy crit chance, 200% enemy crit multiplier, 100 enemy physical damage, 30 enemy elemental damage, and 50% elemental resists on both. Each takes 4000 hits.

Armour vs "criticals"
400 critical attacks
20 attempts evaded (base 5% chance)
380 critical attacks pass first evasion roll
19 attempts evaded second roll (become normal attacks)
361 critical strike pass both rolls

Armour vs "non-crits"
3600 attacks
180 evaded
3420 hits

Armour totals
200 evasions
3420+19=3439 normal strikes at 40 physical 15 elemental = 137560 phys 51585 elem 189145 total
361 critical strikes at 114 physical 30 elemental = 41154 phys 10830 elem 51984 total
3800 combined strikes at 178714 phys 62415 elem 241129 total damage

Evasion vs "criticals"
400 critical attacks
200 attempts evaded
200 critical attacks pass first evasion roll
100 attempts evaded second roll (become normal attacks)
100 critical strike pass both rolls

Evasion vs "non-crits"
3600 attacks
1800 evaded
1800 hits

Evasion totals
2000 evasions
1900 normal strikes at 100 physical 15 elemental = 190000 phys 28500 elem 218500 total
100 critical strikes at 200 physical 30 elemental = 20000 phys 3000 elem 23000 total
2000 combined strikes at 210000 phys 31500 elem 24150 total damage


So point 1 is that evading 50% of attacks is roughly equivalent to having 60% mitigation from armour, at least in the situations that are actually kind of scary (who cares about the ones that aren't?)

Now damage spikiness. Let's say a critical attack that hits, 1 attack before and 2 after,the two after are with shock status...
Maths

With armour, let's assume no evades, that would be
40 + 114 + 2*1.3*40 = 258 physical
15 + 30 + 2*1.3*15 = 84 elemental
342 total damage

With evasion, the first and third attacks are always evaded, the second is still the crit:
200 + 1.3*100 = 330 physical
30 + 1.3*15 = 49 elemental
379 total damage


So compared to 60% armour mitigation, 50% dodge is a little bit spikier. A little. About 11% more if you want to pull out percentages.

However, I should point out that evasion in this case has crits occur less than a third as often as armour. So yes, you'll be at a 11% disadvantage about 28% of the time, and at a huge advantage the other 72% of the time with evasion.

If you were arguing with anubite over the technical detail of whether evasion is spikier than armour... well okay. You might have had a point. But a review of this thread indicates it's mostly evasion whiners and some sophistry regarding the definition of random. So no, anubite's more right than you, you can proceed to the apology phase now. Thank you.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Последняя редакция: ScrotieMcB#2697. Время: 31 янв. 2013 г., 23:47:20

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