This will be a quick explanation of basic affixes you'll see on most items and passives. These affixes will be broken up into Offensive Affixes & Defensive Affixes.
Credit: lastepoch.com
Defensive Affixes & Modifiers: from affixes, blessings/shrines, skills, and passives
Life/Health Modifiers:
Health works to protect against all damage sources.
Health can be recovered via health regeneration, health leech, health on hit, healing potions, health gain on kill, & health gain on dodge.
Ward:
Ward is a shield on top of health, similar to energy shield from PoE but it's not always up and will reduce over time.
Ward can be scaled in size and duration, leeched, gained on hit, regenerated, gained on skill use, and gained on kill.
Best classes to scale Ward are Mage, Acolyte, Rogue, and Sentinel.
Resistance:
Resistances provide damage reduction against specific damage types: cold, fire, lightning, physical, poison, necrotic, and void.
Resistances cap at 75% and you will want them all positive in campaign and capped in the end game.
Armor:
Armor reduces physical damage taken and slightly reduces non-physical damage taken.
Armor has no effect on DoTs/Ailments.
Armor provides less defense vs higher level enemies.
Dodge:
Dodge provides a random chance to avoid all damage per hit taken.
It caps at 85% and has diminishing returns above 75%.
Scales from "chance to dodge" modifiers.
Endurance:
Endurance provides a percent of damage reduction when it triggers and only protects health, not ward.
Endurance works for all damage taken, including DoTs, but only protects health levels below threshold.
Endurance triggers when health threshold reaches less than 20% (by default).
Endurance Threshold scales the likelihood of endurance triggering and caps at 60%.
Threshold can scale via "added" (additive) & "increased" (multiplicative) modifiers.
Endurance is used to protect against 1 shots as it'll ensure the last bit of health you have is protected.
Block:
Block provides a chance to reduce damage on hits. Block does nothing against DoTs/Ailments.
Block Effectiveness scales how much damage is reduced.
Chance to Block scales to provide likelihood of blocking attacks.
Shields aren't required for blocking but provide the best block scaling.
Critical Defense:
Crit defense provides reduction to crit damage taken and can cap at 100% (crit immunity).
Stun Avoidance:
Stun avoidance reduces chances of being stunned and can cap at 100% (stun immunity).
Damage Reduction:
Reduced Damage Taken or Less Damage Taken gives a flat reduction to damage taken but doesn't work against DoTs/Ailments.
Debuffs:
Specific debuffs/curses on enemies can reduce the damage they output via lowering their attack/cast speed.
Frailty - reduces enemy damage output by 6% per stack up to 3 stacks.
Chill - reduces enemy speed by 12% per stack up to 3 stacks.
Blind - reduces enemy crit chance by 100%.
Stun - Prevents enemies from moving or attacking.
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