Difference between Accuracy and "hits can't be evaded"???

Hi I can't afford the shield for hits can't be evaded so was thinking of getting a 90% Accuracy rating or so.

How does it differ? are there enemies that have the ability to cause your hit accuracy to decrease via curse or something else hence making hit's cant be evaded significantly better than accuracy?

I am doing a cospri snowblind COC build and so I need to actually hit and this seems to be a serious issue I reckon.
Look how Awesome my MTX Marauder RF looks

https://www.pathofexile.com/forum/view-thread/1695395
Editado por útlima vez por TriniGamer#0702 en 4 ene. 2018 23:05:59
Reflotado por última vez en 5 ene. 2018 17:05:39
there are a lot of ins and outs, but a few things seem most important.

First, chance to hit normally caps at 95%, having "hits can't be evaded" allows you to exceed the cap.

Next, to your point, it's mostly about itemization. Having the "hits can't be evaded" property means you just don't have to carry ANY accuracy on gear. It's a really good way to simplify itemization, frees up more space on your other gear for straight damage. Also means you won't need to invest in other stats like dex.

On the other hand, you're giving up something else in exchange. If you're taking resolute technique, you can't crit and you're imposing a lower damage ceiling. If you're using lioneye's glare (unique bow), you're stuck to a moderately low DPS bow and again imposing a lower damage ceiling.

Basically most ways I know of to get "hits can't be evaded" let you break early into endgame content but don't scale damage well through the top tiers.
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I don't have alpha access, that was a LONG time ago.
Editado por útlima vez por Zakaluka#1191 en 4 ene. 2018 23:18:15
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TriniGamer escribió:
are there enemies that have the ability to cause your hit accuracy to decrease via curse or something else hence making hit's cant be evaded significantly better than accuracy?


Blind is an effect that makes your chance to hit 50% less. This can be a huge DPS loss if you rely on accuracy to land hits. If you have "hits can't be evaded" though, you always hit, even while blinded.
Abdiel is right... more or less ignore Zakaluka; although they're right that RT takes away a single source of scaling damage, with crit multi, they're way off base in declaring it to be a non-endgame strategy.

Anyway, blind and enfeeble are the two main sources that Hits can't be Evaded mod helps with. When you're a crit attack character whose hits can be Evaded, enfeeble is essentially a triple damage nerf compared to an RT build.
I would aim for over 90% Chance to Hit any day. With 'just' 90% Chance to Hit, you're looking at missing 10% of your Crits outright, and another 10% Crits are downgraded to normal Hits instead (and thus won't trigger Cast on Crit). Hits Cannot be Evaded negates both of these 'misses'; that's why Lycosidae is so dang expensive. Still, 92-93% chance to Hit is fine as well.
Editado por útlima vez por Vipermagi#0984 en 5 ene. 2018 0:29:02
Having played dozens of non RT melee builds, I cannot even remember missing an attack after act 1 (your level 7 marauder will surely miss some swings). 85% chance to hit? Feels and plays like 100%, unless you run into...

Shrouded shrine/bloodline/nemesis - very rare, maybe takes a second swing.
Blinding monsters - their blind has a long "wind up", they blow up before applying it.
Enfeeble - multi-use warding flask, you should use one no matter what your build is.

But none of these pose any danger.

And the tradeoff ("kill the occasional shrouded monster a bit slower" vs "kill all bosses twice as fast") still favors crit by a large margin.

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codetaku escribió:
more or less ignore Zakaluka; although they're right that RT takes away a single source of scaling damage, with crit multi, they're way off base in declaring it to be a non-endgame strategy.

I didn't read the post as "declaring it to be a non-endgame strategy".

But taking RT means something like "I'm fine dealing half the damage I could deal."
Which is perfectly viable for all non-boss content. Damage scaling in this game is through the roof, even RT damage trivializes normal mobs.
Against some bosses, it is not.
It is way better to just blow them up than to deal with their mechanics.

And you should make sure that that you get something in return for saving the crit affixes and passives. Something like max block/spellblock.

3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
Can the tempestuous steel be a good replacement for Lycosidae ?

It also add 30% more main weapon damage as elemental damage if i'm right...
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Fastosh escribió:
Can the tempestuous steel be a good replacement for Lycosidae ?

If the mod is not exclusive to hits with TS for some reason... sure.

Only real issue: It's a sword, so it can use almost any attack skill in the game.
This limits its use a bit, as you want to use it as a non-attacking "stat stick".
3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
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Zakaluka escribió:
If you're using lioneye's glare (unique bow), you're stuck to a moderately low DPS bow


Far shot is op. 30% more damage? Playing a zerker you get 70% more. Op bow and sad deadeye.
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
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Peterlerock escribió:
If the mod is not exclusive to hits with TS for some reason... sure.

Thanks for the reply. I don't get why the fact that the mod is exclusive to hits is an issue ? Most of melee skills if not all hits, or i'm missing something ?

But in all cases, it's a sword and that's a big issue for a lot of skills that's true (BF for ex..).
Editado por útlima vez por Fastosh#4812 en 5 ene. 2018 4:19:43

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