Path of Exile 1 |
Path of Exile 2
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Chaos damage bypasses energy shield. |
Chaos damage deals double damage to energy shield. Poison bypasses energy shield, but non-poison chaos damage does not.
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Evasion evades attacks. |
Evasion evades hits that don't have an area of effect.
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Armour is relatively stronger than PoE 2. |
Armour is relatively weaker than PoE 1.
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Converted damage remembers its origin type. This means that physical damage converted to lightning damage will be increased by sources of "Increased physical damage". |
Converted damage does not remember its origin type.
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The only type of block is passive block. |
There is passive block as well as active block. Active block involves a new mechanic called stagger.
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The mechanic of Heavy Stun does not exist. |
A new mechanic of Heavy Stun exists. Dealing damage to enemies will build up progress on a bar under the enemy's life bar and when the bar is full the enemy will become Heavy Stunned.
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Whether or not an enemy becomes frozen is determined on a per-hit basis. |
Cold damage from hits contributes to Freeze Buildup. When enough Freeze Buildup is applied, the enemy will become Frozen.
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Whether or not an enemy becomes stunned is determined on a per-hit basis. |
Damage from hits contributes to Stun Buildup. When enough Stun Buildup is applied, the enemy will become Stunned.
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The magnitude of damaging ailments is based upon the base damage of the hit. |
The magnitude of damaging ailments is based upon the final damage dealt by the hit before application of any modifiers on the target that affect how much damage the victim will take from the hit (e.g. shock is ignored to avoid double dipping).
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Chance to apply ailments is based off a fixed percentage and you can additively increase this chance through various means. |
Chance to apply ailments is based off the size of the hit and you can multiplicatively increase this chance through various means.
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Critical strikes with elemental damage guarantee application of their respective elemental ailment. |
Critical strikes with elemental damage do not guarantee application of their respective elemental ailment, but they will increase the chance that the elemental ailment is applied.
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There is no limit to how many stacks of poison you can apply to an enemy. |
By default, you are limited to 1 stack of poison, but there are ways to increase this limit.
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Whether or not a Culling Strike happens is determined after the damage of a hit is applied. |
Whether or not a Culling Strike happens is determined before the damage of a hit is applied.
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Dual wielding grants a passive bonus of +20% chance to block attack damage and 10% more attack speed. |
Dual wielding grants no passive bonus, but many skill gems deal additional damage while dual wielding.
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By default, a player's critical strike multiplier is 150%. |
By default, a player's critical damage bonus is 100%.
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A player's base mana regeneration is 1.8% of maximum mana. |
A player's base mana regeneration is 4% of maximum mana.
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Auras reserve mana. |
Auras reserve spirit.
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Monsters do not have leech resistance, but there is a monster modifier that makes players unable to leech from the monster. |
Monsters can have leech resistance, which will reduce how much the player leeches.
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Modifiers that make armour also apply to fire/lightning/cold/chaos damage will have the damage reduction from armour based on the hit after mitigations such as resistance. For example, Juggernaut's Unbreakable. |
Modifiers that make armour also apply to fire/lightning/cold/chaos damage will have the damage reduction from armour based on the hit before mitigations such as resistance. For example, the passive node Heatproofing.
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