PoE EHP - Effective Hit Points

PoE EHP Guide

Effective hit points also known as EHP. It is a slang term used to describe how much damage can be absorbed after all damage mitigation sources have been calculated.

The following can raise your total effective hit points:

  • Energy shield. It is a form of defence that acts as an additional hit point pool on top of life. Along with armour and evasion, energy shield is one of the three defence types that can implicitly appear on equipment. Unlike life, energy shield will recharge naturally after the character has not taken any damage for 2 seconds.
  • Life(also called Health or Hit Points). It is the health source of a character or monster.
  • Mana before Life allows Mana to increase your effective hit points. It is a defensive technique that utilizes the The Agnostic and Mind over Matter keystone passive skills. By using both keystone passives, a character’s mana pool acts as both a source of effective hit points and a source of life recovery. The technique’s effectiveness can be improved by additional sources of Damage is taken from Mana before Life and other modifiers related to increasing maximum mana or mana recovery.

Effective hit points may sometimes be referred to colloquially as how much damage you can take after reduced damage modifiers have been calculated. Damage mitigation is calculated or described on separate pages like receiving damage.

Defense mechanics

Defensive mechanics refers to any game mechanic that increases an entities chance to survive. The chance to survive is increased by mitigating damage, increasing the chance to not take damage from hits, raising your total Effective hit points, changing the type of damage taken and absorbing damage.

Effective hit points and global damage reduction modifiers are not targeted mitigation, but they still help cause they raise your ability to survive all damage types.

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Chance to not get hit

The follow mechanics raise the chance to not take any damage from hits:

  • Block
  • Dodge
  • Evade
  • Avoid
  • Blind
  • Reducing an enemy monster’s accuracy

Damage mitigation

The following mechanics mitigate a portion of the incoming damage from hits and/or damage over time.

  • Physical damage reduction
  • Resistances
  • Armour
  • Buff’s that make players take less damage or reduced damage.
  • Debuff’s that make monsters do less damage or reduced damage.
  • Ascendancy passives that make monsters do less or reduced damage or make characters take less or reduced damage.
  • Gems that make monsters do less or reduced damage or make characters take less or reduced damage.
  • Auras
  • Curses
  • Flasks

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