Couldn't refresh stats via the live calculation engine (Engine failed to compute stats: Loading main script... Error: Error loading main script: error loading module 'lua-utf8' from file '../runtime/lua-utf8.dll': ../runtime/lua-utf8.dll: invalid ELF header v0.23.1 Press Enter/Escape to dismiss, F4 to return to build selection, or F5 to restart the application. Press CTRL + C to copy error text. /usr/bin/luajit: headless_driver.lua:19: attempt to call global 'loadBuildFromXML' (a nil value) stack traceback: headless_driver.lua:19: in main chunk [C]: at 0x56a5ae83b2c0); showing this export's originally embedded values instead.
Grade — breach · mid_maps
F
59.6 / 100 composite · 0.0 / 100 value (capability vs. cost)
Letter grade is a standard percentage scale: A ≥90, B ≥80, C ≥70, D ≥60, F below 60.
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65.0
Piloting Easeinformational only
Weapon swap required: No |
Active skills: 9
Grading options
Stats (from PoB2 export)
Life2266.0
Energy Shield428.0
EHP7515.1181459914
Evasion Rating1131.0
Armour Rating115.0
Max Physical Hit Taken3162.0
Fire Res75.0
Cold Res75.0
Lightning Res75.0
Chaos Res66.0
DPS (main skill)218789.59911772
Full DPS (combo)0.0
Move Speed1.0
Rare items11
EHP already factors in Evasion (via hit-avoidance chance) and Armour, shown above as their own ratings for visibility. Armour's real mitigation is highly hit-size-dependent (PoE2's Armour / (Armour + 10 × Damage) formula) — strong against many small hits, weak against a single big one — so a high Armour rating alone doesn't mean as much survivability against pinnacle-boss-sized hits as it does against regular map packs. For that reason, the defense portion of Endgame/Farming-fit scoring on early_maps/mid_maps/high_maps now uses Max Physical Hit Taken (PoB's own "biggest hit that would exactly kill you," solved directly from your stats — not the ambiguous EHP figure) compared against a real reference monster hit at that tier, instead of the generic EHP bands. pinnacle_bosses still uses the generic EHP bands — no equivalent real per-boss hit-damage data exists to do the same for it.
Fire/Cold/Lightning Res above can look surprisingly low or negative even on a well-geared character. PoE2 applies a real, permanent -60% Elemental Resistance penalty by endgame (-10% per campaign Act, capping at Act 6) — Chaos Resistance is exempt. That means reaching the 75% display cap on Fire/Cold/Lightning takes 135% raw resistance from gear and the passive tree, not just 75%. A build showing e.g. 36% raw Cold Resistance will display as -24% here once that penalty is applied — that's this tool correctly reflecting a real, if widely-criticized, PoE2 mechanic, not a bug or a miscount of your gear.