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The 50% less armor probably hurts the most, because even evasion heavy builds usually end up running some armor items (like say, Belly of the Beast) that will be a lot less effective. The ability to dodge 30% of hits makes armor less important, though, as attacks missing you is even better than mitigating the damage they do after hitting you like armor does.
In all it makes 44,7 chance to avoid the attack.
So it's clearly a buff.
Its basically so you can stack Dodge and Block together here.
Dodge works in a similar fashion. the game will roll for evasion, and then if it fails, it will roll for dodge. if the dodge roll succeeds, you dont get hit. dodge, however, lacks entropy. if you have 75% dodge chance, you will ALWAYS dodge 75% of the time.
Evasion/dodge can be a very strong defense when also combined with a high Effective Health Pool. Tricksters are able to achieve that pretty sufficiently. the reduction to evasion/armor from acrobatics is easily negated when you also have mind over matter and an energy shield pool equal or greater than your life total.
These builds typically dont use block stats, as youll aim for a higher EHP instead. so, losing something you dont already have doesnt hurt.
now, phase acrobatics is a little different. its just as useful as acrobatics, in that you now dodge spell hits. but it can be argued that the best defense against spells is to not get hit. you can achieve that by just walking out of a flameblast circle, for example. some find spending the 4 points for phase acro to not be worth it.
If you just google something like "path of exile armor" one of the first results will be a Wiki page explaining everything about armor...