Hey all,
I'm a programmer have done a lot of Blizzard calcualtors. I did a CTC and a Haste Breakpoint calculator for WOW and have been working on a DPS/ EHP Calc for D3 that will do both at once and give some nice information breakdowns. I think I have finished Wizard section of it, including talents. I was wondering if anyone would mind testing it out. It has been updated for 1.0.5 so EHP will be lower than you saw before, and monster levels are 63 automatically so that will lower your EHP slightly too. Check it out let me know if you have any C&C, anything is helpful.
Instructions for use:
Type in your battle tag, hit load heroes.
Select your hero and click Submit Hero.
You will now see breakdowns of your DPS and EHP.
The benefits of this over other calculators:
You can compare multiple items at once.
You can see EHP and DPS increases at once.
You can view non-regular buffs.
Breakdowns that aren't on most sites.
I haven't tried it out yet but at a glance, I see you haven't included a box for bonus damage% on a weapon. While it's not completely needed, it can make your results more accurate, especially now that the in game damage number seems to correctly reflect that value. If you need any help using that affix, you can find the formula in my spreadsheet.
I haven't tried it out yet but at a glance, I see you haven't included a box for bonus damage% on a weapon. While it's not completely needed, it can make your results more accurate, especially now that the in game damage number seems to correctly reflect that value. If you need any help using that affix, you can find the formula in my spreadsheet.
This number actually isn't needed at all. Using physical dmg/elemental damage and total damage, you can find out all you need to know to get DPS values and EHP values. Since the Dmg % is just considered black dmg.
Edit: However, thanks, I guess I could add it in, I just didn't see the need to as it provides no difference to the overall scheme of things. And edit again where i saw that you said it's not needed too sorry
It does change the dps because the damage range on weapon tooltips is rounded to the nearest integer, but the in game dps number uses the actual values which may include decimal places. There isn't a lot of difference, but if you include the calculation you can get results that are accurate to 1-2 decimal places rather than sometimes being off by a couple dps.
Quick example, if your weapon damage is 100-200 with 35% damage, the base damage is round(100/1.35,0) = 74 to round(200/1.35,0) = 148. The actual damage range is 100*1.35 = 99.9 to 200*1.35 = 199.8. I.e., the tooltip says 100-200 but it's actually 99.9 - 199.8
EDIT: that calculation assumes an all physical damage weapon. The calculation is similar for weapons with elemental affixes, but the bonus damage only applies to the physical portion.
i'm not sure how you got 100*1.35=99.9 or 200*1.35=199.98 cause both of those are wrong,
but either way, the way blizzard does rounding it is actually not needed to do that as they do their rounding prior to Attacks per Second multiplication.
Oops, it should have been 74*1.35 = 99.9 and 148*1.35 = 199.8, sorry about the confusion. My point still stands though, the weapon will have a damage range of 99.9 - 199.8 and the weapon dps is also rounded to 1 decimal in the tooltip but the in game damage number uses all the decimals. For the above example, if the weapon was 1.4 attack speed, the dps would show as 107 dps, but it's actually 107.0357.
The point is that tooltips only show so many decimals but when calculating the in game damage number, they use the actual values, including all decimals. It's pretty easy to compare by looking at a couple weapons in game with the +damage % affix. If you just use the values on the tooltip you'll be off by a bit but if you use the method I outlined above it should be pretty much spot on with the in game number.
After loading my char, it seems the load from armory does account for the bonus damage of the weapon because your dps is matching mine to the nearest integer. When I put in the base stats of my weapon and use the compare, the difference is like 17 dps buffed, out of 207k, so like I said, the difference is very small, but it's pretty easy to correct if you want to.
Otherwise everything looks like it works fine, though I'd prefer to have 2 different EHP values, one with and one without dodge (actually, I only care about the one without dodge, but I imagine lots of people would like to know the value with).
Yeah, the orignal load uses the API so it has the exact decimal of the dmg.
As for the EHP values, it seems kind of silly for people not to want dodge, as it's not like you can turn dodge off. I'm not sure why other calculators are showing EHP without dodge as it's very misleading, but so far everyone who has asked why mine was higher has ended up agreeing that EHP should include dodge due to the fact that you can't remove it / turn it off.
Weapon IaS is being imported into the "Bonus Attack Percent:" box, not sure if it's being calculated correctly or not.
Whenever I import my char the region reverts to US, would be nice if the tool remembered my region.
As for dodge/non-dodge EHP, I have to say I like to be able to see my non-dodge EHP too, as EHP from dodge (and block) is somewhat inconsistant and based on chance.
Also for those of us less serios players that might not be so up to speed on what skills our followers should be using it would be nice if the scoundrel/enchantress box included what assumptions you are making about skills.
My reason for using EHP without dodge is basically what Maffia said. The random nature of dodge makes it too inconsistant to be reliable. For wizards, we sometimes base our EHP choices on Force Armor or Prismatic Armor and switching from one to the next is based on being able to survive 3 consecutive attacks. If you use dodge for the EHP comparison, it makes you think you have higher EHP than you really do since 3 consecutive attacks will still kill you without a dodge, because the dodge doesn't reduce incoming damage, it just negates the damage a percentage of the time. I just don't find it useful when only 2-4 hits kills you, though I can see it being much more useful for barbs and monks since they tend to get higher EHP and the higher your EHP the more consistant it becomes.
Also is the EHP you display taking acount of reduction in damages from one source and using that to calculate EHP (i.e. is "reduced damage from ranged being included in the overall calculation)?
Nope, This is just your base Dmg reduction.
Ie:
Armor taken into account
Res All taken into account
Class taken into account
Dodge taken into account
Nothing else. There however, is an extra column for Elite Dmg Reduction. I may add extra columns for ranged and melee, but there hasn't been much request for it on the other thread on the D3 forums.
"Weapon IaS is being imported into the "Bonus Attack Percent:" box, not sure if it's being calculated correctly or not."
Yeah, that is IAS, i just have funny wording, i should fix that.
As for the region not saving, i can update that too! Thanks for that.
New version about to be released. It adds a checkbox for dodge (and block, but it's not functional yet). Also adds an item by item breakdown of the EHP and DPS of the item. (EHP is still in the works). Check out the new version before it's released! (Some items are not complete)
I'm a programmer have done a lot of Blizzard calcualtors. I did a CTC and a Haste Breakpoint calculator for WOW and have been working on a DPS/ EHP Calc for D3 that will do both at once and give some nice information breakdowns. I think I have finished Wizard section of it, including talents. I was wondering if anyone would mind testing it out. It has been updated for 1.0.5 so EHP will be lower than you saw before, and monster levels are 63 automatically so that will lower your EHP slightly too. Check it out let me know if you have any C&C, anything is helpful.
http://www.unyieldingvalor.com/D3/calcTool.php
Instructions for use:
Type in your battle tag, hit load heroes.
Select your hero and click Submit Hero.
You will now see breakdowns of your DPS and EHP.
The benefits of this over other calculators:
You can compare multiple items at once.
You can see EHP and DPS increases at once.
You can view non-regular buffs.
Breakdowns that aren't on most sites.
This is fantastic!, thank you for your work.
Haha thank you! Glad people are using it and enjoying it! Any ideas for Version 3 are welcome!
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
This number actually isn't needed at all. Using physical dmg/elemental damage and total damage, you can find out all you need to know to get DPS values and EHP values. Since the Dmg % is just considered black dmg.
Edit: However, thanks, I guess I could add it in, I just didn't see the need to as it provides no difference to the overall scheme of things. And edit again where i saw that you said it's not needed too sorry
Quick example, if your weapon damage is 100-200 with 35% damage, the base damage is round(100/1.35,0) = 74 to round(200/1.35,0) = 148. The actual damage range is 100*1.35 = 99.9 to 200*1.35 = 199.8. I.e., the tooltip says 100-200 but it's actually 99.9 - 199.8
EDIT: that calculation assumes an all physical damage weapon. The calculation is similar for weapons with elemental affixes, but the bonus damage only applies to the physical portion.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
but either way, the way blizzard does rounding it is actually not needed to do that as they do their rounding prior to Attacks per Second multiplication.
The point is that tooltips only show so many decimals but when calculating the in game damage number, they use the actual values, including all decimals. It's pretty easy to compare by looking at a couple weapons in game with the +damage % affix. If you just use the values on the tooltip you'll be off by a bit but if you use the method I outlined above it should be pretty much spot on with the in game number.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
Otherwise everything looks like it works fine, though I'd prefer to have 2 different EHP values, one with and one without dodge (actually, I only care about the one without dodge, but I imagine lots of people would like to know the value with).
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
As for the EHP values, it seems kind of silly for people not to want dodge, as it's not like you can turn dodge off. I'm not sure why other calculators are showing EHP without dodge as it's very misleading, but so far everyone who has asked why mine was higher has ended up agreeing that EHP should include dodge due to the fact that you can't remove it / turn it off.
Weapon IaS is being imported into the "Bonus Attack Percent:" box, not sure if it's being calculated correctly or not.
Whenever I import my char the region reverts to US, would be nice if the tool remembered my region.
As for dodge/non-dodge EHP, I have to say I like to be able to see my non-dodge EHP too, as EHP from dodge (and block) is somewhat inconsistant and based on chance.
Also for those of us less serios players that might not be so up to speed on what skills our followers should be using it would be nice if the scoundrel/enchantress box included what assumptions you are making about skills.
Crusader DPS and EHP Spreadsheet, meant for Crusaders
My Wizard
Ie:
Armor taken into account
Res All taken into account
Class taken into account
Dodge taken into account
Nothing else. There however, is an extra column for Elite Dmg Reduction. I may add extra columns for ranged and melee, but there hasn't been much request for it on the other thread on the D3 forums.
"Weapon IaS is being imported into the "Bonus Attack Percent:" box, not sure if it's being calculated correctly or not."
Yeah, that is IAS, i just have funny wording, i should fix that.
As for the region not saving, i can update that too! Thanks for that.
http://www.unyieldingvalor.com/D3/beta/calcTool.php