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Heya. Can I ask how this excel sheet is different from what the D3DB guys already have in their character planner? Just curious.

Well my calc is (now) more of a free use excel sheet. They still have a few things to do on theirs.

-It isn't accounting for base stats, or what level you are.
-it doesn't have some of the formulas, BUT nor do we (crit, DR, etc.).
-It's only giving ranges with equipment, can't put in your EXACT DPS, EXACT Damage, etc.
-also cant edit the random properties, that's a huge lose of additional stats.

IT IS what I was thinking of. They are well off and with only a few things listed above, basically there on a community character planner. I will be using my excel sheet as a proof to what they are doing and also a way for people to see what they will be EXACTLY at any level with exact numbers inputted rather than ranges. Wont be pretty or quick but I like to know my exact numbers.

Only 3 champions have linear scaling for 1-13 naked Vitality stats, the other 2 are off in a weird way I don't really understand. The Wizard for example, his Health per Vitality decrease by leveling up. Now to understand this better we will need some numbers from beta testers adding Vitality items to diffent champion types and provide us with the results. Obviously we won't be able to determine the formula from the base stats only.

You can't calculate Vitality scaling based on naked stats from characters of different level. Base HP and HP-per-Vit could easily change from level to level. In WoW, characters have a substantial amount of base HP that scales a lot per level. The equations published in this thread assume that characters have the same base HP regardless of level. (for example "Baba HP = Vit*6 + 18") I find this incredibly improbable.

The correct methodology for testing Vitality scaling is to take one character, put on and take off +Vitality gear, and see how much his HP changes.

That seems to be the same for the Barbarians health too, since a naked Barb has 228 HP total, with 35 Vit you get 140 hp, that takes us down to 88 hp then take off 52 hp( lvl 13 * 4) we are then left with, 36!

+1!

I'll do a check for DH / Monk / WD now

Demon Hunter:
Base HP of ( 196 )
Base Vit of 27 ( 108 )
Level 13 ( 52 )
Left over ( 36 )
108+52+36 = 196
Monk:
Base HP of ( 172 )
Base Vit of 21 ( 84 )
Level 13 ( 52 )
Left over ( 36 )
84+52+36 = 172
Witch Doctor:
Base HP of ( 176 )
Base Vit of 22 ( 88 )
Level 13 ( 52 )
Left over ( 36 )
88+52+36 = 176

So yes, that seems to be how HP is calculated atm.

Also if anyone wants the XP to next level values currently for the Beta

HP = (4 x (VIT + LEVEL)) + 36 where VIT = Vit_base + Vit_gear

This is for when the equipment adds vitality points rather than HP directly

Nice! Does this fit all known datapoints?

I must say I am a bit disappointed that all classes get the same amount of HP for each point of vit. That wasn't the case in D2. Even with the differences in base vit at lvl 60, gear will have a much bigger effect, so it's no longer a case of the barb having a shitload more HP than the other classes.

I believe it also works including gear aswell i.e.

HP = (4 x (VIT + LEVEL)) + 36 where VIT = Vit_base + Vit_gear

This is for when the equipment adds vitality points rather than HP directly

In 2 of the pictures of my chars in the beta atm, the monk and someone else has +% to life modifiers on items, where do you think this calculation is added in? At the end?

so

HP = ((4 x (VIT + LEVEL)) + 36) x LIFE_Percentage where VIT = Vit_base + Vit_gear

Think thats how it works?

Tested on my Monk:

Base Hp = 292
51 Vit = 204
lvl 13 = 52
left over = 36

Put on +5 % to life head and get 306 hp
In doing a simple 292 x 1.05 calculation, results in 306.6(looks like we get rounded down or the LCS continues to lie to us, as 307 is closer than 306, .4 up compared to .6 down...)

+% Health stuff is off a bit. Try with higher level heroes, and it gets potentially more inaccurate then just rounding. Atleast that is what I have seen so far given the numbers that have been provided to me; so far rather inconclusive.

Rollback Post to RevisionRollBack

"Traitors! Even in death, the armies of Khanduras will still obey their king!"

I believe it also works including gear aswell i.e.

HP = (4 x (VIT + LEVEL)) + 36 where VIT = Vit_base + Vit_gear

This is for when the equipment adds vitality points rather than HP directly

In 2 of the pictures of my chars in the beta atm, the monk and someone else has +% to life modifiers on items, where do you think this calculation is added in? At the end?

so

HP = ((4 x (VIT + LEVEL)) + 36) x LIFE_Percentage where VIT = Vit_base + Vit_gear

Think thats how it works?

Tested on my Monk:

Base Hp = 292
51 Vit = 204
lvl 13 = 52
left over = 36

Put on +5 % to life head and get 306 hp
In doing a simple 292 x 1.05 calculation, results in 306.6(looks like we get rounded down or the LCS continues to lie to us, as 307 is closer than 306, .4 up compared to .6 down...)

Where I am not sure. Your data and that found in videos on youtube is all we have got atm. But i assume you are correct. It would be at the end of the calculation as simply a modifier.

EDIT: Just checked it at it would seem that the +5% Life comes at the end as we suspected. And as you say it rounds down (although may just be for the page rather in reality)

I have been messing around with the calculator itself these last few days. I have got it to:

- Calc the attributes for each class
- Show the image for the chosen class
- For that chosen class, the list of gear (atm only head gear i.e. helms, hats etc) is provided. The equipment shown is only that that can be equipped. For example, when choosing the barb the list will not included voodoo masks

- The user can choose which head gear to wear
- From that choice, determines required level to wear it
- From that choice, determines provided benefits to user

As this is really drjdredscythe's project I am happy for this not to be used or to be used in the official calculator completely. I was just bored (as I am currently unemployed) so I thought I would mess around

EDIT: The shoulders are now added. Moving onto the torso and will add new download link when i get dropbox installed

I have been messing around with the calculator itself these last few days. I have got it to:

- Calc the attributes for each class
- Show the image for the chosen class
- For that chosen class, the list of gear (atm only head gear i.e. helms, hats etc) is provided. The equipment shown is only that that can be equipped. For example, when choosing the barb the list will not included voodoo masks

- The user can choose which head gear to wear
- From that choice, determines required level to wear it
- From that choice, determines provided benefits to user

As this is really drjdredscythe's project I am happy for this not to be used or to be used in the official calculator completely. I was just bored (as I am currently unemployed) so I thought I would mess around

EDIT: The shoulders are now added. Moving onto the torso and will add new download link when i get dropbox installed

Thats cool work. I haven't been able to touch the thing in over a week. Sick and the more pressing project...IE ummm.....well here's a pic of the project....leaving clues around : D

Its almost there, almost ready, waiting on few remaining things....

P.S. 200 sounds like a lot of people don't it?
P.S.S. The many blackouts are to get you curious wheeee!

I am still working on the calculator and had a question for everyone... If given all of the stats from armor etc are given as ranges i.e. +3 - 7 attack, and you were trying to make a build would you rather:

For an Atk of 10 and armor providing +3 - 7 atk

1) Have only the minimum value from each range shown for the final values i.e. Atk = 13
2) Have only the maximum values i.e. Atk = 17
3) Have an average of the two i.e. Atk = 15
4) Have an average BUT ALSO have a value next to each one saying the variance i.e Atk = 15 (+/- 2)

Well my calc is (now) more of a free use excel sheet. They still have a few things to do on theirs.

-It isn't accounting for base stats, or what level you are.

-it doesn't have some of the formulas, BUT nor do we (crit, DR, etc.).

-It's only giving ranges with equipment, can't put in your EXACT DPS, EXACT Damage, etc.

-also cant edit the random properties, that's a huge lose of additional stats.

IT IS what I was thinking of. They are well off and with only a few things listed above, basically there on a community character planner. I will be using my excel sheet as a proof to what they are doing and also a way for people to see what they will be EXACTLY at any level with exact numbers inputted rather than ranges. Wont be pretty or quick but I like to know my exact numbers.

A situation of this or that...

You can't calculate Vitality scaling based on naked stats from characters of different level. Base HP and HP-per-Vit could easily change from level to level. In WoW, characters have a substantial amount of base HP that scales a lot per level. The equations published in this thread assume that characters have the same base HP regardless of level. (for example "Baba HP = Vit*6 + 18") I find this incredibly improbable.

The correct methodology for testing Vitality scaling is to take one character, put on and take off +Vitality gear, and see how much his HP changes.

let Y = (2167.5*LEVEL - 158167.5);

let X = (1/Y);

%DR = 100 - ( 100% / (Armor*X + 100%) )

So, %DR (in the case of a level 13 = 100 - ( 1.00 / (Armor @L13 * {1 / [ (2165.7 * 13) - 158167.5] } + 1.00 )?

Do I have it right?

I have been messing around I found the same equation (slightly different I had +40 and 4*(level -1) so yours is nicer)

This actually applies to all classes!

HERP DERP EDIT: A function that is dependent upon level is not going to work when gear is added as vit will change but level will not

http://www.youtube.com/watch?v=NdNsh-hUhyM&feature=player_detailpage#t=1193s

Here Force is Level 8, Vit 36 therefore the above would give 212 but actually it should be 233. Although the equation way still be salvagable

HERP DERP DERP EDIT: The difference may (albeit unlikely) due to gear giving +21 to HP

http://www.youtube.com/watch?v=_1_Rxc1-sAg&t=90s&hd=1

One of the rings has +10% health.

That seems to be the same for the Barbarians health too, since a naked Barb has 228 HP total, with 35 Vit you get 140 hp, that takes us down to 88 hp then take off 52 hp( lvl 13 * 4) we are then left with, 36!

+1!

I'll do a check for DH / Monk / WD now

So yes, that seems to be how HP is calculated atm.

Also if anyone wants the XP to next level values currently for the Beta

I believe it also works including gear aswell i.e.

HP = (4 x (VIT + LEVEL)) + 36 where VIT = Vit_base + Vit_gear

This is for when the equipment adds vitality points rather than HP directly

Nice! Does this fit all known datapoints?

I must say I am a bit disappointed that all classes get the same amount of HP for each point of vit. That wasn't the case in D2. Even with the differences in base vit at lvl 60, gear will have a much bigger effect, so it's no longer a case of the barb having a shitload more HP than the other classes.

In 2 of the pictures of my chars in the beta atm, the monk and someone else has +% to life modifiers on items, where do you think this calculation is added in? At the end?

so

HP = ((4 x (VIT + LEVEL)) + 36) x LIFE_Percentage where VIT = Vit_base + Vit_gear

Think thats how it works?

Tested on my Monk:

Base Hp = 292

51 Vit = 204

lvl 13 = 52

left over = 36

Put on +5 % to life head and get 306 hp

In doing a simple 292 x 1.05 calculation, results in 306.6(looks like we get rounded down or the LCS continues to lie to us, as 307 is closer than 306, .4 up compared to .6 down...)

Where I am not sure. Your data and that found in videos on youtube is all we have got atm. But i assume you are correct. It would be at the end of the calculation as simply a modifier.

EDIT: Just checked it at it would seem that the +5% Life comes at the end as we suspected. And as you say it rounds down (although may just be for the page rather in reality)

- Calc the attributes for each class

- Show the image for the chosen class

- For that chosen class, the list of gear (atm only head gear i.e. helms, hats etc) is provided. The equipment shown is only that that can be equipped. For example, when choosing the barb the list will not included voodoo masks

- The user can choose which head gear to wear

- From that choice, determines required level to wear it

- From that choice, determines provided benefits to user

As this is really drjdredscythe's project I am happy for this not to be used or to be used in the official calculator completely. I was just bored (as I am currently unemployed) so I thought I would mess around

EDIT: The shoulders are now added. Moving onto the torso and will add new download link when i get dropbox installed

10/20/2011 EDIT: Wrists added too

http://dl.dropbox.com/u/45884936/calc.xlsx

Thats cool work. I haven't been able to touch the thing in over a week. Sick and the more pressing project...IE ummm.....well here's a pic of the project....leaving clues around : D

Its almost there, almost ready, waiting on few remaining things....

P.S. 200 sounds like a lot of people don't it?

P.S.S. The many blackouts are to get you curious wheeee!

I am still working on the calculator and had a question for everyone... If given all of the stats from armor etc are given as ranges i.e. +3 - 7 attack, and you were trying to make a build would you rather:

For an Atk of 10 and armor providing +3 - 7 atk

1) Have only the minimum value from each range shown for the final values i.e. Atk = 13

2) Have only the maximum values i.e. Atk = 17

3) Have an average of the two i.e. Atk = 15

4) Have an average BUT ALSO have a value next to each one saying the variance i.e Atk = 15 (+/- 2)

Btw keep up the good work!

Thanks man, also pretty lucky because that is what i assumed people would want