Hi! I just started using the calculator and I want to say great job, it's an awesome tool, and super easy to use, thanks for all the work put into it!
I had some thoughts about EH for wizards I thought I might contribute (and I made a similar post on the thread in the D3 forums on bnet, so sorry for the redundancy).
It seems to me that for melee wizards using diamond skin, the added hp from diamond skin should be factored in to EH. HP from DS benefits from all the same mitigation that regular hit points do, and with a CM build DS gets constantly refreshed, meaning you can always count on those extra hp being added on to your maximum total.
I have around 35k hp, which means that DS accounts for over a third of my health pool. Neglecting the effect of mitigation on a third of my health pool seriously skews the relative values of health increasing stats versus mitigation increasing stats towards health increasing stats, when in practice wizards using DS benefit more from mitigation than the calculator indicates. A buff check box for Diamond Skin and Diamond Skin (Crystal Shell) would be great
Another thought I had is that it would be nice to have a buff check box for Teleport: Safe Passage as well. With a CM build it's easy to keep the 30% damage reduction buff up full time, if one chooses to use that skill (could easily replace frost nova if chain freezing gets nerfed).
With the groundwork lajs out by the shield block I think I should be able to do that!
It seems like it would be a different mechanic than shield block though -- rather than reducing the amount of damage the hit lands for it provides a buffer health pool which must be depleted (either by one hit or several) before you lose health from your standard health pool.
So EH with Diamond Skin (Crystal Shell) might take the form of EH = (HP + 21707) / (1-DR) and not require any consideration of hit size. And HP and DR would be calculated exactly as they are now, with all the same factors already rolled up into them (e.g. %hp would be applied to hp before diamond skin hp is added on - I'm fairly certain nothing, with the exception of rune choice, can change how much hp you get from DS).
I'm confused by seeing four numbers at the bottom of the display. Is there a reason I would want to use any number other than "EHP with dodge & block"?
I'm confused by seeing four numbers at the bottom of the display. Is there a reason I would want to use any number other than "EHP with dodge & block"?
Many people (I am one of them) do not think dodge should be included in effective health because of its random nature. Similarly the block estimation is completely reliant on the number you enter for incoming damage, and the block% chance itself is again random. The EHP you get from armour or health is "always on" and the benefit from it is generally linear and predictable. This is what "hard" EHP is to many people, formulaic and predictable, not RANDOM.
Many people (I am one of them) do not think dodge should be included in effective health because of its random nature. Similarly the block estimation is completely reliant on the number you enter for incoming damage, and the block% chance itself is again random. The EHP you get from armour or health is "always on" and the benefit from it is generally linear and predictable. This is what "hard" EHP is to many people, formulaic and predictable, not RANDOM.
Thanks for the response. I'm familiar with what you're saying in the context of a game like WoW, where the issue is basically how big a hit you can take before the healers heal you to full yet again. In D3, maybe it makes a difference whether you're running a loh-heavy build (which looks something like WoW, in that you're constantly taking damage and then healing yourself up again) or a mitigation-heavy build where your healing is limited.
In WoW, the problem with avoidance is that if you can mitigate a boss's hits down to 100k damage, but you only have 95k hp, it doesn't matter if your avoidance is 99% - eventually that boss is going to get a lucky roll and one-shot you, ergo you can't tank it at all. But if you're taking a large number of smaller hits, it feels weird not to include your 99% dodge chance - if you dodge 99 attacks and take full damage from the 100th, that still has a lot of value. So maybe it's all situational and somewhat build-dependent as well... which makes it good that the tool displays 4 numbers, so people can draw their own conclusions. Again, thanks for the post.
Tbh I've stopped playing d3 myself for a while now, but maybe I'll pick up my laptop for a couple of hours when they release the API to implemented it, since the preview of the API showed that it will be a nice JSON API it should be easy to implemented at least an <IMPORT NOW> button
This is the beginning of a great tool, but I'm getting some inaccuracy with a Wizard.
Base armor is 2237(2237 calculated by the tool)
w/ Energy Armor: 3853(3691 calculated)
w/ Enchantress Powered Armor: 2610(2572 calculated)
w/ Enchantress Powered Armor + Energy Armor: 4226(4027 calculated)
This is the beginning of a great tool, but I'm getting some inaccuracy with a Wizard.
Base armor is 2237(2237 calculated by the tool)
w/ Energy Armor: 3853(3691 calculated)
w/ Enchantress Powered Armor: 2610(2572 calculated)
w/ Enchantress Powered Armor + Energy Armor: 4226(4027 calculated)
Great tool! Couple of suggestions:
Can you allow us to directly enter the buffered armour/resists and calculate back from what buffs we have on? Otherwise we need to turn off all the buffs to figure out what our unbuffed armour is.
Also, like everybody else, would greatly appreciate an API import mode
Great tool! Couple of suggestions:
Can you allow us to directly enter the buffered armour/resists and calculate back from what buffs we have on? Otherwise we need to turn off all the buffs to figure out what our unbuffed armour is.
Also, like everybody else, would greatly appreciate an API import mode
When you create a new character the first time you can put in the buffed stats and select which buffs are on at that moment and I calculate your stats back,
However after that you'll have to do things manually or delete and make a new character or if you use the item compare a lot you can use the 'equip' button to setup the new stats.
Unfortunatly I haven't touched d3 for months and unless somebody else picks up the project to add new features such as an import the only thing I'll be doing is just keeping track of this topic and the issue tracker on github to make sure I can fix bugs and update any possible changes from patch, sorry
Just wanted to point out something, the buff for barbarians armor bonuses are additive, not multiplicative. Because of this the EHP calculator is generating incorrect values regarding armor when passives are paired with warcry.
Just wanted to verify this bug is as you say, hopefully the guy running the site will fix this. Sad to hear he quit, I found love in running purist builds on HC, currently have a paragon 4 barb in A1 inferno farming. Would love to be able to throw items in to see if they are really an improvement as I feel they are!
Just wanted to point out something, the buff for barbarians armor bonuses are additive, not multiplicative. Because of this the EHP calculator is generating incorrect values regarding armor when passives are paired with warcry.
Just wanted to point out something, the buff for barbarians armor bonuses are additive, not multiplicative. Because of this the EHP calculator is generating incorrect values regarding armor when passives are paired with warcry.
Just wanted to verify this bug is as you say, hopefully the guy running the site will fix this. Sad to hear he quit, I found love in running purist builds on HC, currently have a paragon 4 barb in A1 inferno farming. Would love to be able to throw items in to see if they are really an improvement as I feel they are!
I'm still around to fix any bugs if needed, I just never experienced this with my own barb!
Do you think you could give me your ingame armor
- without any (defensive) passives or buffs on,
- with warcry (no rune),
- with tough as nails (without warcry)
- and finally with tough as nails and warcry (no rune)?
also make sure you dont have the enchantress with you when writing down these numbers
If you want to directly talk to me (about bugs, I don't plan to do any new features anymore), I'm working on a guild wars 2 project nowadays (http://www.gw2spidy.com) and you can find me on IRC: irc.gamesurge.net #gw2spidy
1. Without any (defensive) passives or buffs on - 4454
2. With warcry (no rune), - 5344
3. With tough as nails (without warcry) - 5567
4. With tough as nails and warcry (no rune) - 6458
Did some testing myself :
1. No skills, no enchantress : Armor before WC w/ no rune - 4454 / Armor after WC - 5344 (Match)
2. Tough as Nails, no enchantress : Armor before WC w/ no rune - 5567 / Armor after WC - 6458 (Match)
3. Tough as Nails, enchantress : Armor before WC w/ no rune - 6235 / Armor after WC - 7125 (No Match - 9976 site)
4. TaN, Nerves of Steel, no Ench : Armor before WC w/ no rune - 6836 / Armor after WC - 7930 (No match - 11383.95)
5. TaN, Nerves of Steel, Ench : Armor before WC w/ no rune - 7656 / Armor after WC - 8750 (No match - 12561.6)
So I'm going to say it has something to do with both your Enchantress AND NoS formulas.
I can do other setups if you'd like but I hope this is enough data. Also, your resistance formula works fine.
I guess I should :-) I need some help though making sure I got everything so if someone could go over the patch notes and ensure I have everything on the list that affects EHP:
I had some thoughts about EH for wizards I thought I might contribute (and I made a similar post on the thread in the D3 forums on bnet, so sorry for the redundancy).
It seems to me that for melee wizards using diamond skin, the added hp from diamond skin should be factored in to EH. HP from DS benefits from all the same mitigation that regular hit points do, and with a CM build DS gets constantly refreshed, meaning you can always count on those extra hp being added on to your maximum total.
I have around 35k hp, which means that DS accounts for over a third of my health pool. Neglecting the effect of mitigation on a third of my health pool seriously skews the relative values of health increasing stats versus mitigation increasing stats towards health increasing stats, when in practice wizards using DS benefit more from mitigation than the calculator indicates. A buff check box for Diamond Skin and Diamond Skin (Crystal Shell) would be great
Another thought I had is that it would be nice to have a buff check box for Teleport: Safe Passage as well. With a CM build it's easy to keep the 30% damage reduction buff up full time, if one chooses to use that skill (could easily replace frost nova if chain freezing gets nerfed).
Thanks again for the awesome calculator!
It seems like it would be a different mechanic than shield block though -- rather than reducing the amount of damage the hit lands for it provides a buffer health pool which must be depleted (either by one hit or several) before you lose health from your standard health pool.
So EH with Diamond Skin (Crystal Shell) might take the form of EH = (HP + 21707) / (1-DR) and not require any consideration of hit size. And HP and DR would be calculated exactly as they are now, with all the same factors already rolled up into them (e.g. %hp would be applied to hp before diamond skin hp is added on - I'm fairly certain nothing, with the exception of rune choice, can change how much hp you get from DS).
Many people (I am one of them) do not think dodge should be included in effective health because of its random nature. Similarly the block estimation is completely reliant on the number you enter for incoming damage, and the block% chance itself is again random. The EHP you get from armour or health is "always on" and the benefit from it is generally linear and predictable. This is what "hard" EHP is to many people, formulaic and predictable, not RANDOM.
Thanks for the response. I'm familiar with what you're saying in the context of a game like WoW, where the issue is basically how big a hit you can take before the healers heal you to full yet again. In D3, maybe it makes a difference whether you're running a loh-heavy build (which looks something like WoW, in that you're constantly taking damage and then healing yourself up again) or a mitigation-heavy build where your healing is limited.
In WoW, the problem with avoidance is that if you can mitigate a boss's hits down to 100k damage, but you only have 95k hp, it doesn't matter if your avoidance is 99% - eventually that boss is going to get a lucky roll and one-shot you, ergo you can't tank it at all. But if you're taking a large number of smaller hits, it feels weird not to include your 99% dodge chance - if you dodge 99 attacks and take full damage from the 100th, that still has a lot of value. So maybe it's all situational and somewhat build-dependent as well... which makes it good that the tool displays 4 numbers, so people can draw their own conclusions. Again, thanks for the post.
Tbh I've stopped playing d3 myself for a while now, but maybe I'll pick up my laptop for a couple of hours when they release the API to implemented it, since the preview of the API showed that it will be a nice JSON API it should be easy to implemented at least an <IMPORT NOW> button
Base armor is 2237(2237 calculated by the tool)
w/ Energy Armor: 3853(3691 calculated)
w/ Enchantress Powered Armor: 2610(2572 calculated)
w/ Enchantress Powered Armor + Energy Armor: 4226(4027 calculated)
w/ Enchantress Powered Armor + Energy Armor + Glass Cannon: 4226(3803 calculated)
energy armor gives 65% extra armor as far as I know (and what the official skill calculator says)
2237 + 65% = 3691.05
Did they patch energy armor or smt but didn't update their own skill calculator?
Can you allow us to directly enter the buffered armour/resists and calculate back from what buffs we have on? Otherwise we need to turn off all the buffs to figure out what our unbuffed armour is.
Also, like everybody else, would greatly appreciate an API import mode
When you create a new character the first time you can put in the buffed stats and select which buffs are on at that moment and I calculate your stats back,
However after that you'll have to do things manually or delete and make a new character or if you use the item compare a lot you can use the 'equip' button to setup the new stats.
Unfortunatly I haven't touched d3 for months and unless somebody else picks up the project to add new features such as an import the only thing I'll be doing is just keeping track of this topic and the issue tracker on github to make sure I can fix bugs and update any possible changes from patch, sorry
Just wanted to verify this bug is as you say, hopefully the guy running the site will fix this. Sad to hear he quit, I found love in running purist builds on HC, currently have a paragon 4 barb in A1 inferno farming. Would love to be able to throw items in to see if they are really an improvement as I feel they are!
I'm still around to fix any bugs if needed, I just never experienced this with my own barb!
Do you think you could give me your ingame armor
- without any (defensive) passives or buffs on,
- with warcry (no rune),
- with tough as nails (without warcry)
- and finally with tough as nails and warcry (no rune)?
also make sure you dont have the enchantress with you when writing down these numbers
If you want to directly talk to me (about bugs, I don't plan to do any new features anymore), I'm working on a guild wars 2 project nowadays (http://www.gw2spidy.com) and you can find me on IRC: irc.gamesurge.net #gw2spidy
2. With warcry (no rune), - 5344
3. With tough as nails (without warcry) - 5567
4. With tough as nails and warcry (no rune) - 6458
Did some testing myself :
1. No skills, no enchantress : Armor before WC w/ no rune - 4454 / Armor after WC - 5344 (Match)
2. Tough as Nails, no enchantress : Armor before WC w/ no rune - 5567 / Armor after WC - 6458 (Match)
3. Tough as Nails, enchantress : Armor before WC w/ no rune - 6235 / Armor after WC - 7125 (No Match - 9976 site)
4. TaN, Nerves of Steel, no Ench : Armor before WC w/ no rune - 6836 / Armor after WC - 7930 (No match - 11383.95)
5. TaN, Nerves of Steel, Ench : Armor before WC w/ no rune - 7656 / Armor after WC - 8750 (No match - 12561.6)
So I'm going to say it has something to do with both your Enchantress AND NoS formulas.
I can do other setups if you'd like but I hope this is enough data. Also, your resistance formula works fine.
Hello, good sir and thanks for this great tool!
I was wondering if you are going to update the calculator for 1.0.5 patch?
Barb
- War Cry Impunity 50% -> 20%
Monk
- Resolve 25% -> 20%
- Seize the Initiative 100% -> 50%
Witch Doc
- Jungle Fortitude 20% -> 15%
Wizz
- Energy Armor 65% -> 35%
- Energy Armor Prismatic 40% -> 25%
- Ice Armor now reduces melee dmg by 12%
Enchantress
- Powered Armor 15% -> 5%
- Reflect Missiles now reduces ranged dmg by 6%
So please verify if I have all the classes changes and if there are any game mechanic changes which I've overseen or are not in the patch notes?
If I know I got everything I'll implement the changes 2night (hopefully)
I already implemented all this (was a breeze, love the code behind the project :D), let me know if more is needed
It increases life, armor, and all resists by 10%
done