Wizard: Archon adds 40% Armor and Resistances, which stacks with Force armor. Could it be possible to add it to the equation? It may only be a 15 second effect on a 2 minute cooldown, so instead of trying to "even it out", it would be preferable to see my archon EHP, and if i uncheck it, see my EHP without.
Also, overall request, it may sound silly and adds another layer of numbers, but i would like to see my actual total damage reduction. as nice as it is to know i have 200k EHP, i also like to know stuff like "Im reducing all damage by 83%, awesome"
sorry mate, I've seemed to miss your reply previously but now that I did read it, here's a new update:
Update 10 [2012/05/30 09:16]
Added 'extra options' to Monk (Crippling Wave, Deadly Reach) and Wizard (Archon).
(re)enabled displaying armor and resistance effective reduction %.
Firefox 12.0 and the problem looks like this. The page also loads instantly, instead of when trying with IE or in Private Mode it takes some time.
I think I know the problem, could you try again now :-)
If it still doesn't work, hit CTRL+F5 once after loading the page, it will refresh the page without caching, just to be sure
Update 11 [2012/05/30 10:01]
Added Mantra of Healing rune effects.
Update 12 [2012/05/30 12:35]
Added Fists of Thunder - Lightning Flash rune.
Redid EHP for alternatives to display the change instead of the new total.
using +10 armor as alternative now.
Could we get other classes aura buffs added to the classes they're not part of? Like Warcry + Impunity, Mantra of Evasion + Hard Target, ect.
Also Dodge% doesn't support a decimal.
I added support for decimals,
applying cross-class buffs is kinda tough technically and trying to get everything in the interface is an even bigger challange so for now I'm just gonna put that one on my todo list (at the bottom xD).
As soon as a get a chance to rewrite some code and redo the interface with some tabs I could do that one, since I am kinda interested in weither or not the sharing of the buffs make up for the +15% dmg done by the mobs when I'm grouping with my Monk buddy :-)
FYI; there is someone working on witch docter implementation (I got an open pull request on github for it from someone), he ain't done yet, but it will be in soon I hope :-)
If he's done that would leave just demon hunters ... but most of them run around with < 15k hp anyway since they don't freakin care about anything other then have insane high damage xD but if WD is added then I got no choice but to add DH too this weekend
Could we get other classes aura buffs added to the classes they're not part of? Like Warcry + Impunity, Mantra of Evasion + Hard Target, ect.
Also Dodge% doesn't support a decimal.
I added support for decimals,
applying cross-class buffs is kinda tough technically and trying to get everything in the interface is an even bigger challange so for now I'm just gonna put that one on my todo list (at the bottom xD).
As soon as a get a chance to rewrite some code and redo the interface with some tabs I could do that one, since I am kinda interested in weither or not the sharing of the buffs make up for the +15% dmg done by the mobs when I'm grouping with my Monk buddy :-)
FYI; there is someone working on witch docter implementation (I got an open pull request on github for it from someone), he ain't done yet, but it will be in soon I hope :-)
If he's done that would leave just demon hunters ... but most of them run around with < 15k hp anyway since they don't freakin care about anything other then have insane high damage xD but if WD is added then I got no choice but to add DH too this weekend
Demon Hunter is easy:
Add an option called Smokescreen
If (Smokescreen) then EHP = NaN, else = 1.
That was hard.
Alright but kidding aside, thanks for implementing the Archon
But i noticed something lately, i stopped ticking the Blur option because i saw it appears on the details screen as 20% Melee reduction. And since i have 23, i didnt know how the program would react to Blur + 3% and consider it additively or multiplicatively. So i just type 23 in melee reduction and leave Blur unchecked. I suspect some people are doing both since it seems like something that can easily be an oversight.
...And while reading this i was also going to write how i guess the same could be said of the armor but its easier to find out because you can turn off the buff and then input the stats. That's fine until i realized that this means Glass Cannon is probably taking its 10% off my resists and armor... which are the numbers in input in your program and your program then takes ANOTHER 10% because i ticked Glass Cannon...
Okay, this is basically a third train of thought i just had, while writing the same post. Dear god. Anyway, At the start of this post i said that i wonder why those are even options since you cant easily see the numbers "without", that's considering you already have those, but considering i asked to add Archon just to "see what it would do", then it would be stupid of me to ask to remove options in case you dont have them in your spec and want to see what it would do to your EHP. But one thing learned at least from this is that i hope Melee Only Reduction and Blur are added before they are calculated in your EHP since they are additive.
I'm planning to build a 2 step interface, where step 1 is either picking your previously input character or inputing a fresh char, where you can put in the stats in your character screen AND select your current buffs, so I can calculate the base stats from that and you don't have to disable the passives to get the correct stats to input into the calculator!
Love this tool and I've been using it for quite a while to see if an item was worth a buy or not.
Only bugs and kinks I've noticed though is that somehow res isn't done right, at least on monk, which I'm using.
472 res in the sheet gives 59.97% but in game it says it's 61.17% and thats a pretty big difference.
EDIT: I'm dumb! Of course it is lower since higher leveled mobs is less affected by your res =D
Otherwise awesome work =D
ooh, and wouldn't it just be possible to make another check box that says "Mantra of Evasion Activation bonus" and just make that add another 15%. Would be a neat way to test out how much it affects your Dodge ehp =)
Sounds like a plan, added it to my todo and yea charscreen shows ur %% based on a mob of equal level, being 60, while we really care about 63 since that's what rapes our faces in inferno
I've tried adding an item compare feature, but the code was a big mess so I'm gonna make some other changes first, I do really want it in asap since it's a pain to write down EHP, add teh items stats and then compare the EHP values xD
Update 13 [2012/05/31 09:25]
Added Witch Doctor!! Thanks to MrMarvin!
Also cleaned up the code a lot.
The tool has been open for public for a week now and I added google analytics pretty early and I gotta say, the stats look awesome, having 11k unique visitors already in such a short time and getting mentioned in a couple of other forums, video streams channels and such <3.
Kinda funny how I'm happy/proud of 11k uniques (0.15% of total d3 population) while at my job I got 5mil uniques (which is about 30% of national population) xD
I'll try to focus on developing some more features that focus on easy of use for returning visitors (and in general ofcourse) next.
In the meantime keep any sugestions/requests you got coming and I can do some of them when I find small gaps in my schedual
Update 14 [2012/06/01 09:26]
I redid all the code responsible for the UI, this will allow me more flexibility and I'll be able to make it easier for users to input their characters stats (when I make the above button work properly!).
There is a chance I might have broken something in the display logic though, however the calculations should be fine.
There's an experimental new version on different URL: http://d3ehp.rubensayshi.com/
- New UI (fluid, so it should behave nicely on mobile too)
- More explicit and better saving of characters
- Better / easier way to add a new character (you can tick which buffs are on when you copy the stats, it will recalculate the base stats)
- Code is now in a way that should easily allow me to add item compare (2morrow!)
I need to test it a bit more 2night or 2morrow, but then I'll push it to the main URL too, if you find bugs (in either experimental or normal version) please let me know, I'll fix them asap!
And ofcourse I'm very much interested in weither or not you find the new UI a bit more apealing and easier to use :-)
Just a small detail that may be useful. Instead of saying "Insert your most common resistance", you should try to say "Insert your lowest resistance". Since there's no negative stats on gear, inserting your lowest resistance is sure to insert the resist with the least special resistance.
My lowest resist is 178, and my most "common" resist turns out to be 211.
...On the other hand, new website is broken, which is expected, here's a screenshot of both websites:
I wished it worked like the experimental version, i would get rid of one of my +60 all resist and suddenly gain 2.79 million EHP!
Edit: Just thought about it, you may want to add Enchantress' 15% Armor Buff.
Not sure if any other follower has a buff that affects EH...
I suggest you treat it as a class option, just add it for all classes. That is until you have a more refined system going on.
Just a small detail that may be useful. Instead of saying "Insert your most common resistance", you should try to say "Insert your lowest resistance". Since there's no negative stats on gear, inserting your lowest resistance is sure to insert the resist with the least special resistance.
My lowest resist is 178, and my most "common" resist turns out to be 211.
...On the other hand, new website is broken, which is expected, here's a screenshot of both websites:
I wished it worked like the experimental version, i would get rid of one of my +60 all resist and suddenly gain 2.79 million EHP!
Edit: Just thought about it, you may want to add Enchantress' 15% Armor Buff.
Not sure if any other follower has a buff that affects EH...
I suggest you treat it as a class option, just add it for all classes. That is until you have a more refined system going on.
I'll dig into the difference in EHP, enchantress is on the todo list, want to get the UI fixed first
I'll dig into the difference in EHP, enchantress is on the todo list, want to get the UI fixed first
the difference in the new version was because it hadn't properly started calculating, if you changed 1 thing then it was fine again, deployed a new new version to the same URL, I don't have any problems with it anymore now!
I deployed the experimental version as a stable version!
Please let me know asap if you find anything, I'll be tailing this topic all night should anything pop up!
Update 15 [2012/06/02 20:00]
!!MAJOR UPDATE!!
- New UI (fluid, so it should behave nicely on mobile too)
- More explicit and better saving of characters
- Better / easier way to add a new character (you can tick which buffs are on when you copy the stats, it will recalculate the base stats)
- Code is now in a way that should easily allow me to add item compare (soon!)
What formula are using you using to calculate the mitigation and effective health values? I made a sheet and my EHP is consistently about 10% higher than the values from yours.
What formula are using you using to calculate the mitigation and effective health values? I made a sheet and my EHP is consistently about 10% higher than the values from yours.
thanks!
EHP: = Life / ((1 - DR from Armor) × (1 - DR from Resistance) × (1 - 0.30 if monk or barbarian) × (1 - DR from other source))
Nothing happens when I press the "add new character" button, and since I havn't used the interface before, then I don't have an old one I can use. Tried in both IE 9 64 and 32 bit on windows 7.
Hey mate,
I have to admit I haven't tested in IE9 before (and I don't care about IE8 or older since it's just to much work to fix everything in those oldies).
But testing it myself in IE9 seems to work fine, though I suspect what might be wrong and deployed a new version with hopefully a tiny fix for you!
If it still doesn't work, could you hit F12 after opening the page, at the bottom of the page open the 'console' tab and then try clicking the button and gimme any posible output in the console tab ?
This tool is really neat. I see its on the todo list, but some good way of checking out stat changes from a new item would be great. Even without a real item compare, it would be useful to be able to just tell it to remember your EHP values, then change the stats to correspond to your new stats, and easily be able to compare the new EHP values to the old.
sorry mate, I've seemed to miss your reply previously but now that I did read it, here's a new update:
Update 10 [2012/05/30 09:16]
Added 'extra options' to Monk (Crippling Wave, Deadly Reach) and Wizard (Archon).
(re)enabled displaying armor and resistance effective reduction %.
I think I know the problem, could you try again now :-)
If it still doesn't work, hit CTRL+F5 once after loading the page, it will refresh the page without caching, just to be sure
Added Mantra of Healing rune effects.
Update 12 [2012/05/30 12:35]
Added Fists of Thunder - Lightning Flash rune.
Redid EHP for alternatives to display the change instead of the new total.
using +10 armor as alternative now.
Also Dodge% doesn't support a decimal.
I added support for decimals,
applying cross-class buffs is kinda tough technically and trying to get everything in the interface is an even bigger challange so for now I'm just gonna put that one on my todo list (at the bottom xD).
As soon as a get a chance to rewrite some code and redo the interface with some tabs I could do that one, since I am kinda interested in weither or not the sharing of the buffs make up for the +15% dmg done by the mobs when I'm grouping with my Monk buddy :-)
FYI; there is someone working on witch docter implementation (I got an open pull request on github for it from someone), he ain't done yet, but it will be in soon I hope :-)
If he's done that would leave just demon hunters ... but most of them run around with < 15k hp anyway since they don't freakin care about anything other then have insane high damage xD but if WD is added then I got no choice but to add DH too this weekend
Demon Hunter is easy:
Add an option called Smokescreen
If (Smokescreen) then EHP = NaN, else = 1.
That was hard.
Alright but kidding aside, thanks for implementing the Archon
But i noticed something lately, i stopped ticking the Blur option because i saw it appears on the details screen as 20% Melee reduction. And since i have 23, i didnt know how the program would react to Blur + 3% and consider it additively or multiplicatively. So i just type 23 in melee reduction and leave Blur unchecked. I suspect some people are doing both since it seems like something that can easily be an oversight.
...And while reading this i was also going to write how i guess the same could be said of the armor but its easier to find out because you can turn off the buff and then input the stats. That's fine until i realized that this means Glass Cannon is probably taking its 10% off my resists and armor... which are the numbers in input in your program and your program then takes ANOTHER 10% because i ticked Glass Cannon...
Okay, this is basically a third train of thought i just had, while writing the same post. Dear god. Anyway, At the start of this post i said that i wonder why those are even options since you cant easily see the numbers "without", that's considering you already have those, but considering i asked to add Archon just to "see what it would do", then it would be stupid of me to ask to remove options in case you dont have them in your spec and want to see what it would do to your EHP. But one thing learned at least from this is that i hope Melee Only Reduction and Blur are added before they are calculated in your EHP since they are additive.
I'm planning to build a 2 step interface, where step 1 is either picking your previously input character or inputing a fresh char, where you can put in the stats in your character screen AND select your current buffs, so I can calculate the base stats from that and you don't have to disable the passives to get the correct stats to input into the calculator!
Sounds like a plan, added it to my todo and yea charscreen shows ur %% based on a mob of equal level, being 60, while we really care about 63 since that's what rapes our faces in inferno
I've tried adding an item compare feature, but the code was a big mess so I'm gonna make some other changes first, I do really want it in asap since it's a pain to write down EHP, add teh items stats and then compare the EHP values xD
Added Witch Doctor!! Thanks to MrMarvin!
Also cleaned up the code a lot.
The tool has been open for public for a week now and I added google analytics pretty early and I gotta say, the stats look awesome, having 11k unique visitors already in such a short time and getting mentioned in a couple of other forums, video streams channels and such <3.
Kinda funny how I'm happy/proud of 11k uniques (0.15% of total d3 population) while at my job I got 5mil uniques (which is about 30% of national population) xD
I'll try to focus on developing some more features that focus on easy of use for returning visitors (and in general ofcourse) next.
In the meantime keep any sugestions/requests you got coming and I can do some of them when I find small gaps in my schedual
Oh and if people could give the topic in the official forums a friendly bump;
EU: http://eu.battle.net...opic/4525923896
US: http://us.battle.net...opic/5149014570
that would be awesome <3, I think it doesn't get bumped up the list if I post in it myself
I redid all the code responsible for the UI, this will allow me more flexibility and I'll be able to make it easier for users to input their characters stats (when I make the above button work properly!).
There is a chance I might have broken something in the display logic though, however the calculations should be fine.
Should you find any problems please let me know!
- New UI (fluid, so it should behave nicely on mobile too)
- More explicit and better saving of characters
- Better / easier way to add a new character (you can tick which buffs are on when you copy the stats, it will recalculate the base stats)
- Code is now in a way that should easily allow me to add item compare (2morrow!)
I need to test it a bit more 2night or 2morrow, but then I'll push it to the main URL too, if you find bugs (in either experimental or normal version) please let me know, I'll fix them asap!
And ofcourse I'm very much interested in weither or not you find the new UI a bit more apealing and easier to use :-)
My lowest resist is 178, and my most "common" resist turns out to be 211.
...On the other hand, new website is broken, which is expected, here's a screenshot of both websites:
Normal Version: http://dl.dropbox.co...3728/OldEHP.jpg
Experimental version, stat input with all buffs on: http://dl.dropbox.co...3728/NewEHP.jpg
I wished it worked like the experimental version, i would get rid of one of my +60 all resist and suddenly gain 2.79 million EHP!
Edit: Just thought about it, you may want to add Enchantress' 15% Armor Buff.
Not sure if any other follower has a buff that affects EH...
I suggest you treat it as a class option, just add it for all classes. That is until you have a more refined system going on.
I'll dig into the difference in EHP, enchantress is on the todo list, want to get the UI fixed first
the difference in the new version was because it hadn't properly started calculating, if you changed 1 thing then it was fine again, deployed a new new version to the same URL, I don't have any problems with it anymore now!
Please let me know asap if you find anything, I'll be tailing this topic all night should anything pop up!
Update 15 [2012/06/02 20:00]
!!MAJOR UPDATE!!
- New UI (fluid, so it should behave nicely on mobile too)
- More explicit and better saving of characters
- Better / easier way to add a new character (you can tick which buffs are on when you copy the stats, it will recalculate the base stats)
- Code is now in a way that should easily allow me to add item compare (soon!)
thanks!
EHP: = Life / ((1 - DR from Armor) × (1 - DR from Resistance) × (1 - 0.30 if monk or barbarian) × (1 - DR from other source))
EHP: = Life × ((1 + Armor / (50 × Monster Level)) × (1 + Resistance / (5 × Monster Level)))
Hey mate,
I have to admit I haven't tested in IE9 before (and I don't care about IE8 or older since it's just to much work to fix everything in those oldies).
But testing it myself in IE9 seems to work fine, though I suspect what might be wrong and deployed a new version with hopefully a tiny fix for you!
If it still doesn't work, could you hit F12 after opening the page, at the bottom of the page open the 'console' tab and then try clicking the button and gimme any posible output in the console tab ?