Maybe you stop getting base HP from leveling after level 50?
Anyways, with this information I can calculate the proportion of Vitality and Defense which gives maximum EHP for a given attribute total. In other words, this shows you how to gem for maximum EHP.
B = Base HP with no VIT
V = Vitality
H = HP per VIT
D = Defense
T = Defense Threshold
L = Level
T=2L+6
L=60
H=4
Putting that into Wolfram Alpha comes out to:
D = B/4 + V - 54
If we substitute in Base HP:
B=4L+36
D = V+15
So in other words, you want Defense to be fifteen points higher than VIT for max EHP, OR you want to put all of your points into DEF for maximum healing effectiveness, or somewhere in-between those two. You NEVER want to put all your points into VIT as it gives less EHP than D = V + 15, and has none of the additional healing effectiveness improvements DEF has.
Seems the way vitality works is very complex, and not the easy linear approach it had in D2.
Concerning how precision works: I honestly don't understand how some people have arrived at the conclusion that it requires 1500 precision to get 100% crit chance at lvl 60. This value seems to merely fabricated out of thin air. None of my own work is getting values anywhere near this.
It's because if you graph precision needed for 100% crit vs level for levels 1 through 13, the graph approaches an asymptote at around 1500. The best explanation I've read is that the crit/precision vs level formula is a piecewise function.
I'm aware of your numbers. Anyway, despite not knowing the formula (you guessed: it's a server side calculation) we can however see a trend. This is for the Wizard.
The basic idea is if you plot the precision needed for max crit vs level based on current beta data, it approaches an asymptote around 1500 precision. So the gamescon level 60 stat screen showing ~9,000 precision for max crit is probably wrong.
Nice to see you guys are doing a lot of serious work figuring out all the details. I still wonder what the "monster health multiplier is for". Also, are there other shrines in the game besides the 4 you list? Or is that it?
I'm pretty sure the monster health multiplier determines how much health enemies have vs party size.
You can set L = 1 to 60. It sets the players level. Note that the result is for enemies of the same level only.
So for Defense, after you exceed the minimum defense threshold, you get +5/9% EHP per point, stacked additively.
For Armor, it's +1/30% EHP per point, also stacked additively.
Good. That means linear returns for both of those stats with respect to survival time, just like Attack stacks linearly with respect to damage. That makes them easy to compare.
You could also write Defense's bonus as +( 1/(Level*3) )% EHP per point
Armor - Reduces physical damage taken only. Appears to be diminish in effectiveness as your character levels. At level 13, my Wiz has 145 armor, with 18.24% physical damage reduction. This translates to each point of armor being worth 0.126~% phys DR; roughly 80 armor = 10% phys DR at level 13.
Defense - Reduces damage taken. Applies to all damage types (physical, elemental) and sources (melee, ranged, dots, etc). Appears to be diminish in effectiveness as your character levels. At level 13, my Wiz has 89 defense, with a 59.38% reduction to all damage. This translates to each point of defense being worth 0.668~% damage reduction; roughly 15 defense = 10% damage reduction at level 13.
It's unreasonable to assume that Armor and Defense provide a flat amount of DR per point as this would constitute extremely strong increasing returns if you measured its effect in terms of survival time. I'd guess that it either has exponential returns, or linear returns with respect to survival time like in World of Warcraft.
Resistances - Reduce damage to the respective element by a percentage. I have found no resist gear yet, so I cannot give any values.
Are you sure about this? I seem to recall someone saying elsewhere that resistance was a flat damage reduction.
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Anyways, with this information I can calculate the proportion of Vitality and Defense which gives maximum EHP for a given attribute total. In other words, this shows you how to gem for maximum EHP.
http://diablo.incgamers.com/forums/showpost.php?p=8063180&postcount=18
In order to maximize gains, set marginal cost = marginal benefit. In this case, that comes out to:
EHP formula with +1 DEF = EHP formula with +1 VIT
((B + V * H) * (1+((D+1) - T)/(3*L))) / ((B + (V+1)*(H) )*(1+(D - T)/(3*L))) = 1
B = Base HP with no VIT
V = Vitality
H = HP per VIT
D = Defense
T = Defense Threshold
L = Level
T=2L+6
L=60
H=4
Putting that into Wolfram Alpha comes out to:
D = B/4 + V - 54
If we substitute in Base HP:
B=4L+36
D = V+15
So in other words, you want Defense to be fifteen points higher than VIT for max EHP, OR you want to put all of your points into DEF for maximum healing effectiveness, or somewhere in-between those two. You NEVER want to put all your points into VIT as it gives less EHP than D = V + 15, and has none of the additional healing effectiveness improvements DEF has.
It's because if you graph precision needed for 100% crit vs level for levels 1 through 13, the graph approaches an asymptote at around 1500. The best explanation I've read is that the crit/precision vs level formula is a piecewise function.
Actually it's 6.667. If you ignore level, then 1 Vit adds +8, +6, +6, +8 ,+6, +6...
( 8+6+6 )/ 3 = 6.667
http://diablo.incgamers.com/forums/showthread.php?t=813161
The basic idea is if you plot the precision needed for max crit vs level based on current beta data, it approaches an asymptote around 1500 precision. So the gamescon level 60 stat screen showing ~9,000 precision for max crit is probably wrong.
For Armor, it's +1/30% EHP per point, also stacked additively.
Good. That means linear returns for both of those stats with respect to survival time, just like Attack stacks linearly with respect to damage. That makes them easy to compare.
You could also write Defense's bonus as +( 1/(Level*3) )% EHP per point
Are you sure about this? I seem to recall someone saying elsewhere that resistance was a flat damage reduction.