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.
Is there any plan to add support for LoH or life per second?
By adding fields for "fight duration", "attack speed" and "percent time spent attacking" these could be displayed with somewhat meaningful figures I believe... I realise LoH is complicated by abilities, AoE or what have you - if that's a can of worms you don't want to open I understand.
Life per second would be really nice to have displayed though..
ie:
Fight duration 1 minute (configurable). 80% time spent not at full health (configurable). Life per second = 100. Total healed = 4800, or 137 worth of vitality.
Just an idea.
I dislike this idea because the configuration required to get meaningful data from LOH is extensive. Guaranteed life / second could be considered into effective health (I personally wouldnt) but modelling LOH is very difficult.
However, since most ppl somehow understand what EHP is without me explaining it maybe it's not that important
I think most people, even people using this tool do not understand EHP =0
I think Veq is the right stat to compare against. I also think the UI is definitely a bit cramped! But still progress is progress! A dodge/block simulator would probably be my biggest suggestion, and maybe some commas and colour to help read some of the bigger numbers.
Really good tool, but as a monk your Heals / Life on Hit ec. don't scale with the amount of Life. So Vit looks like the best stat to increase the EHP ( if you already have a little Armor and Res), but Armor and Resistence is still better. Every Heal is much more powerful with more Mitigation opposed to a big health pool. Mindlessly increasing the EHP isn't the right solution, not only because of this reason.
I don't think there is anything mindless about a tool that predicts how much EH you have. Many spreadsheets (mine included) have a tab for entering life on hit and attack speed and scaling your time to live (which is truly what EH is predicting) based on that. I think mindlessly increasing your life on hit isn't the right solution, because there is no right solution only tools to try and help you make better gearing choices. If you have a suggestion (like to have a tab for including life on hit) this is much better then complaining.
For barbs for example vit is an incredibly strong stat because the more health you have the more revenge and dreadnought heal you. On my spreadsheet I have this statistic also listed along with my life on hit as part of my time to live. This is one of the many things I think this tool could someday do with suggestions and constructive criticism from the community. Arguably every suggestion I have given so far has gone in within a day I would say keep suggesting and keep thinking.
Had to make an account to say this tool is really awesome.
I made a similar tool docs spreadsheet to calculate EH and was looking around to find other tools to try and validate my numbers. Was impressed with the tool and decided to give up on development of mine.
One thing I would like as other people have mentioned is normalization to a stat of your choice. Another thing that would be nice is easier to read numbers at the bottom. Some colours and commas would go a long way I think.
Last thing that I know has already been requested but is a massive deal is including block. On my spreadsheet I included it in a similar way to dodge, a seperate effective health. I used the numbers from the brady guide highest per act to figure out what kind of damage I would be taking and then factored in the block amount and block chance. I know this is far from perfect but its what I started with I am sure with some discussion we could figure out a great way to implement it. On my spreadsheet I did a simulated DR by simulating 1000 attacks based on mob level and determined if you included block and dodge what kind of DR they gave you per simulation.
Thanks again for this tool and the constant updates, really really great work.
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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.
I dislike this idea because the configuration required to get meaningful data from LOH is extensive. Guaranteed life / second could be considered into effective health (I personally wouldnt) but modelling LOH is very difficult.
I think most people, even people using this tool do not understand EHP =0
I think Veq is the right stat to compare against. I also think the UI is definitely a bit cramped! But still progress is progress! A dodge/block simulator would probably be my biggest suggestion, and maybe some commas and colour to help read some of the bigger numbers.
I don't think there is anything mindless about a tool that predicts how much EH you have. Many spreadsheets (mine included) have a tab for entering life on hit and attack speed and scaling your time to live (which is truly what EH is predicting) based on that. I think mindlessly increasing your life on hit isn't the right solution, because there is no right solution only tools to try and help you make better gearing choices. If you have a suggestion (like to have a tab for including life on hit) this is much better then complaining.
For barbs for example vit is an incredibly strong stat because the more health you have the more revenge and dreadnought heal you. On my spreadsheet I have this statistic also listed along with my life on hit as part of my time to live. This is one of the many things I think this tool could someday do with suggestions and constructive criticism from the community. Arguably every suggestion I have given so far has gone in within a day I would say keep suggesting and keep thinking.
I made a similar tool docs spreadsheet to calculate EH and was looking around to find other tools to try and validate my numbers. Was impressed with the tool and decided to give up on development of mine.
One thing I would like as other people have mentioned is normalization to a stat of your choice. Another thing that would be nice is easier to read numbers at the bottom. Some colours and commas would go a long way I think.
Last thing that I know has already been requested but is a massive deal is including block. On my spreadsheet I included it in a similar way to dodge, a seperate effective health. I used the numbers from the brady guide highest per act to figure out what kind of damage I would be taking and then factored in the block amount and block chance. I know this is far from perfect but its what I started with I am sure with some discussion we could figure out a great way to implement it. On my spreadsheet I did a simulated DR by simulating 1000 attacks based on mob level and determined if you included block and dodge what kind of DR they gave you per simulation.
Thanks again for this tool and the constant updates, really really great work.