I am hoping for some feedback to fine tune some of its aspects, if you are familiar with game mechanics and notice something that could be improved please let me know. I am also open to suggested additions if you would like to see something that isn't there. Also, some of the headings and names of fields feel like they could be improved, if you have a more concise way of saying some of these please let me know.
Additional Information to help you get started:
- Current column is for inserting all of your character information. This includes stats that are being gained by passives and followers, but not actives. It is assumed that you shouldn't have to change any of your skills/passives, or to activate any abilities when inserting your stats. The passive options on the right hand side will adjust your numbers down to their base value before calculating changes (if you have the passives turned on), further the active abilities you have turned on are included in the damage reduction formulas and are based on your "Unbuffed" stats.
- Current Equipped Item and Possible Switch columns are for comparing items that you currently have equipped and might be thinking of switching.
- The Change column and New Total columns will adjust based on the item stats you input into the item comparison cells.
- Change your Main Damage Stat between Strength, Dexterity, and Intelligence (or Str, Dex, Int)
- Enemy Level: used for armour and resist calculations
- Life on Hit Coefficient should be set to your primary ability. JarthMader's Post on the official forums shows the following table which gives all of the barbarian life on hit coefficients.
- Expected time to live without heals – Health Regeneration Multiple: This is the time in combat your character can last without the use of health globes or healing abilities. The Health Regeneration number in the damage reduction section is calculated as your average heals per second multiplied by the number you put in this section. This will calculate the extra health you gain from health regenerating items before death and allow you to compare them with vitality and % health to resistances, armor and dodge. The expected time to live should be adjusted as you change acts or significantly change gear to continue to sim properly against the other stats.
- Class Options: Allow you to add passives and actives from barbarians and monks for defensive calculations, 1 = you are using this ability, 0 = you are not using this ability
Q: Is attack speed on weapons any different from normal attack speed?
A: Attack speed on weapons is different then attack speed on armor. Attack speed = Weapon base attack speed * Weapon "increases attack speed by" * "Attack Speed Increases" on armor. You could leave the "increases attack speed by" column as 0, and input the weapons tooltip attack speed as its base but you will come out with a less accurate dps figure.The problem is most weapons base attack speed is 1.20, 1.30, or something else decently rounded, but when you get an increases attack speed by 11% it multiplies to 1.332, 1.443 but the game shows only 1.33, 1.44 while still using 1.332 and 1.443 to calculate your damage. So, depending on how much that matters to you, you can do either method.
Q: What is the difference between the Current Column and the Current Equipped Item Column?
A: The current equipped item column is for comparing 1 item to a possible switch item, or combinations, example sword and shield to two one handers or a 2 hander. Basically the current equipped column is what you will be unequipping when you equip your possible switch item.The current equipped for item 1 is whited out, because if you are replacing your main hand weapon it automatically assumes that you are unequipping your main hand weapon.
Q: Why is my in game resist / armor % different from that shown on the spreadsheet?
A: The spreadsheet can be adjusted for enemy level (found with the other options). If you change this value to 60, you will come to the same % as in game.
Q: Why aren't there Templar's health regeneration and Scoundrel's crit chance options?
A: These are flat increases to your character sheet, and if you choose to use these abilities, simply input your stats including your followers, no option is needed.
Version 6 Update - June 21 2012
- Added Character level option
- Macro support for clearing / equipping items
- Reworked health regeneration comparison
- Relative Stat table added to main page
- Marginal Stat Increase table added on an additional tab
- Deadly Reach + Keen Eye (50% armor increase)
- Crippling Wave + Concussion (reduced damage of enemies hit by 20%)
- Resolve passive (reduced damage of enemies hit by 25%)
- Threatening Shout + Falter (20% damage, 5% attack Speed [15% over 5 seconds, 15sec CD])
- Fists of Thunder - Lightning Flash (16% Dodge)
- Added enchantress follower options
- Added Percent comparison column to the options to evaluate relative worth of skills / passives.
- Added fields for block amount, block chance, non physical resists, damage taken from elites
- Added Passive option Superstition
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