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• posted a message on Diablo3 Effective Health Pool Calculator
Quote from SaikoDrakie

any idea how + and - work together?
for a wizard they have energy_armor giving +65% armor and glass_canon giving -10%, that becomes +55% right?

That makes sense, but to be sure you'd have to experiment the way I did with my barbarian.
Then again, after i concluded my experiment I later found a post in the barb forums that confirmed my findings. Perhaps the wizard forums have figured that out. good luck.

edit: we get the same numbers now, lets hope we're both right. I like yours better so now i'm using yours exclusively. i especially like how it calculates percentage changes before you click them, AWESOME feature.
I would re-arrange the passives first starting with nerves, then group all the war crys together after that. also would be good to have some javascript assist in un-checking impossible combinations of war cry runes to only allow one rune at a time. I very much look forward to see where this goes and cant wait for features like pre-calculating additional armor/vit/res the way you do for passives! keep up the awesome work.
Posted in: Theorycrafting and Analysis
• posted a message on Diablo3 Effective Health Pool Calculator
NICE WORK, now i can stop building my spreadsheet!

You should be aware that Nerves of Steel benefit to armor is calculated BEFORE any other +armor% abilities like war cry and tough as nails, but the benefits from these other buffs are calculated on their own from that new BASE armor (after nerves of steel), then added to your total. they do not compound on one another.

In other words if your armor after nerves is 1000 and you add 20% and 25%, the result should be 1000+45% = 1450 armor, not 1500 armor as the app currently calculates.

I believe your math is compounding them sequentially and adding too much armor , something like this:
`(armor x 1.25) x 1.2`

^ This is not how armor is calculated. Your app needs to keep track of base armor after nerves, and have war cry and tough as nails use that value instead of over-writing armor for every buff. I see the place in the code that needs changing.

The correct math for the other buffs is:
```armor + (armor x .2) + (armor x .25)
=
armor + (armor x (.2 + .25))
=
armor + (armor x .45)
=
armor x 1.45```

for coding, something like this would work
```armor = armor_base //with no passives
if (nerves_of_steel){ armor += vitality }
armor_total = armor
if (tough_as_nails) {armor_total += .25 x armor}
if (war_cry) {armor_total += .2 x armor}
if (hardened_wrath) {armor_total += .2 x armor}```

I love what you've done!

If you like, can contribute my coding skill to the project (programers unite!)