• 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Thing with item compare is that there is no time to minimize the game and use it, item will be sold by the time you tab back into the game. Must have some values written down that you can type into a calculator (which every Diablo player should have by his keyboard!) in a matter of seconds, before the item gets snatched (assuming it's actually a good value for your gold).

    By normalizing I meant exactly that. Though %s can work too, just need to show at least 1 extra digit.

    Though I still don't understand how impunity (warcry rune) doesn't increase the value of additional resistances by 50%.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Looks great! Thanks for this. Saves me for figuring out what errors I'm making in my excel sheet...

    I still don't fully understand how passives interact with the numbers. Should I always type in the "buffed" stats? Or should I type in the stats I have when using the skills which boxes I've "checked"?

    Could you please also add an option to "normalize" the stats? So we can show the value of every stat in terms of vitality, for example. Quicker to calculate when you're looking at something at the AH rather than multiplying by decimals. When showing small percentages, though, it would be nice if more digits were shown, so there is a difference between 0.082% and 0.087%. 2 significant digits will probably be enough, but 1 is too little (so numbers like 1.1%, 0.0043%, 21% would be shown, rather than 1.10%, 0.00% and 21.00%).

    Damage reduction stats stack multiplicatively, so it would be nice to show the EHP benefit of 3%, 4%, 5%, 6% and 7% damage reduction that would have been on an item. When comparing items we really don't (or shouldn't) care about character screen stat difference, as that would be much more difficult to calculate than just looking at the number on the item. For "normal" (additive) stats current system works fine (though normalizing and showing 2 significant digits would help), but for multiplicative stats such as damage reduction from ranged/melee/elites it's not too helpful. Sure, 7% on an item is really only ~7.5% increased EHP, so almost 7%, but it'd still be nice to have that extra accuracy when comparing items.


    EDIT: Also something doesn't really make sense to me. Without impunity I get resistances worth 0.14%, while with impunity they're worth 0.16%. Shouldn't a 50% boost make them worth 0.21% (1.5 times original value)?
    Posted in: Theorycrafting and Analysis
  • To post a comment, please or register a new account.