In case there's any confusion, your Int, Vit, Str,DPS, HP, CC, CD, APS should exactly match the in game value (APS rounds to 2 decimals though). Your armor and lowest resist should match the in game values exactly, though they might differ by 1 due to rounding on the char sheet.
Detailed version with full gear stats comparison
https://drive.google.com/file/d/0B4-opYZrg_XRcE9RR0tVRTBwUlk/edit?usp=sharing
Features:
The spreadsheet features the ability to input your total stats and weapon stats to compute your dps and EHP. There's also a separate tab where you can compare different gear sets. The DPS value should match your in game Damage Number, provided all applicable stats are entered correctly. Additionally the spreadsheet computes relative dps gains for a range of dps stats and also reports those values in terms of comperable values of your primary stat, i.e., how many Intellect is 1%IAS worth, etc.
Here are some more specific features:
1) Calculates unbuffed dps, char sheet buffed dps, and effective char sheet dps. Char sheet buffed dps is what you will see in game based on all your skills. The effective char sheet dps is what your buffed char sheet dps would be if it included all the bonuses for the skill you use (such as +disintegrate%) and elemental damage type (like +arcane damage%).
2) Paragon point table where you can input how many points you spent on each stat. The table also shows you the relative gain of a paragon point for each stat to your effective char sheet dps and your EHP.
3) A second sheet allows you to compare two gear sets and displays the difference in EHP and DPS.
4) Relative dps and EHP gains for each stat are shown (int, vit, crit%, etc.).
5) A comparison of Marquise Ruby vs Emerald is shown for easy reference, or the gear comparison can be used to compare the different gems at higher levels. For most people Emerald will be much better now that weapon damage% has been drastically cut on new drops (used to go up to 50%, now it's like 10%, if that).
Limitations and Workarounds
Does not compute toughness stat, and toughness is not the same as EHP. I have no plans to implement functionality to compute toughness.
The spreadsheet does not work well with weapons that have a base attack speed of 1.15 APS, or any other base APS not divisible by 0.1. The workaround currently is to set the 1.15 APS weapon to 1.15 APS in the spreadsheet, and put 15% IAS on the weapon IAS cell in column C. That tricks the spreadsheet into computing the correct IAS. If your weapon does have IAS, I'm still working on a solution.
If you have any issues downloading or using the spreadsheet, feel free to post here or send me a PM after you've read the Help tab.
Currently planned additions: update to include other buffs like cold blooded and audacity/
EDIT:
3-15-14 Updated based on 2.0 changes
3-21-14 Updated formulas to account for AR from sockets
3-25-14 Updated Crit Damage to display the amount including paragon levels.
3-28-14
- Updated Mob level to 73 for Armor and resist mitigation and EHP calcs
- Updated Str, vit, and Int for a lvl 70 character
- Added Unwavering Will to buffs list
- Updated Enchantress EHP calculation to include armor from paragon points
- Updated HP calculation based on lvl 70 character
3-30-14 Corrected Paragon armor contribution on Full Gear Comparison tab
Added percent differences for DPS and EHP values between Equipped Items tab and Full Gear Comparison tab
3-31-14 Updated Life per Second from paragon levels to the correct amount for level 70 (165.1)
4-13-14 Updated Elite damage bonus calculation to be consistent with changes in game. It now is just an additve modifier.
Changed fill for cells C12 and C13 since they should remain blank
5-9-14 Corrected the Life% display on Equipped Items and Full Gear Comparison tabs to correctly include the amount from paragon points
5-22-14 Updated APS calculation to account for change in Enchantress contribution. Recent patch changed it from +0.03 APS to +3% IAS.
5-30-14 Fix a bug with Primary relative dps gain calculation on 'Equipped Items' tab that would give incorrect values when the enchantress was indicated as being used
5-31-14 fixed weapon damage% affix on weapons to work correctly with elemental damage, per patch 2.0.5 changes
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However, how do you think the fights will work? Is there maybe one for each act?
I hope that they will take the last boss with the one that feels most natural to place with him.
Ideas to how this could work!
Diablo + Rakanoth:
Diablo will keep all his abilities as well as Rakanoth, no new abilities are added but Rakanoth will enter the Shadow realm in the same way as Diablo when you get sent there. Neither he nor Diablo will hide while you fight your own clones. Rakanoth maintain all his abilities in that world.
The Terror Realm will be activated when Diablo reaches 60% HP or Rakanoth reaches 5% HP.
Rakanoth's HP will be increased, but not higher than Diablo's HP (Which might be increased too)
Both will see huge increases in damage.
Azmodan + Cydea:
Cydea will still summon spiderlings, slow (but in bigger areas) you etc, like she already does. Upon reaching a certain % of HP she will summon massive amounts of spiderlings.In addition Azmodan will still use his laser, fireballs, summon minions etc, and he won't stop doing this during the magma floor phase. He is more likely to target players slowed by Cydea for his fireballs (can be a bad and good thing).
Upon reaching 0.1% HP Cydea will escape and summon much larger amounts of spiderlings and succubus, but no longer slow making sure it wont get harder but not a lot easier either (should still be a bit easier though), until Azmodan is dead, his death will drain her last bit of HP finishing the encounter. If Azomdan dies first then Cydea won't ever escape and simply die, however she will drink Azmodan's blood or something like that, empowering her so it will be easier, but not a lot easier (like if you killed Cydea first). Like in the last fight, Cydea will get more HP, not as much as Azmodan, but he will probably get more HP himself. Both will see huge increases in damage.
Belial + Maghda:
Maghda will still be Belial's tool.
The fight starts with an upper platform (like in the belial fight) where Belial and Maghda is hiding while summoning berserkers and serpents. After killing enough of these Belial will come down, Maghda will still be hiding on the platform but is now shooting her insects at the players. Upon reaching 10% HP Belial will go back to the platform (which is at the center of the room) and will force Maghda down.
During this phase, anytime either Belial or Maghda reaches 75% , 50% 25% or 0.1% HP, he/she will be shielded. When both are at one of those values, adds will be summoned and by the deaths of theese adds (both berserkers and serpents) the shield will be removed, adds will not be summoned during the 0.1% HP shield. Belial and Maghda attacks just like they do in their original fights during this phase, maybe with a few added spells (meteors for Belial).
Both will have their HP and damage dramatically increased and will be about equal in HP.
The Butcher + The Warden
I know what you are thinking: Warden isn't a "boss". Well, as I saw it there is more reason for Warden to be here than Leoric, but it could even be that butcher must be replaced with Leoric because he don't have any relation to other bosses than Mahgda.
Both will keep their abilities, butcher won't be stunned after he have done a charge. Dangerous floor will still be there. Warden will cast Jailer twice as often. Nothing stops you from instant nuking down one like at the other bosses ^^
Drastic increases to HP and damage of course.
This is act I, so the fight will be easier than the other acts. However, Warden's jailer together with a boss like Butcher where you need to dodge a lot of attacks and dont stand on burning floor can be quite interesting I think (hope).
This is mainly how I imagine things to work out (bosses abilities working to make each other stronger - teamplay from their side). However, who said we are limited to just Diablo 3 bosses?
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Do any1 have any great ideas for what we can do in order to improve this function? How can we make it more visible and more obvious what it is, and make people press it more often.
Also, as I have understood it is directly connected to the thing on your profile which from 0 to 10 is neutral, from 11 to somewhere else is good etc, maybe mousing over that should explain the system?
Maybe make a sticky in this forum section about what it is? (Though this isn't the most visited forum section...)
(only on these problems, thanks, if you want a down-vote function, this threads intention is not to discuss that).
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That you fail to read isnt blizzards fault.
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Really, acomplishing something, no matter what or where, always feel good.
If you don't like it, then please go somewhere else, you didnt have to click in here.