keep in mind that you need to set the incoming damage to something relevant!
and block value is the avarage block value for now: (min + max) / 2
i think i'll add 2 fields later
I think 70k incoming damage is good for inferno act2+ stuff,
if you have around 9k armor, 600 resist and barb/monk then
that would be 4287 damage taken on a hit, which is about what I take from the nagas in act3 and the mobs in act2 I think, and means that a sacred shield blocks the full amount which is correct too from my experience.
I'll have my hands on a brady guide tonight, which is a good start, maybe I'll try testing some ingame by running around naked
The Brady guide had numbers before the nerf. Post nerf we should be able to reverse engineer the numbers.
Patch 1.03:
Act 2: 36% reduction
Act 3/4: 44% reduction
Numbers taken from a thread on reddit where a guy pulled base damage numbers from the MPQ file.
Just released new version with block \o/!
Big thank you to Entropy42 for helping me out!!
Very pleased with having a working version with block (and VITeq last week) now!
Next on the list will be some small fixes / changes and taking a good look at the UI again (with jjwas sugestions) to make the tool a bit easier again and to add some presets for monster damage based on difficulty!
Apart from the bug thank you to Entropy for helping me with the block stuff, I'd also like to thank all the people who've been helpful in the past month (here, on github issues or mail)!
It's a lot of fun developing this stuff when there are people not only using it but also providing a lot of feedback!
The block stuff looks good so far. I did notice one small inconsistency with it: the main screen neatly asks for a min and max block Amount, but item compare wants a block value.
Fixed that, I really need to do some of the UI stuff you mentioned for displaying how much damage there's left after a bit etc asap because it's a bit confusing when using item compare now
I'm curious if you had any objections to people contributing to the Wiki on GitHub. I'm studying to be a tech writer (GitHub user "badcrumble") and I'm looking for fun and awesome projects to work with to "hone" my skills. I use your tool on my Monk and its been invaluable for helping me progress.
I'm curious if you had any objections to people contributing to the Wiki on GitHub. I'm studying to be a tech writer (GitHub user "badcrumble") and I'm looking for fun and awesome projects to work with to "hone" my skills. I use your tool on my Monk and its been invaluable for helping me progress.
Hey, a tech writer huh, interesting :-)
I vaguely familiar with the term and haven't really met anyone focused on documenting ICT projects yet in my carreer, do you primarily focus on user documentation or on real tech documentation?
Either way, feel free to go wild on anything you like that might contribute to the project!
I'm off on a short vacation, from 2morrow evening until monday morning, but I'd love to chat with you a bit, or just write up some stuff and I'll be able to see your work in action!
Small bug. When creating a character I can not only enter the min and max value blocked, but also the average value. If I fill in an average value (no matter if I fill in the min/max too or not), the block EHP does not work after character creation. I guess that field needs to be blocked out for input.
An alternative idea is to make a drop-down menu instead of entering shield block values, where people can select their shield type to get the values. But then you'd not only have to add the normal shield base types to that list, but the set/legendary shields too, for some reason Blizzard chose to make their block amount different.
I have actively started using the block EHP when comparing gear, it works well for comparing shields with differing block amounts, which was a pain to do by hand. So yay :).
Random other suggestion:
In item compare, add a field for sockets too. If you enter 1, 2 or 3 in that field, you get 1, 2 or 3 drop-down menus (or 2, 4 or 6), to select the gem color and quality the calculator will use for the item comparison. In the current situation I have to manually add 34 vit extra, write down the EHP numbers, remove that 34 from vit and add 34 to dex, then compare the numbers. Can be easier :).
My actual playtime in d3 has been dropping like mad so I kinda continue the development purely for the fun of it and for the people who enjoy using it, your feedback contributes a lot mate
And I'll definitely pick up the long post you've written earlier with the pretty pain skills in the near future (I hope monday)!
I fixed the small bug where the avarage block value wasn't disabled and I added the socket suggestion to the issue tracker on github, so I won't forget, sounds like a good (not to big) addition
Random other suggestion:
In item compare, add a field for sockets too. If you enter 1, 2 or 3 in that field, you get 1, 2 or 3 drop-down menus (or 2, 4 or 6), to select the gem color and quality the calculator will use for the item comparison. In the current situation I have to manually add 34 vit extra, write down the EHP numbers, remove that 34 from vit and add 34 to dex, then compare the numbers. Can be easier :).
Honestly, this feature sounds totally pointless to me. Your main page will always tell you how much EHP each point of Dex/Str is worth, so why wouldn't you just assume you are putting in whatever gem is the best there? Since a gem always gives an equal amount of Dex or Str, you can easily tell which gems will be best for you by just looking at the EHP values on the main page. Adding an extra field and all those dropdowns will just clutter the UI for not much benefit (as far as I can tell at least, maybe I missed something)
@SaikoDrakie - Glad I was able to help out on the block stuff, I love seeing it in there to evaluate how useful block is. I find I'm paying way more attention to how much mobs are hitting me for, just to try and figure out what numbers to put in for the IncomingDamage. Putting the right numbers in there is going to be tricky for people, but I'm not sure how to really make it easier. One idea here might be to display in the second column, next to IncomingDamage, the how much an unblocked hit will do with your mitigation values.
For example, I know I'm getting hit by hard hitting Act 4 mobs for 5.5k. I could then just adjust this IncomingDamage value until I see the unblocked hit equal roughly 5.5k. Alternatively, if it just displayed my mitigation % somewhere, then I could just divide 5.5k by that value to see what they actually attack for (unmitigated). Not a big deal, and maybe not worth doing either, but just a thought.
Mantra of Evasion and Guardians path for Monk dont seem to be working. It always shows 0% no matter if i tick or untick it or choose it before or after I have made my character. Used to work
Mantra of Evasion and Guardians path for Monk dont seem to be working. It always shows 0% no matter if i tick or untick it or choose it before or after I have made my character. Used to work
hey, I fixed it, wasn't as bad as it seems, it was calculating the dodge things for the total EHP at the bottom, it just wasn't showing the increase next to teh checkbox
Zealot, wouldn't it better for the stat to change with current equipped item?
Zealot is just Saiko's title on this forum, but I agree with what I think you are saying. The "Equip" feature on item compare is not very useful if it doesn't also update your main character stats, since doing those additions/subtractions is much more time consuming than just copy/pasting the numbers from one column to the other in the gear compare page.
This would require a few calculations, like modifying base armor/resist/dodge for changes in str/int/dex, but I would think its doable from what I've seen of the code.
Also, there is a slot for dodge on item compare, but I don't think I've ever seen %dodge on an item. Is it on some legendaries or something?
Zealot, wouldn't it better for the stat to change with current equipped item?
Zealot is just Saiko's title on this forum, but I agree with what I think you are saying. The "Equip" feature on item compare is not very useful if it doesn't also update your main character stats, since doing those additions/subtractions is much more time consuming than just copy/pasting the numbers from one column to the other in the gear compare page.
This would require a few calculations, like modifying base armor/resist/dodge for changes in str/int/dex, but I would think its doable from what I've seen of the code.
Also, there is a slot for dodge on item compare, but I don't think I've ever seen %dodge on an item. Is it on some legendaries or something?
ah after your reply I understood what alcjealcje was trying to tell
Indeed it would be nice to update your character stats, I'll write it down and see if I can do that, dodge isn't on any gear, but I started the calculator with just vit/armor/resist/dodge fields as input, I guess I could base the dodge of your dex now (already doing that for itemcompare)
Does anyone else have problems using it in current version of Chrome (22.0.1201.0). It works fine on release build (20.x), but doesn't show character selection in beta/dev/cannary builds.
Dev tools shows a couple of errors:
Uncaught TypeError: Object function (a,B){var c;a||(a={});b&&b.parse&&(a=this.parse(a));if(c=n(this,"defaults"))a=f.extend({},c,a);b&&b.collection&&(this.collection=b.collection);this.attributes={};this._escapedAttributes={};this.cid=f.uniqueId("c");this.changed={};this._silent=
{};this._pending={};this.set(a,{silent:!0});this.changed={};this._silent={};this._pending={};this._previousAttributes=f.clone(this.attributes);this.initialize.apply(this,arguments)} has no method '_bindRoutes' backbone-min.js:25
Uncaught TypeError: Cannot read property 'prototype' of undefined Barbarian.js:2
Uncaught TypeError: Cannot read property 'prototype' of undefined DemonHunter.js:2
Uncaught TypeError: Cannot read property 'prototype' of undefined Monk.js:2
Uncaught TypeError: Cannot read property 'prototype' of undefined WitchDoctor.js:2
Uncaught TypeError: Cannot read property 'prototype' of undefined Wizard.js:2
2Uncaught TypeError: Object function (a,B){b||(b={});b.model&&(this.model=b.model);b.comparator&&(this.comparator=b.comparator);
this._reset();this.initialize.apply(this,arguments);a&&this.reset(a,{silent:!0,parse:b.parse})} has no method '_bindRoutes' backbone-min.js:25
Uncaught TypeError: undefined is not a function main.js:33
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.
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.
Indeed LOH is to hard to factor in without A LOT of configuration and a lot of work to figure out how all the kills work.
I'm also afraid of making it even harder to understand how to use the calculator.
Zealot, wouldn't it better for the stat to change with current equipped item?
Zealot is just Saiko's title on this forum, but I agree with what I think you are saying. The "Equip" feature on item compare is not very useful if it doesn't also update your main character stats, since doing those additions/subtractions is much more time consuming than just copy/pasting the numbers from one column to the other in the gear compare page.
This would require a few calculations, like modifying base armor/resist/dodge for changes in str/int/dex, but I would think its doable from what I've seen of the code.
Also, there is a slot for dodge on item compare, but I don't think I've ever seen %dodge on an item. Is it on some legendaries or something?
ah after your reply I understood what alcjealcje was trying to tell
Indeed it would be nice to update your character stats, I'll write it down and see if I can do that, dodge isn't on any gear, but I started the calculator with just vit/armor/resist/dodge fields as input, I guess I could base the dodge of your dex now (already doing that for itemcompare)
Sorry for making things sound confusing. And thank you Entropy42, that's exactly what I meant. I suppose the calculator will then ask user to put gear stat as first input. Well, hopefully, that won't require a total remake of the calculator.
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http://d3ehp-beta.rubensayshi.com/
keep in mind that you need to set the incoming damage to something relevant!
and block value is the avarage block value for now: (min + max) / 2
i think i'll add 2 fields later
I think 70k incoming damage is good for inferno act2+ stuff,
if you have around 9k armor, 600 resist and barb/monk then
that would be 4287 damage taken on a hit, which is about what I take from the nagas in act3 and the mobs in act2 I think, and means that a sacred shield blocks the full amount which is correct too from my experience.
I'll have my hands on a brady guide tonight, which is a good start, maybe I'll try testing some ingame by running around naked
need to get back to work now xD
Act 2: 36% reduction
Act 3/4: 44% reduction
Numbers taken from a thread on reddit where a guy pulled base damage numbers from the MPQ file.
I've been looking at the VITeq as final results, but it gives weird results, gotta look into that better.
Big thank you to Entropy42 for helping me out!!
Very pleased with having a working version with block (and VITeq last week) now!
Next on the list will be some small fixes / changes and taking a good look at the UI again (with jjwas sugestions) to make the tool a bit easier again and to add some presets for monster damage based on difficulty!
Apart from the bug thank you to Entropy for helping me with the block stuff, I'd also like to thank all the people who've been helpful in the past month (here, on github issues or mail)!
It's a lot of fun developing this stuff when there are people not only using it but also providing a lot of feedback!
Fixed that, I really need to do some of the UI stuff you mentioned for displaying how much damage there's left after a bit etc asap because it's a bit confusing when using item compare now
I'm curious if you had any objections to people contributing to the Wiki on GitHub. I'm studying to be a tech writer (GitHub user "badcrumble") and I'm looking for fun and awesome projects to work with to "hone" my skills. I use your tool on my Monk and its been invaluable for helping me progress.
Hey, a tech writer huh, interesting :-)
I vaguely familiar with the term and haven't really met anyone focused on documenting ICT projects yet in my carreer, do you primarily focus on user documentation or on real tech documentation?
Either way, feel free to go wild on anything you like that might contribute to the project!
I'm off on a short vacation, from 2morrow evening until monday morning, but I'd love to chat with you a bit, or just write up some stuff and I'll be able to see your work in action!
My actual playtime in d3 has been dropping like mad so I kinda continue the development purely for the fun of it and for the people who enjoy using it, your feedback contributes a lot mate
And I'll definitely pick up the long post you've written earlier with the pretty pain skills in the near future (I hope monday)!
I fixed the small bug where the avarage block value wasn't disabled and I added the socket suggestion to the issue tracker on github, so I won't forget, sounds like a good (not to big) addition
Honestly, this feature sounds totally pointless to me. Your main page will always tell you how much EHP each point of Dex/Str is worth, so why wouldn't you just assume you are putting in whatever gem is the best there? Since a gem always gives an equal amount of Dex or Str, you can easily tell which gems will be best for you by just looking at the EHP values on the main page. Adding an extra field and all those dropdowns will just clutter the UI for not much benefit (as far as I can tell at least, maybe I missed something)
@SaikoDrakie - Glad I was able to help out on the block stuff, I love seeing it in there to evaluate how useful block is. I find I'm paying way more attention to how much mobs are hitting me for, just to try and figure out what numbers to put in for the IncomingDamage. Putting the right numbers in there is going to be tricky for people, but I'm not sure how to really make it easier. One idea here might be to display in the second column, next to IncomingDamage, the how much an unblocked hit will do with your mitigation values.
For example, I know I'm getting hit by hard hitting Act 4 mobs for 5.5k. I could then just adjust this IncomingDamage value until I see the unblocked hit equal roughly 5.5k. Alternatively, if it just displayed my mitigation % somewhere, then I could just divide 5.5k by that value to see what they actually attack for (unmitigated). Not a big deal, and maybe not worth doing either, but just a thought.
I'll defenatly pick up some of the suggestions to display a bit more info about damage taken before and after the
Blocks
hey, I fixed it, wasn't as bad as it seems, it was calculating the dodge things for the total EHP at the bottom, it just wasn't showing the increase next to teh checkbox
Thanks for reporting the bug :-)
If you have...
- Blur (damage from melee reduced by 20%)
- Item with 4% reduced damage from melee
You will have 23.3% reduced damage from melee, not 25%.
= 1 - (1-0.2) * (1-0.04) = 1 - 0.8 * 0.96 = 0.232 => 23.2%
Thanks for fixing this.
This would require a few calculations, like modifying base armor/resist/dodge for changes in str/int/dex, but I would think its doable from what I've seen of the code.
Also, there is a slot for dodge on item compare, but I don't think I've ever seen %dodge on an item. Is it on some legendaries or something?
ah after your reply I understood what alcjealcje was trying to tell
Indeed it would be nice to update your character stats, I'll write it down and see if I can do that, dodge isn't on any gear, but I started the calculator with just vit/armor/resist/dodge fields as input, I guess I could base the dodge of your dex now (already doing that for itemcompare)
Known issue in that release of chrome:
https://github.com/documentcloud/backbone/issues/1479
https://github.com/documentcloud/backbone/issues/1475
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.
I'm also afraid of making it even harder to understand how to use the calculator.