This spreadsheet looks like it only calculates hit points for a character of max level. Could you adjust it so characters of lower level could have HP calculated? That would be awesome.
Good job on the spreadsheet!
If you know the hp level scaling, or know where I could find it, I'd be happy to include this.
Ok.. I had to load a few character and do a little math but it looks pretty basic.
You start with a base hp pool of 36 + (4 * Level), so a level 26 character would start with 140 hp.
You then get a bonus based on VIT. From levels 1 to 35, you get 10 Life per VIT. From levels 36 and beyond you get (Level-25). So a level 41 character would get 16 Life per VIT.
Then you just multiply the sum of those two by your Max Life% bonuses.
well......you can throw loh / block out the window now - stack vit + life% and resists gg
Could you tell me where you see any nerf to block? Do you think that with the dmg nerf, high block values will be so huge that most mobs hit far under those values and thus you could use cheaper shields?
As there are no nerfs to block% in the patch notes, I don't think it got worse, it might even become equal to %dmg reduction.
For some reason if I change "Block Chance" on the "Possible Switch" column it doesn't change my EHP at all. If I increase from 20% block to 30% block, it doesn't change.
So, I think block is not being counted properly.
P.S.: Awesome spreadsheet! Thanks SO MUCH!
It isn't being calculated into EHP at all, the average block amount is just to compare different block amounts with different block percentages. The only way block could factor into EHP is if there was a user entry field for "average damage taken" or alternatively if there was a list of mobs base damage which could be selected.
Honestly I feel like another entry box would do more harm than good, as people who are un-aware of it could easily make mistakes, however the other option would be much move viable, if something like that existed.
Edit: If you wanted to do some napkin math (or add this to your own copy of the spreadsheet) it would work something like this:
I also converted the buttons (very VERY poorly) from v6 so there is are 'equip selection' and 'clear selection' buttons, but I'm not sure how/if macros will work for you - They may be the worst written macros ever seen but they are functional.
I have 2.30 life steal on one of my weapons. (I dual wield)
I have 0 life on hit
I have 34743 damage.
Life on hit regen states : 799. But I never see that number when I auto attack. is this accurate or bugged or what?
Trying to figure out whats better, getting like 5% more life steal or life on hit.
The 799 on the spreadsheet is the total amount of heals expected to come from your life on hit regen (your 2.3% life steal) before you either die, or reset your health with a healing ability. I would check your health regen multiple and ensure it is somewhat accurate to your experiences, and then just look at the relative stat value of life steal and life on hit to compare them (note: health regen multiple won't matter if you are only comparing life on hit to life steal as the multiple would effect them both equally)
I'm playing a monk as main character and your spreadsheet does a very great job in rating my items and possible upgrades. I thank you a lot for creating and maintaining it.
Right now my weapon choice differs from the common context, I think, because I'm using two one-handers with a plenty of life on hit (together around 1800). Most of the time I'm playing in act 3 and I managed to defeat Diablo yesterday. It might not be the most solid play style but it seems to work in most cases.
But anyway I'm posting because I noticed that your model for evaluating the life regeneration mechanics is not correct. To illustrate this I will show two examples. I killed Izual yesterday too and had no problem in defeating him, because of the fact that the massive loh could heal his damage without any problems. This would mean I have to set the value for “Expected time to live without heals” technically to infinite (for that fight), which would mean that my effective health would be infinite too (regarding to your spreadsheet). But don't think that I don't died yesterday from champion packs.
I would say that the correct model comes from the comparison of the incoming damage to the life regeneration mechanics. I would write the equation X = heal – damage for it. If X is positive or zero I would classify the play style as solid, because that means that the character can't die due to planned scenarios. If X is negative on the other hand, it would mean that the character is dying at least slowly if no other sources for healing are used (e. g. a skill, healing potion or shrine). A thing you have to keep in mind is that the incoming damage is reduced due to armour, resistance, etc. So the equation would change to X = heal – reduction * damage. If you want, you can interpret X as a characters health and say that he will die when the time dependent term health + heal – reduction * damage is zero or less(see edit). As you can see the healing effects can't be interpreted as direkt health (as you are doing in the spreadsheet). The right way, from my unterstanding, would be to compare the healing to the incoming damage. Which leads to the question for accurate raw damage numbers for the single acts.
I would be really pleased if you would expand your spreadsheet to cover this thoughts. Especially because I want to figure out how strong my offhand weapon is in comparison to a shield, which is not possible at the moment.
After I thought a little bit about it I figured out, that it is not possible to interpret X as health. It is a coefficient that describes how fast a character regenerates health. If it is negative the average life time can be calculated as health / (-1 * X).