if over 4k vitality then 15% life.. If under then 500 vita. You can easily experiment that with paragon points and see. But generally if you need to choose between those two, you are having bad chest. Both should be on same chest, unless you need skill on chest. Then 500 vit is usually there on 90% of chests
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If you read Tolkien 9:4-7 it tells you that the Ents, although peaceful trees, have the power to rip entire boulders out of the ground. That's quite scary.
Well AR vs %life is relative reagarding the class and build that you play . I prefer 15% life because i use WW blood funnel that heals me for 1% of my life. So the more life I have the more is healed. In some other cases AR would be better .
You shouldnt simply compare life and AR like that. When the outcome is equal, AR is better for it helps you heal easier. Unless you have stuff that heals x% of total life, then they are equal. But since that never is your only healing, they will never be equal.
How to compare them instead depends on your current toughness/regeneration ratio. If you heal yourself fully in 5s, its not really important to improve that further and thus you can value toughness trough life and AR almost equally. The higher the ratio, the more important your AR becomes. When it takes 30s or more to fully heal yourself, i value more health close to zero and want only more AR / armor.
It also depends on class i guess. Im a barbarian. constantly receiving damage that needs to be constantly healed. If you are a ranged you may want to focus less on the healing of constant damage and more on the surviving of burst damage. Aiming for a higher life/regenerate ratio.
Disclaimer: im a nab whos working on his first hc toon.
Maybe when i get further i would type different numbers (i see on the leaderboards people have much less regeneration than i, i have 2m regenrate mainly from life per second on 20m toughness after warcry) But the philosophy will remain the same.
To build on arjen's point: There is a difference between gearing ranged and melee chars. In high GRs, melee chars still have to tank the damage while ranged chars often cannot survive more than 1-2 hits and try to avoid all damage. Which means healing and therefore mitigation in terms of armor/all res is more important for melee classes than for ranged who often have to rely on their potions to do that.
The tool I provided simply calculates the raw amount of damage (including mitigation) you can take before dying (or to be more exact the relevant factors of that equation). It does not factor in healing, neither does d3planner or the toughness number in game. How to balance healing+mitigation vs raw HP is up to you.