Is there any way to factor Block% into your effective health calculation? It doesn't seem to be used for anything currently.
I'm not sure how this would (or could) work since you don't know how much your average enemy is hitting you for in the first place, but being that it's one of the most important starts for tanking Barbarians, it seems like there should be some way of summarizing the efficacy of a block% change somewhere.
Marginal stat change has been added on another tab, Ideally I'd like to add it to the main page but unsure where it would "fit" with the current layout...
That marginal increase is really, really, really hard to use imo. You can't compare anything in a easy way.
What I wanted with stat weight was a table where your best stat for increasing "EHP" has the value 1, and then other values like armor, vit, etc etc got other values.
Example (imaginary units):
Stat
Weight
All resistance
1.0
Armor
13.2
Vitality
20.4
This way its really easy to see that, with your current gear, 1 resistance is worth the same "EHP" as 13.2 armor and 20.4 vitality.
That way you can easily estimate if that "600 armor, 20 res all" helmet is as good as your "400 armor, 50 res all" helmet
Cool, I can see how that would definitely be easier, i'll add that in a few hours. Thanks for the clarification.
Second - you should add some macro boxes to delete your current gear and potential gear boxes like I did on your sheet so I don't have to do that every time you come up with a new version. It is quite convenient when you are comparing several pieces of gear on the auction house or several types.
For Frenzy I see the numbers 777 and 0.75. I don't see the number 1.3125 anywhere, which from reading earlier posts in this thread is apparently the LoH Coefficient for Frenzy / Sidearm. So how do I compute this number from looking at the table?
For Frenzy I see the numbers 777 and 0.75. I don't see the number 1.3125 anywhere, which from reading earlier posts in this thread is apparently the LoH Coefficient for Frenzy / Sidearm. So how do I compute this number from looking at the table?
The number 777 is the amount each frenzy healed for based on the testers life on hit gear (held constant of course), 1.3125 is a calculation of 0.75 (found on the table) * 1.75 (frenzy increases attack speed by 75%). This is unique to frenzy as it is the only attack that goes quicker then your normal attacks per second (and revenge, which is unmodified by aps)
It seems dual-wield doesn't work well in the current V4 spreadsheet.
Entering a second weapon in the sheet breaks the new "Relative Stat Values" calculations and some values on the "Marginal Stat Increase" Page.
There was a #Ref! error, thanks. should be fixed now.
Assuming you meant 2.61 for your offhand (which is what it should be given the stats on the spreadsheet you gave me) the value of 2.24 is simply the average between your 1.87 and 2.16 2.61, it isn't used in the damage calculation but it is used for life on hit calculations, It would be fairly easy to change the formula to display the in game number, but because your weapon speed switches between swings averaging it seemed to be a good idea.
The problem stems from the health regen formula, which is valued at:
(Health regeneration per second * time to live without heals)/Total Health
This likely needs to be rethought because it is currently possible to go above 100%, which doesn't make sense, for the time being if you use a health regen multiple of 0 it will stop affecting your vitality figure, but ill try to think of a better way to model health regen at higher values (nearing 100%)
Just thinking about this, health regen persecond * time to live without heals should = additional health provided by health regeneration and should be added to the total health figure rather than its current comparison with armor and such...
Going to think about this a little more before implementing the change, but it is likely to be completely remodeled
Which "Expected time to live without heals - Health Regeneration Multiple" are you using? How can I determine, which factor is right for me? I currently use 5, but I get the feeling that it leads me to overvalue vitality over dmg reducing stats.
I use 5, most of the default stats are my current stats. I chose 5 as a worst case scenario, but 8 would probably be more realistic, but this patch should change a lot of the numbers.
Expected time to live without heals – Health Regeneration Multiple: This is the time in combat your character can last without the use of health globes or healing abilities.
To determine your multiple, go to the act or boss you are currently gearing for and time how long you can go "toe-to-toe" with the mob, without using revenge / furious charge -dreadnaught / healthglobes, but feel free to use normal mitigating cooldowns the same as you would. This will value your health regen multiple based on the worst case scenario, and when you do use healing abilities / health globes it effectively resets your health to full and you will be able to live the 5 (or whatever multiple you found) seconds until you need to heal again, or you die.
The multiple will only affect values of life on hit and % lifesteal, it has no effect on life vs mitigation. If anything at all, a higher multiple should recommend more mitigation rather than more life
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.
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.
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.
When can we expect for it to be updated to the new patch?
Did something change with the new patch that needs to be updated? I was under the impression that character sheet values would change, not formulas. Please let me know if i'm forgetting something.
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.
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:
This would give you the percentage damage mitigation coming from your shield, you could multiply this into the effective health formulas the same way the other stats are presented.
Note: Average Damage = an unmitigated attack (not the average amount of damage you take over a period of time)
I found that, when calculating Life on Hit Health Regen, the Life Steal part is multiplied by 0.2. I am wondering what is the reason behind this multiplication.
I found that, when calculating Life on Hit Health Regen, the Life Steal part is multiplied by 0.2. I am wondering what is the reason behind this multiplication.
Life steal is only 20% effective on inferno difficulty
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I'm not sure how this would (or could) work since you don't know how much your average enemy is hitting you for in the first place, but being that it's one of the most important starts for tanking Barbarians, it seems like there should be some way of summarizing the efficacy of a block% change somewhere.
Cool, I can see how that would definitely be easier, i'll add that in a few hours. Thanks for the clarification.
Edit, Added table, should look similar to:
Second - you should add some macro boxes to delete your current gear and potential gear boxes like I did on your sheet so I don't have to do that every time you come up with a new version. It is quite convenient when you are comparing several pieces of gear on the auction house or several types.
Thanks again for your wonderful work.
http://i.imgur.com/ewTt0.png
For Frenzy I see the numbers 777 and 0.75. I don't see the number 1.3125 anywhere, which from reading earlier posts in this thread is apparently the LoH Coefficient for Frenzy / Sidearm. So how do I compute this number from looking at the table?
The number 777 is the amount each frenzy healed for based on the testers life on hit gear (held constant of course), 1.3125 is a calculation of 0.75 (found on the table) * 1.75 (frenzy increases attack speed by 75%). This is unique to frenzy as it is the only attack that goes quicker then your normal attacks per second (and revenge, which is unmodified by aps)
There was a #Ref! error, thanks. should be fixed now.
The default IAS bonus is included, could you give more information on this problem? Are your in game values different then the spreadsheet?
2.162.61, it isn't used in the damage calculation but it is used for life on hit calculations, It would be fairly easy to change the formula to display the in game number, but because your weapon speed switches between swings averaging it seemed to be a good idea.(Health regeneration per second * time to live without heals)/Total Health
This likely needs to be rethought because it is currently possible to go above 100%, which doesn't make sense, for the time being if you use a health regen multiple of 0 it will stop affecting your vitality figure, but ill try to think of a better way to model health regen at higher values (nearing 100%)
Just thinking about this, health regen persecond * time to live without heals should = additional health provided by health regeneration and should be added to the total health figure rather than its current comparison with armor and such...
Going to think about this a little more before implementing the change, but it is likely to be completely remodeled
I use 5, most of the default stats are my current stats. I chose 5 as a worst case scenario, but 8 would probably be more realistic, but this patch should change a lot of the numbers.
To determine your multiple, go to the act or boss you are currently gearing for and time how long you can go "toe-to-toe" with the mob, without using revenge / furious charge -dreadnaught / healthglobes, but feel free to use normal mitigating cooldowns the same as you would. This will value your health regen multiple based on the worst case scenario, and when you do use healing abilities / health globes it effectively resets your health to full and you will be able to live the 5 (or whatever multiple you found) seconds until you need to heal again, or you die.
The multiple will only affect values of life on hit and % lifesteal, it has no effect on life vs mitigation. If anything at all, a higher multiple should recommend more mitigation rather than more life
It was, thanks. Should be fixed now.
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.
barbarians just became the flavour of the month class
Did something change with the new patch that needs to be updated? I was under the impression that character sheet values would change, not formulas. Please let me know if i'm forgetting something.
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:
1- [(Average Damage-Average Block Amount)/Average Damage]
This would give you the percentage damage mitigation coming from your shield, you could multiply this into the effective health formulas the same way the other stats are presented.
Note: Average Damage = an unmitigated attack (not the average amount of damage you take over a period of time)
Life steal is only 20% effective on inferno difficulty