Loving this sheet, thank you so much for making it.
I want to compare weapons, one has +STR one doesn't. If I'm doing this correctly, do I just put -100 in the Possible Switch column under Strength to reflect the change in DPS?
Yep, or you could put 100 dps in the current equip column, but both will do the same thing.
The Barbarian belt modifiers to Bash,Cleave,Frenzy,Rend,Revenge,Weapons Throw
The Barbarian 2-hand modifiers Hammer of the Ancients,Overpower,Seismic Slam,Whirlwind
Also the Monk abilities for those monk players.
Would it be possible to add to the Relative Stat values or something along those lines so we can get an idea of what amount of dps they will add. Or what they are normalized to Str.
Example. Belt 1: 200 Str 100 Vit 60 RAE = 2000 dps upgrade
Belt 2: 100 Str 100 Vit 60 RAE 10% increased Frenzy Damage = ?
Also Damage increased by skills % add it to be modified with current equipped an possible switch.
Since with passive talent mace gets 10% crit were sword gets 15% damage. This way we can see the dps change based on weapon type when we are looking for upgrades.
I am so thoroughly confused... Can't you just put in belt 1 and belt 2, and see how much of a change between them they are and then if its more then 10%, for sure use belt 1, and if its less then 10% decide if its worth the frenzy damage?
Also, you can put in % damage (D33) and % crit (F/G35) into the spreadsheet, although weapon type is an addition that probably will make it into the next version.
Can you please add non-survivability oriented shouts and passives to the spreadsheet? Battle Shout, Weapon Master, etc. I know it's surivvability focused, but since it's calculating dps anyway, it would be nice to get a more accurate picture.
Err... Also, the spreadsheet is telling me I *lose* effective health if I turn on Tough as Nails. Is this even theoretically possible?
Yep, I'm going to be a bit busy the next couple of days, but I was planning on doing something like that soon, definitely sometime over the weekend. The main reason increases damage % was optional was to make this more of a open to other classes type thing, but that could definitely be changed to an automatic based on passives (and of course overwritten if needed to be).
Depending on what you mean by losing effective health. If it has a negative % beside it in the options panel, then something is wrong, if your effective health decreases and your only change is turning the passive on then please see this previous post:
EDIT: Upon further testing, its only changing "tough as nails" from 1 to 0 that seems to increase my effective health by around 20k.
The change you are seeing is because you are turning off your passive that gives you armor (tough as nails) without changing your character sheet armor value. This is working properly. The plus armor buffs are additive and not multiplactive, so for example if you have a 25% armor buff and a 20% armor buff they would combine to 45% rather than 50% (which you would get by multiplying) because this is the case, each "real" armor value gives you more total armor than the "extra" armor from the passive.
The problem basically stems from you telling the spreadsheet 25% of your armor is from the buff when you turn it on, when in reality you haven't added the 25% armor the buff gives you.This is also a planned change in a new revision, that armor will be calculated rather than input.
Does this spreadsheet account for the Barbarians and Monks innate 30% damage reduction from all sources?
I have Jungle Fortitude with my Witch Doctor which grants 20% damage reduction. Where would I be able to squeeze this in there?
No, it doesn't account for the 30% innate damage reducation, this is a flat reduction that everyone has (or doesnt have) and won't affect any choices you use this sheet to make.
As far as the jungle fortitude, does it stack with threatening shout? You could add that on in the spreadsheet if it doesn't. However again a flat increase doesn't really change any choices. The only reason threatening shout is on the spreadsheet is to compare it to other abilities that actually scale based on gear and possibly exploit break even points.
But I have one final question. If I have seen it right the block mechanics are not valued at the moment. Have you plans in changing this?
Nothing super soon, but I was thinking about adding an optional "Average damage taken" slot for use with the block mechanic, and you could use in game damage tooltips for putting a value in there. It would basically take your average damage and compare it to your average block value to find the value of block % or block amounts. I'd likely upload with the option turned off so that only people who are interested in the feature would have to change the value, I'm thinking of a revision Wednesday-ish / maybe thursday to include this and a few more options.
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.
Ideally if there was a source for average damage from acts this model could work. However as it is currently setup, the values for life on hit are meant to model your worst case scenario, so you should enter numbers from the champion pack rather than from izual, and if you happen to completely over gear a fight great. When you come up against a group that is giving you trouble, the current model will at least value your LoH at something that might be valuable.
Just as an afterthought, if the model did change, and you input izual's damage into your average damage formula, you would still come up with a over stated value of LoH and be disapointed when you die to the champion pack. The model isn't perfect, but its reasonable and easy to use. In most cases your healing will be better than projected if you are using conservative health regeneration multiples.
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 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
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)
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.
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.
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
Yep, or you could put 100 dps in the current equip column, but both will do the same thing.
I am so thoroughly confused... Can't you just put in belt 1 and belt 2, and see how much of a change between them they are and then if its more then 10%, for sure use belt 1, and if its less then 10% decide if its worth the frenzy damage?
Also, you can put in % damage (D33) and % crit (F/G35) into the spreadsheet, although weapon type is an addition that probably will make it into the next version.
Yep, I'm going to be a bit busy the next couple of days, but I was planning on doing something like that soon, definitely sometime over the weekend. The main reason increases damage % was optional was to make this more of a open to other classes type thing, but that could definitely be changed to an automatic based on passives (and of course overwritten if needed to be).
Depending on what you mean by losing effective health. If it has a negative % beside it in the options panel, then something is wrong, if your effective health decreases and your only change is turning the passive on then please see this previous post:
The problem basically stems from you telling the spreadsheet 25% of your armor is from the buff when you turn it on, when in reality you haven't added the 25% armor the buff gives you.This is also a planned change in a new revision, that armor will be calculated rather than input.
No, it doesn't account for the 30% innate damage reducation, this is a flat reduction that everyone has (or doesnt have) and won't affect any choices you use this sheet to make.
As far as the jungle fortitude, does it stack with threatening shout? You could add that on in the spreadsheet if it doesn't. However again a flat increase doesn't really change any choices. The only reason threatening shout is on the spreadsheet is to compare it to other abilities that actually scale based on gear and possibly exploit break even points.
Excel. I'll upload a macro free one, and possibly an open office format in the next revision, but it really shouldn't be giving you troubles.
Nothing super soon, but I was thinking about adding an optional "Average damage taken" slot for use with the block mechanic, and you could use in game damage tooltips for putting a value in there. It would basically take your average damage and compare it to your average block value to find the value of block % or block amounts. I'd likely upload with the option turned off so that only people who are interested in the feature would have to change the value, I'm thinking of a revision Wednesday-ish / maybe thursday to include this and a few more options.
Ideally if there was a source for average damage from acts this model could work. However as it is currently setup, the values for life on hit are meant to model your worst case scenario, so you should enter numbers from the champion pack rather than from izual, and if you happen to completely over gear a fight great. When you come up against a group that is giving you trouble, the current model will at least value your LoH at something that might be valuable.
Just as an afterthought, if the model did change, and you input izual's damage into your average damage formula, you would still come up with a over stated value of LoH and be disapointed when you die to the champion pack. The model isn't perfect, but its reasonable and easy to use. In most cases your healing will be better than projected if you are using conservative health regeneration multiples.
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)
Still trying to find information on mantra of healing / Invigorate to include their scaling with level.
Life steal is only 20% effective on inferno difficulty
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)
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.
If you know the hp level scaling, or know where I could find it, I'd be happy to include this.
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.