• 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Xyain

    If you could put in DH - Perfectionist passive I would greatly appreciate it

    It increases life, armor, and all resists by 10%

    done :)
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from SaikoDrakie

    Barb
    - War Cry Impunity 50% -> 20%

    Monk
    - Resolve 25% -> 20%
    - Seize the Initiative 100% -> 50%

    Witch Doc
    - Jungle Fortitude 20% -> 15%

    Wizz
    - Energy Armor 65% -> 35%
    - Energy Armor Prismatic 40% -> 25%
    - Ice Armor now reduces melee dmg by 12%

    Enchantress
    - Powered Armor 15% -> 5%
    - Reflect Missiles now reduces ranged dmg by 6%

    I already implemented all this (was a breeze, love the code behind the project :D), let me know if more is needed
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    I guess I should :-) I need some help though making sure I got everything so if someone could go over the patch notes and ensure I have everything on the list that affects EHP:

    Barb
    - War Cry Impunity 50% -> 20%

    Monk
    - Resolve 25% -> 20%
    - Seize the Initiative 100% -> 50%

    Witch Doc
    - Jungle Fortitude 20% -> 15%

    Wizz
    - Energy Armor 65% -> 35%
    - Energy Armor Prismatic 40% -> 25%
    - Ice Armor now reduces melee dmg by 12%

    Enchantress
    - Powered Armor 15% -> 5%
    - Reflect Missiles now reduces ranged dmg by 6%


    So please verify if I have all the classes changes and if there are any game mechanic changes which I've overseen or are not in the patch notes?

    If I know I got everything I'll implement the changes 2night (hopefully)
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Sven

    Just wanted to point out something, the buff for barbarians armor bonuses are additive, not multiplicative. Because of this the EHP calculator is generating incorrect values regarding armor when passives are paired with warcry.
    Quote from Disposition96

    Quote from Sven

    Just wanted to point out something, the buff for barbarians armor bonuses are additive, not multiplicative. Because of this the EHP calculator is generating incorrect values regarding armor when passives are paired with warcry.

    Just wanted to verify this bug is as you say, hopefully the guy running the site will fix this. Sad to hear he quit, I found love in running purist builds on HC, currently have a paragon 4 barb in A1 inferno farming. Would love to be able to throw items in to see if they are really an improvement as I feel they are!

    I'm still around to fix any bugs if needed, I just never experienced this with my own barb!
    Do you think you could give me your ingame armor
    - without any (defensive) passives or buffs on,
    - with warcry (no rune),
    - with tough as nails (without warcry)
    - and finally with tough as nails and warcry (no rune)?

    also make sure you dont have the enchantress with you when writing down these numbers


    If you want to directly talk to me (about bugs, I don't plan to do any new features anymore), I'm working on a guild wars 2 project nowadays (http://www.gw2spidy.com) and you can find me on IRC: irc.gamesurge.net #gw2spidy


    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from serrin

    Great tool! Couple of suggestions:
    Can you allow us to directly enter the buffered armour/resists and calculate back from what buffs we have on? Otherwise we need to turn off all the buffs to figure out what our unbuffed armour is.
    Also, like everybody else, would greatly appreciate an API import mode

    When you create a new character the first time you can put in the buffed stats and select which buffs are on at that moment and I calculate your stats back,
    However after that you'll have to do things manually or delete and make a new character or if you use the item compare a lot you can use the 'equip' button to setup the new stats.

    Unfortunatly I haven't touched d3 for months and unless somebody else picks up the project to add new features such as an import the only thing I'll be doing is just keeping track of this topic and the issue tracker on github to make sure I can fix bugs and update any possible changes from patch, sorry :(
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from RainMan

    This is the beginning of a great tool, but I'm getting some inaccuracy with a Wizard.

    Base armor is 2237(2237 calculated by the tool)
    w/ Energy Armor: 3853(3691 calculated)
    w/ Enchantress Powered Armor: 2610(2572 calculated)
    w/ Enchantress Powered Armor + Energy Armor: 4226(4027 calculated)

    w/ Enchantress Powered Armor + Energy Armor + Glass Cannon: 4226(3803 calculated)

    energy armor gives 65% extra armor as far as I know (and what the official skill calculator says)
    2237 + 65% = 3691.05

    Did they patch energy armor or smt but didn't update their own skill calculator?
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    The API ain't available yet :(

    Tbh I've stopped playing d3 myself for a while now, but maybe I'll pick up my laptop for a couple of hours when they release the API to implemented it, since the preview of the API showed that it will be a nice JSON API it should be easy to implemented at least an <IMPORT NOW> button ;)
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    With the groundwork lajs out by the shield block I think I should be able to do that!
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    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.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Ashes

    Great tool!

    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



    Known issue in that release of chrome:

    https://github.com/documentcloud/backbone/issues/1479
    https://github.com/documentcloud/backbone/issues/1475
    Posted in: Theorycrafting and Analysis
  • 1

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Entropy42

    Quote from alcjealcje

    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 :P
    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) :)
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from BelgianBlue99

    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 ;)

    Thanks for reporting the bug :-)
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    I figured it out to jjwa but was a bit slow with replying xD.

    I'll defenatly pick up some of the suggestions to display a bit more info about damage taken before and after the
    Blocks
    Posted in: Theorycrafting and Analysis
  • 1

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from voltre

    Hey OP,

    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! :D
    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! :D


    Quote from jjwa

    Your feedback spamming fanboy is here again :P

    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
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from jjwa

    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 :)
    Posted in: Theorycrafting and Analysis
  • To post a comment, please or register a new account.