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    posted a message on Can we talk about out of date guides / MIA posters / gaming the system?

    Hello guys. On the frontpage right now are 6 guides, 5 of which haven't been updated in over a week. To me with this rapidly changing meta and new theorycrafting discoveries I feel like is really holding back the community. Many of the guides could easily be fixed if you read through all the comments but I imagine the vast majority of people just take the guides and do not read the comments.


    The system was rigged by a clever streamer doing a good thing for the community by curating them and putting them into one place. He obviously stood to gain financially from doing this but I feel like these stale guides are a symptom of a bigger probem. The voting system is obviously easy to game if you are a streamer and just ask over and over for people to upvote your stuff on dfans.


    I don't think this was malicious. I am fine with people being compensated for their hard work. What I would like is some kind of admin action, some kind of wiki style builds that are grown from the input of the community. Not just one user who has the entire market cornered and wont respond to messages about factual errors, typos, and new information contained in these build guides.


    Love the site! Its a great resource for the community.

    Posted in: Site Feedback
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Solon

    I'm confused by seeing four numbers at the bottom of the display. Is there a reason I would want to use any number other than "EHP with dodge & block"?

    Many people (I am one of them) do not think dodge should be included in effective health because of its random nature. Similarly the block estimation is completely reliant on the number you enter for incoming damage, and the block% chance itself is again random. The EHP you get from armour or health is "always on" and the benefit from it is generally linear and predictable. This is what "hard" EHP is to many people, formulaic and predictable, not RANDOM.
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Almania

    Loving the tool.

    Is there any plan to add support for LoH or life per second?

    By adding fields for "fight duration", "attack speed" and "percent time spent attacking" these could be displayed with somewhat meaningful figures I believe... I realise LoH is complicated by abilities, AoE or what have you - if that's a can of worms you don't want to open I understand.

    Life per second would be really nice to have displayed though..

    ie:

    Fight duration 1 minute (configurable). 80% time spent not at full health (configurable). Life per second = 100. Total healed = 4800, or 137 worth of vitality.

    Just an idea.

    I dislike this idea because the configuration required to get meaningful data from LOH is extensive. Guaranteed life / second could be considered into effective health (I personally wouldnt) but modelling LOH is very difficult.
    Posted in: Theorycrafting and Analysis
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    posted a message on Turtles bro.
    There is no EFFECTIVE diminishing returns on armour/resists. Your data is independent of how damage reduction scales with hp which is often called effective health. Your data is misleading because it implies there is some point where damage reduction is better or worse, this is not true.
    Posted in: Theorycrafting and Analysis
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    posted a message on Declining AH Activity
    I would call myself a high volume seller. We expected prices to come down as the cheaters got banned, people left, and of course the drop rates have increased. I am down from about 3-5m per day to about 1-2m per day. Still selling the same amount of stuff all around but the prices have definitely come down. All expected IMO.

    RMAH has slowed down for me much more then gold.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo3 Effective Health Pool Calculator
    The Brady guide had numbers before the nerf. Post nerf we should be able to reverse engineer the numbers.
    Posted in: Theorycrafting and Analysis
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    posted a message on WTS Godly Legendary Ivory Tower Shield for Wizard or Witch Doctor
    Uhh no 10% crit? Whaaaa.
    Posted in: US Servers Trading
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from SaikoDrakie

    However, since most ppl somehow understand what EHP is without me explaining it maybe it's not that important :P

    I think most people, even people using this tool do not understand EHP =0

    I think Veq is the right stat to compare against. I also think the UI is definitely a bit cramped! But still progress is progress! A dodge/block simulator would probably be my biggest suggestion, and maybe some commas and colour to help read some of the bigger numbers.
    Posted in: Theorycrafting and Analysis
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    posted a message on Act 3 Inferno spreadsheet to record ilvl 63 droprates
    Quote from darsh333

    Not sure why you are tracking this. Are you trying to disprove the presented drop rates or proved them?

    Your sample size will never be enough unless you get about 1000 people contributing data points.

    All your spreadsheet is showing is your personal experience which isn’t indicative of actual drop rates.

    Additionally magic find only increases quantity not quality. I got the impression from your spreadsheet that you assumed it increased quality. MF is really extraneous data unless you are trying to decipher how much MF will cause x amount of loot to drop.


    -edited for typos

    MF is quality not quantity.


    EricGORe: In Diablo 2, from my understanding, magic find took the base item of a predetermined loot table, and gave you a higher chance of rolling a higher quality version of that item. In Diablo 3, this no longer seems to be the case and with loot tables being so vast now, magic find seems almost too arbitrary, it just doesn’t feel like it’s worth it. Could you explain exactly how magic find affects item drops in Diablo 3, as a lot of people seem to be unsure how the mechanic has changed from Diablo 2?

    Jay Wilson: The mechanic is exactly the same as Diablo 2, and as you describe it hear.
    And the loot tables are not more vast than D2 because we don't allow items to drop below level 50 in Inferno.
    Posted in: Diablo III General Discussion
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Luchs006

    Really good tool, but as a monk your Heals / Life on Hit ec. don't scale with the amount of Life. So Vit looks like the best stat to increase the EHP ( if you already have a little Armor and Res), but Armor and Resistence is still better. Every Heal is much more powerful with more Mitigation opposed to a big health pool. Mindlessly increasing the EHP isn't the right solution, not only because of this reason.

    I don't think there is anything mindless about a tool that predicts how much EH you have. Many spreadsheets (mine included) have a tab for entering life on hit and attack speed and scaling your time to live (which is truly what EH is predicting) based on that. I think mindlessly increasing your life on hit isn't the right solution, because there is no right solution only tools to try and help you make better gearing choices. If you have a suggestion (like to have a tab for including life on hit) this is much better then complaining.

    For barbs for example vit is an incredibly strong stat because the more health you have the more revenge and dreadnought heal you. On my spreadsheet I have this statistic also listed along with my life on hit as part of my time to live. This is one of the many things I think this tool could someday do with suggestions and constructive criticism from the community. Arguably every suggestion I have given so far has gone in within a day I would say keep suggesting and keep thinking.
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Had to make an account to say this tool is really awesome.

    I made a similar tool docs spreadsheet to calculate EH and was looking around to find other tools to try and validate my numbers. Was impressed with the tool and decided to give up on development of mine.

    One thing I would like as other people have mentioned is normalization to a stat of your choice. Another thing that would be nice is easier to read numbers at the bottom. Some colours and commas would go a long way I think.

    Last thing that I know has already been requested but is a massive deal is including block. On my spreadsheet I included it in a similar way to dodge, a seperate effective health. I used the numbers from the brady guide highest per act to figure out what kind of damage I would be taking and then factored in the block amount and block chance. I know this is far from perfect but its what I started with I am sure with some discussion we could figure out a great way to implement it. On my spreadsheet I did a simulated DR by simulating 1000 attacks based on mob level and determined if you included block and dodge what kind of DR they gave you per simulation.

    Thanks again for this tool and the constant updates, really really great work.
    Posted in: Theorycrafting and Analysis
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