Thanks for the constructive feedback!
Unfortunatly block% (and LoH, LpS, revenge, etc) are very much relative to what you are fighting with (how hard and fast mobs hit, how many are hitting you) so it ain't as easy as stats like armor/resist/dodge.
However I made this tool initially to help myself and I too have problems giving a good value to how good block% is, so it DEFENATLY will be the next feature I'm adding!
I'd really like to know the effective HP Increase a shield provides, especially on a Monk, where I'm not sure if I should be dual weilding for a dodge increase or keeping the 'dagger and board' for a block chance.
Not sure if it's a bug or if it's something I've done wrong but as a Wizard my Energy Armor buff doesn't get me to the correct amount of armor. I have 2041 unbuffed and 3515 buffed, yet the calculator says 3163 for some reason (buffed). Would appreciate if you take a look at it.
I'll go on and assume it's somehow related to my Glass Cannon talent choice.
If it only could have considered dodge as % based - in long term(the way you feel you character) 30% dodge is 30% dodge, which is 30% less damage. Yes, if you have 1hp and 99% dodge their damage doesn't get reduced by 99%, but it feels like they do no damage to you, doesn't it.
I'm not sure what you really mean, dodge is % based ...
if you take 500/hit;
30 hits, dodge 30% = 9 hits dodged, 21 hits taken;
you'd have taken 15000 damage without dodge, but you only took 10500
so 10500 hp and 30% dodge; 10500 / (1 - (30 / 100)) = 15000 ehp
so 1 hp and 99% dodge; 1 / (1 - (99 / 100)) = 100 ehp
BTW, have you considered adding a PayPal donation link somewhere? Nothing too in-your-face, but I would probably make a tiny and mostly symbolic donation if you had one ^^.
You made this tool and also maintain it and keep improving it, I think that is really awesome. It would be nice to have an extra way to show appreciation for that.
It's curently running on a freehosting (github provides a project page as long as it's only HTML/JS/CSS) so I don't really have any costs and no direct need to ask for donations.
I considered adding some google ads, just for the fun of catching some easy money,
but atm I'm already having more then enough trouble trying to fit everything into the interface nicely so I don't really have any space for ads without reducing the quality of the app and the user experience (plus I loosing faith in the power of random ads :P).
in item compare I would love to see a total 'vitality points equivalent' stat of the EHP worth of each item or of the difference an upgrade would make.
"This would be like getting +100 vitality" probably means much more to most people than "Neat, this gives me +30k EHP!"
I understand what you guys are aiming for, since thinking in terms of I get + x VIT-equivalant would be really nice.
Atm there's 3 things I could start working on:
1) redo the UI so that it's easier for new users to understand the switch between input your initial stats and then modifying your base stats.
2) time to live, something discussed here and on the github issue tracker is adding time to live based on a couple of incoming damage sets (a few bosses, different mobs) and that would allow to calculate block and life/sec and maybe even life on hit and skills that heal you.
3) VIT equivelant
Now i think (3) VIT equivelant might be easy to do in some spare time here and there, while The other 2 both take a lot of time, probally gonna try to do (1) the UI at least enough to get things a bit clearer.
And then I really want to get onto the time to live and block stuff since I want to be able to value block properly!
I got featured on the homepage today, which gave a nice boost in visitors (giving me a boost in motivation to keep going) and a lot of (positive or constructive) feedback, which is awesome!
Hopefully there will be some developers or designers among all the new visitors and some1 might contribute some of his time to the project, since I'm really busy this week with work and new appartment :-)
Evening. I skimmed through the thread and didn't see it but I was wondering why prismatic armor has no effect when you aren't wearing additional + all resist gear? Unless it changed in the last week (I've been working overtime all week) prismatic does increase the resistances earned from int so it should always benefit a wizard to some small degree unless I'm mistaken in how EH works.
Either way awesome job thanks for the calculator.
I'm not sure what you mean, but Prismatic armor properly increases your allresist (also the +1 INT, but thats REALLY small). However the "Energy Armor - Prismatic" checkbox doesn't include the normal "Energy Armor", I will change that so it does :-)
Hmm.. So when I was putting in my stats I put in my int and then subtracted my resists from int before putting it in the calculator. Was that the wrong way to do it? Seems like it would be double dipping if I counted my resists from int in the total there so I had a 0 for resist all (I have some single resistances but no all gear at the moment and wanted the worst case scenario EH) and it came out as energy armor-Prismatic gave me no beneift. When I changed it to 100 just to test it increased my EH by about16k.
Should I have instead listed both my ~1500 int and ~150 resistances from it?
Thanks
edit: Read the Blur number instead of the Prismatic number when I was jumping back and forth so i swapped that in correctly.
Didn't read through all 5 pages of comments so maybe this has been addressed, but for Monk hovering over Mantra of Healing - Heavenly Body it says 15% dodge chance which is incorrect, it's +10% vitality.
I don't know if it's just a tool-tip error, or if it's actually calculating with that.
Hmm.. So when I was putting in my stats I put in my int and then subtracted my resists from int before putting it in the calculator. Was that the wrong way to do it? Seems like it would be double dipping if I counted my resists from int in the total there so I had a 0 for resist all (I have some single resistances but no all gear at the moment and wanted the worst case scenario EH) and it came out as energy armor-Prismatic gave me no beneift. When I changed it to 100 just to test it increased my EH by about16k.
Should I have instead listed both my ~1500 int and ~150 resistances from it?
Thanks
edit: Read the Blur number instead of the Prismatic number when I was jumping back and forth so i swapped that in correctly.
Str/Dex/Int are only used for specific abilities. No double dip is happening because it doesnt calculate Str when it calculates Armor, just like it doesnt do Int for Resists.
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.
Didn't read through all 5 pages of comments so maybe this has been addressed, but for Monk hovering over Mantra of Healing - Heavenly Body it says 15% dodge chance which is incorrect, it's +10% vitality.
I don't know if it's just a tool-tip error, or if it's actually calculating with that.
It was a tooltip error, fixed it, thanks for mentioning it :-)
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.
Hmm, that's a better/easier idea then simulating time to live (which is was my current plan)
why is there no block chance and block value included for witch doctor?
im currently playing hardcore as a WD and would like to see it in the tool
and yeah, this is really awesome
read the above quote, it's (high) on the list of the todos and it ain't easy
Thak you for this - this has helped me a lot in my gearing decisions. I have a couple of questions -
1) Higher EHP means i can take more damage correct? So if the tool says i have hgher EHP by changing some of my vit gear into resist all - i should do that even though i have lower overall hp?
2) Dodge EHP assumes incomming damage is lesser than your hp right? Since in the case of DH the incoming damage is usually > your hp which would increase dodge EHP by a lot since you are negating a LOT more damage.
Thak you for this - this has helped me a lot in my gearing decisions. I have a couple of questions -
1) Higher EHP means i can take more damage correct? So if the tool says i have hgher EHP by changing some of my vit gear into resist all - i should do that even though i have lower overall hp?
2) Dodge EHP assumes incomming damage is lesser than your hp right? Since in the case of DH the incoming damage is usually > your hp which would increase dodge EHP by a lot since you are negating a LOT more damage.
1. Yes. I mean, the tool can't tell you what you should do, but its accurate that it would increase your EHP and theoretical "time to live".
2. EHP really shouldn't be used in a situation in which you are getting 1 shot. The dodge EHP, in particular, is meant to be a long-term average, since there is a chance you will just not dodge several attacks in a row. Thats why he calcs dodge EHP separately, because (like block) its not as a reliable as straight DR.
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.
I think a good way to implement block is just to give the user a box to input the estimated damage taken (either before or after their DR). You could provide a list of average or highest damage hits per act, to give people a point of reference. But there is no sensible way (that I can see) to just automatically calc the value of block for everyone, because its completely dependent on how hard the mob is hitting you. After that, it seems fairly straightforward to calculate it the way you do for dodge EHP.
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.
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Thanks for the constructive feedback!
Unfortunatly block% (and LoH, LpS, revenge, etc) are very much relative to what you are fighting with (how hard and fast mobs hit, how many are hitting you) so it ain't as easy as stats like armor/resist/dodge.
However I made this tool initially to help myself and I too have problems giving a good value to how good block% is, so it DEFENATLY will be the next feature I'm adding!
However,
I'd really like to know the effective HP Increase a shield provides, especially on a Monk, where I'm not sure if I should be dual weilding for a dodge increase or keeping the 'dagger and board' for a block chance.
Do you have any plans to do a similar tool for DPS ?
I'll go on and assume it's somehow related to my Glass Cannon talent choice.
http://www.d3unlimited.com
I'm not sure what you really mean, dodge is % based ...
It's curently running on a freehosting (github provides a project page as long as it's only HTML/JS/CSS) so I don't really have any costs and no direct need to ask for donations.
I considered adding some google ads, just for the fun of catching some easy money,
but atm I'm already having more then enough trouble trying to fit everything into the interface nicely so I don't really have any space for ads without reducing the quality of the app and the user experience (plus I loosing faith in the power of random ads :P).
I understand what you guys are aiming for, since thinking in terms of I get + x VIT-equivalant would be really nice.
Atm there's 3 things I could start working on:
1) redo the UI so that it's easier for new users to understand the switch between input your initial stats and then modifying your base stats.
2) time to live, something discussed here and on the github issue tracker is adding time to live based on a couple of incoming damage sets (a few bosses, different mobs) and that would allow to calculate block and life/sec and maybe even life on hit and skills that heal you.
3) VIT equivelant
Now i think (3) VIT equivelant might be easy to do in some spare time here and there, while The other 2 both take a lot of time, probally gonna try to do (1) the UI at least enough to get things a bit clearer.
And then I really want to get onto the time to live and block stuff since I want to be able to value block properly!
I got featured on the homepage today, which gave a nice boost in visitors (giving me a boost in motivation to keep going) and a lot of (positive or constructive) feedback, which is awesome!
Hopefully there will be some developers or designers among all the new visitors and some1 might contribute some of his time to the project, since I'm really busy this week with work and new appartment :-)
Should I have instead listed both my ~1500 int and ~150 resistances from it?
Thanks
edit: Read the Blur number instead of the Prismatic number when I was jumping back and forth so i swapped that in correctly.
I don't know if it's just a tool-tip error, or if it's actually calculating with that.
Str/Dex/Int are only used for specific abilities. No double dip is happening because it doesnt calculate Str when it calculates Armor, just like it doesnt do Int for Resists.
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.
It was a tooltip error, fixed it, thanks for mentioning it :-)
Hmm, that's a better/easier idea then simulating time to live (which is was my current plan)
read the above quote, it's (high) on the list of the todos and it ain't easy
1) Higher EHP means i can take more damage correct? So if the tool says i have hgher EHP by changing some of my vit gear into resist all - i should do that even though i have lower overall hp?
2) Dodge EHP assumes incomming damage is lesser than your hp right? Since in the case of DH the incoming damage is usually > your hp which would increase dodge EHP by a lot since you are negating a LOT more damage.
2. EHP really shouldn't be used in a situation in which you are getting 1 shot. The dodge EHP, in particular, is meant to be a long-term average, since there is a chance you will just not dodge several attacks in a row. Thats why he calcs dodge EHP separately, because (like block) its not as a reliable as straight DR.
Nice practical approach to EHP: http://www.youtube.com/watch?v=9vBWweBQSBY
His channel: http://www.youtube.com/user/ZraveX
He has a bunch of cool other movies, I specially love the 1mil challenge <3
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.