I'm getting a bug with the compare tool, where it's not taking into account my selected ability (Seize the Initiative) where each 1 dex is equal to 1 armor for Monk.
Strength does work, so I've just been also adding the amount of dex on an item to strength to test it, and of course I could just add it to armor instead, but it would be nice if when selected it automatically took into account Seize the Initiative.
Actually after testing it a bit further I don't think I'm noticing any of the buffs affecting the compare items tool.
This is actually a fairly large change/fix, as if you are stacking several buffs that increase armor % then every point of armor is worth more, especially compared to other stats which aren't being buffed. The same can be said for abilities that increase % resist or % life.
Hope to see this added soon. Thank you so much for all the hard work, it's still awesome as it is!
I'm getting a bug with the compare tool, where it's not taking into account my selected ability (Seize the Initiative) where each 1 dex is equal to 1 armor for Monk.
Strength does work, so I've just been also adding the amount of dex on an item to strength to test it, and of course I could just add it to armor instead, but it would be nice if when selected it automatically took into account Seize the Initiative.
Actually after testing it a bit further I don't think I'm noticing any of the buffs affecting the compare items tool.
This is actually a fairly large change/fix, as if you are stacking several buffs that increase armor % then every point of armor is worth more, especially compared to other stats which aren't being buffed. The same can be said for abilities that increase % resist or % life.
Hope to see this added soon. Thank you so much for all the hard work, it's still awesome as it is!
I fixed the seize the initiative thing, checked into the other bug and the problem is the following:
- if you put in +100 armor for a new item
- go back to stats
- and enable some +armor buffs
- go back to item compare
- now the +EHP won't be updated
- change the +100 armor to +101 armor, hit <tab> so that it updates
- change it to +100 again, fixed
Ofcourse this ain't very nice so I will be looking into fixing it properly :-)
Still loving this, and spreading the word as much as I can.
I am in love with the fact that this tool allowed me to get to 4million EHP for less than 2mil gold!
Anyway, I was wondering if in the Item compare tab there could be a button called 'equip new item' that will (after a confirmation popup) remove the stats of the old item and put on the new one? I don't know if this would be hard on your end, but having to re edit my sheet everytime I grab an upgrade is irritating to say the least!
Still loving this, and spreading the word as much as I can.
I am in love with the fact that this tool allowed me to get to 4million EHP for less than 2mil gold!
Anyway, I was wondering if in the Item compare tab there could be a button called 'equip new item' that will (after a confirmation popup) remove the stats of the old item and put on the new one? I don't know if this would be hard on your end, but having to re edit my sheet everytime I grab an upgrade is irritating to say the least!
Thanks, and it's on the issues list atm, I also already made it but then removed it because there were a lot of complications with it, I'm planning to give it another go though
Still loving this, and spreading the word as much as I can.
I am in love with the fact that this tool allowed me to get to 4million EHP for less than 2mil gold!
Anyway, I was wondering if in the Item compare tab there could be a button called 'equip new item' that will (after a confirmation popup) remove the stats of the old item and put on the new one? I don't know if this would be hard on your end, but having to re edit my sheet everytime I grab an upgrade is irritating to say the least!
Thanks, and it's on the issues list atm, I also already made it but then removed it because there were a lot of complications with it, I'm planning to give it another go though
Great to hear!
Also, rather than ads - why not add a 'buy a beer' or donation button. I daresay this will help a LOT of people slaughter inferno, and I imagine donations from those you've helped will MORE than outweigh advertising space (and be less annoying to end users to boot)
Well the ad ain't that anoying imo in the sidebar, but I strongly dislike having goldselling ads on my site ...
Was a bit of an experiment to see how much it would give per day, it does however net 8euro a day, something donations don't really beat I think xD
I'm gonna see if I can
1) add some goldselling ads to banlist
2) change the ads to text only so they don't catch to much attention :-)
If I'm not satisfied then I'll drop the ads, remember I'm using it myself too so anoying ads anoy me too :-)
edit: google has some funky feature that will ensure that I have to 'ok' the ad before it is shown, gonna see how that works, to bad the google ad management thing is really slow (takes like 2 hours before changes are displayed on the site)
Still reckon you should look into a 'buy me lewt' button or something so people can donate for all your hard work *hint hint*
Might work better than ads
I added the donate button, if it beats the ads then the ads are out instantly
Btw, I found this one rather interesting, I've never really seen a website where you could disable ads from displaying;
4k visitors got the 'disable ads' button and only 21 ppl pressed it (0.5%)
Incase you're interested, the tool has been online for a month now (24th may till 21st june);
- Visits: 269,843
- Unique Visitors: 178,925
- Avg. Visit Duration: 00:29:53
- % New Visits: 66.30%
- daily uniques are normally around 10k
I can't see how many people are using an adblocker (without spending time to build something to find out) but I guess among gamers (more advanced computer users) it ain't uncommon to have an adblocker
---
I've been pondering with ideas how to do block properly but it's a fuckin pain and already waisted all the few hours I've had available for the tool this week on it so far/
My spearhead so far in developing this has been doing small updates on daily (or some days hourly) basis, depending on what was requested and except for itemcompare and the UI improvements it was easy to do everything in small steps.
So gonna bench it for a moment until I can get in a long straight couple of hours so that I can do it in 1 go ... and see if I can pick up some of the smaller things until I find enough time for block.
So I think I'll try to get VIT - equivelant in first, however I've seen some1 in a spreadsheet use allresist as the equivelant stat, what do you guys think? VIT is easiest to measure I think since allresist is a bit messy with it actually being 5 different resists in reality ?
I added VITeq on all the places where 'alternatives' were being shown, it's kinda crowded and no space to explain it ...
Also added 3rd tab with stat weights, plenty of space there though
Gonna take a look at it again 2night or 2morrow to think it through a bit more
However, since most ppl somehow understand what EHP is without me explaining it maybe it's not that important
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.
Very nice spreadsheet, awesome for assessing whether an item is in fact an upgrade to survivability!
For those that want a simple formula to quickly calculate your approximate EHP, use this formula (for barbs/monks):
Total HP /[0.7 x (100 - x) (100 - y) (100 - d)].
x is the damage reduction shown from tooltip from armor, and y is the damage reduction shown on tooltip from resistance, and d is your dodge chance.
This assumes you have no "reduced damage from melee/ranged" stats anywhere; it also assumes all your resistance is the same. To incorporate reduced damage from melee/ranged, simply divide by another 100 - z, where z is the % reduced from melee/ranged.
updated the beta with a settings button (top right) to switch between EHP and VITeq, looks better right ?
Leaving the total EHP of your in EHP (even when the setting is in VITeq) seems pretty logical to me, but for item compare I would like to see that switch to VITeq as well :).
true, didn't think about that, hehe, will fix that and storing the settings and then release it to the normal version
edit: done item compare
I need to (manually) check the VITeq stuff, need to make sure it correctly represents a VIT equivelant
Okay, I had been holding back this change since I know I got a contributor who changed a lot of the code structure to clean it up and optimized some stuff, but he's still not done and I don't want to hold back development anymore so I'll take an hour extra to merge all his work and my work when he's done
So what's new? VITeq/dance
Based on your stats I calculate how much EHP you get from +1 VIT, then I can tell you how much VITeq you get from certain skills / stats
You can change the setting at the top right of the screen to display stuff in EHP or VITeq!
Lemme know what you think ?
Donations
Thanks for the donations so far, I don't care that much for the money (I could be doing freelance work for 80euro / hour if I really needed extra money badly :P) but the gesture that you're willing to donate a bit for my work really makes me feel good about my work!
It has motivated me to increase my focus on developing the tool some more again (since I lost most motivation to play my barb my focus on the tool had dropped too).
So up next will be block, Entropy42 (from this forums) has provided me with some formula's for block and using that I'll start working on it right away, hopefully finish up a beta version 2night during some Civilization 5 :-)
If you are lucky enough to have enough damage reduction to reduce Act IV mobs to doing 3.7k damage or less (which I have with great armor and resistances) you can effectively work out what ehp your block chance is providing...
If your block amount is capable of mitigating 100% of damage, then your block chance is effectively equivalent of some dodge chance, but how much? Well first you minus your dodge chance from 100, then take your block chance as a percentage from the leftover amount:
Example - 50% Dodge chance, 50% block chance:
100-50 = 50
50 x.50 = 25
Therfore your 50% block chance is the equivalent of an additional 25% dodge.
Note this works ONLY if you can mitigate 100% of incoming damage due to your block amount (unlikely against certain bosses such as Rakanoth, Izual, Diablo, Aspect of Terror. Also unlikely against certain elite mobs, for instance high damage mobs like phasebeasts with Avenger triggered)
This is how I've been working out how block works with my shield. While this isn't good enough to have on the sheet itself, you can just manually add a %dodge chance to your item to see what it gives.
I think the block formulas that are going into the tool should do the trick pretty well, but the results will (rightfully) be dependent on what people enter for the expected incoming damage. I have no idea what these values truly are for mobs that matter in Inferno. It seems like the damage of the "average" hit isn't as important as the damage of the hits that are likely to kill you (i.e. the harder hitting mobs in each act).
Does anyone have info on how much Inferno mobs hit for? Either without mitigation, or with known mitigation so we could back-calculate the damage?
I think the block formulas that are going into the tool should do the trick pretty well, but the results will (rightfully) be dependent on what people enter for the expected incoming damage. I have no idea what these values truly are for mobs that matter in Inferno. It seems like the damage of the "average" hit isn't as important as the damage of the hits that are likely to kill you (i.e. the harder hitting mobs in each act).
Does anyone have info on how much Inferno mobs hit for? Either without mitigation, or with known mitigation so we could back-calculate the damage?
I used to know non champ ponies did 200k. No idea what now after nerf.
EDIT: Also, glad you're getting some donations, see what happens when you listen to me? Hope it's enough to warrant continued support of the project. I've been pimping it as hard as I can on jsp.
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I'm getting a bug with the compare tool, where it's not taking into account my selected ability (Seize the Initiative) where each 1 dex is equal to 1 armor for Monk.
Strength does work, so I've just been also adding the amount of dex on an item to strength to test it, and of course I could just add it to armor instead, but it would be nice if when selected it automatically took into account Seize the Initiative.
Actually after testing it a bit further I don't think I'm noticing any of the buffs affecting the compare items tool.
This is actually a fairly large change/fix, as if you are stacking several buffs that increase armor % then every point of armor is worth more, especially compared to other stats which aren't being buffed. The same can be said for abilities that increase % resist or % life.
Hope to see this added soon. Thank you so much for all the hard work, it's still awesome as it is!
I fixed the seize the initiative thing, checked into the other bug and the problem is the following:
- if you put in +100 armor for a new item
- go back to stats
- and enable some +armor buffs
- go back to item compare
- now the +EHP won't be updated
- change the +100 armor to +101 armor, hit <tab> so that it updates
- change it to +100 again, fixed
Ofcourse this ain't very nice so I will be looking into fixing it properly :-)
I am in love with the fact that this tool allowed me to get to 4million EHP for less than 2mil gold!
Anyway, I was wondering if in the Item compare tab there could be a button called 'equip new item' that will (after a confirmation popup) remove the stats of the old item and put on the new one? I don't know if this would be hard on your end, but having to re edit my sheet everytime I grab an upgrade is irritating to say the least!
Thanks, and it's on the issues list atm, I also already made it but then removed it because there were a lot of complications with it, I'm planning to give it another go though
Great to hear!
Also, rather than ads - why not add a 'buy a beer' or donation button. I daresay this will help a LOT of people slaughter inferno, and I imagine donations from those you've helped will MORE than outweigh advertising space (and be less annoying to end users to boot)
Was a bit of an experiment to see how much it would give per day, it does however net 8euro a day, something donations don't really beat I think xD
I'm gonna see if I can
1) add some goldselling ads to banlist
2) change the ads to text only so they don't catch to much attention :-)
If I'm not satisfied then I'll drop the ads, remember I'm using it myself too so anoying ads anoy me too :-)
edit: google has some funky feature that will ensure that I have to 'ok' the ad before it is shown, gonna see how that works, to bad the google ad management thing is really slow (takes like 2 hours before changes are displayed on the site)
And for returning visitors I added a button to disable ads ;-)
Still reckon you should look into a 'buy me lewt' button or something so people can donate for all your hard work *hint hint*
Might work better than ads
I added the donate button, if it beats the ads then the ads are out instantly
Btw, I found this one rather interesting, I've never really seen a website where you could disable ads from displaying;
4k visitors got the 'disable ads' button and only 21 ppl pressed it (0.5%)
Incase you're interested, the tool has been online for a month now (24th may till 21st june);
- Visits: 269,843
- Unique Visitors: 178,925
- Avg. Visit Duration: 00:29:53
- % New Visits: 66.30%
- daily uniques are normally around 10k
I can't see how many people are using an adblocker (without spending time to build something to find out) but I guess among gamers (more advanced computer users) it ain't uncommon to have an adblocker
---
I've been pondering with ideas how to do block properly but it's a fuckin pain and already waisted all the few hours I've had available for the tool this week on it so far/
My spearhead so far in developing this has been doing small updates on daily (or some days hourly) basis, depending on what was requested and except for itemcompare and the UI improvements it was easy to do everything in small steps.
So gonna bench it for a moment until I can get in a long straight couple of hours so that I can do it in 1 go ... and see if I can pick up some of the smaller things until I find enough time for block.
So I think I'll try to get VIT - equivelant in first, however I've seen some1 in a spreadsheet use allresist as the equivelant stat, what do you guys think? VIT is easiest to measure I think since allresist is a bit messy with it actually being 5 different resists in reality ?
Now the hardest part is somehow adding it to the interface and also being able to explain people what it is xD
However, since most ppl somehow understand what EHP is without me explaining it maybe it's not that important
you can see it working in the beta env: http://d3ehp-beta.rubensayshi.com/
I added VITeq on all the places where 'alternatives' were being shown, it's kinda crowded and no space to explain it ...
Also added 3rd tab with stat weights, plenty of space there though
Gonna take a look at it again 2night or 2morrow to think it through a bit more
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.
For those that want a simple formula to quickly calculate your approximate EHP, use this formula (for barbs/monks):
Total HP /[0.7 x (100 - x) (100 - y) (100 - d)].
x is the damage reduction shown from tooltip from armor, and y is the damage reduction shown on tooltip from resistance, and d is your dodge chance.
This assumes you have no "reduced damage from melee/ranged" stats anywhere; it also assumes all your resistance is the same. To incorporate reduced damage from melee/ranged, simply divide by another 100 - z, where z is the % reduced from melee/ranged.
true, didn't think about that, hehe, will fix that and storing the settings and then release it to the normal version
edit: done item compare
I need to (manually) check the VITeq stuff, need to make sure it correctly represents a VIT equivelant
So what's new?
VITeq /dance
Based on your stats I calculate how much EHP you get from +1 VIT, then I can tell you how much VITeq you get from certain skills / stats
You can change the setting at the top right of the screen to display stuff in EHP or VITeq!
Lemme know what you think ?
Donations
Thanks for the donations so far, I don't care that much for the money (I could be doing freelance work for 80euro / hour if I really needed extra money badly :P) but the gesture that you're willing to donate a bit for my work really makes me feel good about my work!
It has motivated me to increase my focus on developing the tool some more again (since I lost most motivation to play my barb my focus on the tool had dropped too).
So up next will be block, Entropy42 (from this forums) has provided me with some formula's for block and using that I'll start working on it right away, hopefully finish up a beta version 2night during some Civilization 5 :-)
If you are lucky enough to have enough damage reduction to reduce Act IV mobs to doing 3.7k damage or less (which I have with great armor and resistances) you can effectively work out what ehp your block chance is providing...
If your block amount is capable of mitigating 100% of damage, then your block chance is effectively equivalent of some dodge chance, but how much? Well first you minus your dodge chance from 100, then take your block chance as a percentage from the leftover amount:
Example - 50% Dodge chance, 50% block chance:
100-50 = 50
50 x.50 = 25
Therfore your 50% block chance is the equivalent of an additional 25% dodge.
Note this works ONLY if you can mitigate 100% of incoming damage due to your block amount (unlikely against certain bosses such as Rakanoth, Izual, Diablo, Aspect of Terror. Also unlikely against certain elite mobs, for instance high damage mobs like phasebeasts with Avenger triggered)
This is how I've been working out how block works with my shield. While this isn't good enough to have on the sheet itself, you can just manually add a %dodge chance to your item to see what it gives.
Does anyone have info on how much Inferno mobs hit for? Either without mitigation, or with known mitigation so we could back-calculate the damage?
I used to know non champ ponies did 200k. No idea what now after nerf.
EDIT: Also, glad you're getting some donations, see what happens when you listen to me? Hope it's enough to warrant continued support of the project. I've been pimping it as hard as I can on jsp.