In this thread, someone asked whether to roll life% or vitality on a helmet. The answer in that case (as in most others) is: vitality. However, I was curious what the thresholds are; usually it was a no-brainer with vitality > life% in virtually every case, but with vitality augments in 2.4 that game changed, in particular for support characters. Of course you could always simulate it in D3planner, but it's always comparing case-by-case examples, and it doesn't give you a nice graphical overview.
To solve this issue, I present the Vitality vs Life % Calculator:
(Yes, this is a shameless rip-off of the CHC vs CHD calculator code, but who cares).
Explanation of how it works: If you want to know what to roll on one particular item, just enter your current stats (where it says "current stats", surprisingly) and the two competing values on the item(s) you're considering (under "item choice"). It will tell you the winner (and by how much). That's the part D3Planner also could've told you.
If you wonder how life % vs. vitality compares in more general terms, the big table below will provide you with an answer. For example, for 15% life vs. 650 vit (the default values when visiting the site for the first time), you can see that only at 5k health life% makes sense to be considered (you'll always have 10% from paragon anyways). At levels of 7000 or more vitality (which is easy to reach for support characters), you should really think about replacing vitality rolls with life % on some slots; however, only the "low main stat" slots (in particular rings) - a 1000 vit roll on helmet is still as good as 15% life at 10k vitality and 50% life (belt, paragon, chest, shoulders).
Play around a bit with the numbers if you like - and also let me know if you find an error. It was a lot of bracket-fixing in the spaghetti code, can't promise that an error slipped through (though the numbers seem to make sense compared to what I experienced in-game).
In this thread, someone asked whether to roll life% or vitality on a helmet. The answer in that case (as in most others) is: vitality. However, I was curious what the thresholds are; usually it was a no-brainer with vitality > life% in virtually every case, but with vitality augments in 2.4 that game changed, in particular for support characters. Of course you could always simulate it in D3planner, but it's always comparing case-by-case examples, and it doesn't give you a nice graphical overview.
To solve this issue, I present the Vitality vs Life % Calculator:
http://d3resource.com/health/
(Yes, this is a shameless rip-off of the CHC vs CHD calculator code, but who cares).
Explanation of how it works: If you want to know what to roll on one particular item, just enter your current stats (where it says "current stats", surprisingly) and the two competing values on the item(s) you're considering (under "item choice"). It will tell you the winner (and by how much). That's the part D3Planner also could've told you.
If you wonder how life % vs. vitality compares in more general terms, the big table below will provide you with an answer. For example, for 15% life vs. 650 vit (the default values when visiting the site for the first time), you can see that only at 5k health life% makes sense to be considered (you'll always have 10% from paragon anyways). At levels of 7000 or more vitality (which is easy to reach for support characters), you should really think about replacing vitality rolls with life % on some slots; however, only the "low main stat" slots (in particular rings) - a 1000 vit roll on helmet is still as good as 15% life at 10k vitality and 50% life (belt, paragon, chest, shoulders).
Play around a bit with the numbers if you like - and also let me know if you find an error. It was a lot of bracket-fixing in the spaghetti code, can't promise that an error slipped through (though the numbers seem to make sense compared to what I experienced in-game).