Maybe you stop getting base HP from leveling after level 50?

Anyways, with this information I can calculate the proportion of Vitality and Defense which gives maximum EHP for a given attribute total. In other words, this shows you how to gem for maximum EHP.

B = Base HP with no VIT
V = Vitality
H = HP per VIT
D = Defense
T = Defense Threshold
L = Level

T=2L+6
L=60
H=4

Putting that into Wolfram Alpha comes out to:

D = B/4 + V - 54

If we substitute in Base HP:
B=4L+36

D = V+15

So in other words, you want Defense to be fifteen points higher than VIT for max EHP, OR you want to put all of your points into DEF for maximum healing effectiveness, or somewhere in-between those two. You NEVER want to put all your points into VIT as it gives less EHP than D = V + 15, and has none of the additional healing effectiveness improvements DEF has.

My eye sight may not be as good as it used to be but I am pretty sure that the HP is actually 8072! At the top, the dmg increase is 533 and these threes dont look like the HP. Me thinks gear and passives

The screen isn't full front and the image is kinda blurry, could be a 3 or an 8. You are right. Still the best one of those I have seen so far. Most of them videos (even at 1080p) are impossible to read, as they were screencaptured.

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"Traitors! Even in death, the armies of Khanduras will still obey their king!"

Crit specific gear will need serious bonuses from talents and other sources to match pure damage bonuses.

It's really confusing if you ask me. High end items gives only +90 Precision (usually) wich is only +5% critical rate, fairly weak compered to +90% damage from +90 Attack or +90% Class Damage. The whole point of stats (Attack, Precision, Vitality, Defence) is that one point in any of those should have the same "power level". So, if you find a +20 attack ring it should give the same damage bonus as a +20 precision ring (and both items would have the same level requeriment).

Crit specific gear will need serious bonuses from talents and other sources to match pure damage bonuses.

It's really confusing if you ask me. High end items gives only +90 Precision (usually) wich is only +5% critical rate, fairly weak compered to +90% damage from +90 Attack or +90% Class Damage. The whole point of stats (Attack, Precision, Vitality, Defence) is that one point in any of those should have the same "power level". So, if you find a +20 attack ring it should give the same damage bonus as a +20 precision ring (and both items would have the same level requeriment).

I wish people would stop equating 1 Attack to +1% total damage output.

Let's say you start with 600 Attack. Your 100 base damage spell will deal 700 damage. Now you gain 1 Attack. Your spell deals 701 damage. 1/700 = +0.14% damage increase, not 1%.

Precision still increases total damage less than Attack does, but it is not by a ridiculously large ("15:1") margin.

Actually, it's more like 0.0113, according my tests with the beta client. This shot of a level 60 barb's character sheet also confirms that. Further testing also showed, that currently crit% is capped at 75%.

Wizard.
They like on the whole. Academic Skills hve been renamed Signature skills. They get cheaper as you level up. They like that. Tweaking numbers on skills that cost Arcane Power or not, to make sure the balance is good.

The biggest change is that their skills have changed to % weapon damage. They wanted to make casters value their weapons more. So does this mean a Wizard should use a big 2h weapon? Not so much, since weapon speed ties into casting speed. Makes daggers and waads more powerful.

Additionally there is usually +Wiz Damage% on wands. So 2 reasons not to pick a huge two-hander over a wand.

Source: Incgamers

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"Traitors! Even in death, the armies of Khanduras will still obey their king!"

So, I've been playing the beta for 4 hours straight now.
I got my hand on +9 XP bonus items, so I could test some stuffs.

If you kill a Risen with Level 9 you get 4 base exp. Which is a 90% penalty for a 8 level difference. At level 1 they give 40 exp. Anyway the +XP items are not effected by this penaltly. Hence, after equipping I got 13 exp a kill. There formula is therefore...

xp = (baseexp * penalty) + itembonusxp

I wonder where the bossmod comes in. I'll be testing some more.

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"Traitors! Even in death, the armies of Khanduras will still obey their king!"

mlvl = monster level
clvl = character level
xp from items is added to the modified (by clvl-mlvl) base monster exp for clvl-mlvl<6. Otherwise it is not counted.

It has also come to my attention that a lower level hero grouping up with higher level heroes will get have severely reduced xp gain. The specifics as of now are unknown.

Source: mfb(indiablo.de), me & others

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"Traitors! Even in death, the armies of Khanduras will still obey their king!"

Anybody knows if some of the formulas in this thread (especially armor and resistance formula) are still valid for the latest beta patches (and therefore maybe retail)?

Would be nice to know and if not if there is another thread or site having up to date info.

Assuming their armor formulas are accurate, then(before any class abilities) you can reach roughly ~4130 armor. A little more, I'm just being realistic. With this, you could reach roughly 97% damage reduction. That would make the dreaded 170,000 damage hit everyone fears, hit for 5100. Just some food for thought.

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Anyways, with this information I can calculate the proportion of Vitality and Defense which gives maximum EHP for a given attribute total. In other words, this shows you how to gem for maximum EHP.

http://diablo.incgamers.com/forums/showpost.php?p=8063180&postcount=18

In order to maximize gains, set marginal cost = marginal benefit. In this case, that comes out to:

EHP formula with +1 DEF = EHP formula with +1 VIT

((B + V * H) * (1+((D+1) - T)/(3*L))) / ((B + (V+1)*(H) )*(1+(D - T)/(3*L))) = 1

B = Base HP with no VIT

V = Vitality

H = HP per VIT

D = Defense

T = Defense Threshold

L = Level

T=2L+6

L=60

H=4

Putting that into Wolfram Alpha comes out to:

D = B/4 + V - 54

If we substitute in Base HP:

B=4L+36

D = V+15

So in other words, you want Defense to be fifteen points higher than VIT for max EHP, OR you want to put all of your points into DEF for maximum healing effectiveness, or somewhere in-between those two. You NEVER want to put all your points into VIT as it gives less EHP than D = V + 15, and has none of the additional healing effectiveness improvements DEF has.

My eye sight may not be as good as it used to be but I am pretty sure that the HP is actually 8072! At the top, the dmg increase is 533 and these threes dont look like the HP. Me thinks gear and passives

Yeah exactly. By having any amount of % gain to health at level 60 it would have a large impact

I wanted to check with the thread, do we have the equations for the basic attack per second value. If not I want to look at that and the crits also

Still, Precison seens completly UP. The amount of critical damage you need in order for 1 Precision match 1 Attack is 1500! Prove:

1 Attack = +1 %Damage

1 Precision = +0.0666...% critical rate at lvl 60

1 Precision = (+0.0666...*CritDmg) %Damage at lvl 60

For 1 Precision = 1 Attack

0.0666...*CritDmg = 1

CritDmg = 1/0.0666...

CritDmg = 15

Crit specific gear will need serious bonuses from talents and other sources to match pure damage bonuses.

It's really confusing if you ask me. High end items gives only +90 Precision (usually) wich is only +5% critical rate, fairly weak compered to +90% damage from +90 Attack or +90% Class Damage. The whole point of stats (Attack, Precision, Vitality, Defence) is that one point in any of those should have the same "power level". So, if you find a +20 attack ring it should give the same damage bonus as a +20 precision ring (and both items would have the same level requeriment).

I wish people would stop equating 1 Attack to +1% total damage output.

Let's say you start with 600 Attack. Your 100 base damage spell will deal 700 damage. Now you gain 1 Attack. Your spell deals 701 damage. 1/700 = +0.14% damage increase, not 1%.

Precision still increases total damage less than Attack does, but it is not by a ridiculously large ("15:1") margin.

Additionally there is usually +Wiz Damage% on wands. So 2 reasons not to pick a huge two-hander over a wand.

Source: Incgamers

I got my hand on +9 XP bonus items, so I could test some stuffs.

If you kill a Risen with Level 9 you get 4 base exp. Which is a 90% penalty for a 8 level difference. At level 1 they give 40 exp. Anyway the +XP items are not effected by this penaltly. Hence, after equipping I got 13 exp a kill. There formula is therefore...

I wonder where the bossmod comes in. I'll be testing some more.

I think this is it. (Not 100% confirmed, but pretty sure.)

Graph (level 60: beta4, beta5)

mlvl = monster level

clvl = character level

xp from items is added to the modified (by clvl-mlvl) base monster exp for clvl-mlvl<6. Otherwise it is not counted.

It has also come to my attention that a lower level hero grouping up with higher level heroes will get have severely reduced xp gain. The specifics as of now are unknown.

Source: mfb(indiablo.de), me & othersAssuming their armor formulas are accurate, then(before any class abilities) you can reach roughly ~4130 armor. A little more, I'm just being realistic. With this, you could reach roughly 97% damage reduction. That would make the dreaded 170,000 damage hit everyone fears, hit for 5100. Just some food for thought.