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    posted a message on Diablo3 Effective Health Pool Calculator
    I tweaked the UI a bit, hopefully the text that explains what you should do will now catch your eyes a bit more (mostly for new users).
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from ArcaneWeapon

    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) :)


    Quote from werdl

    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 :D
    and yeah, this is really awesome

    read the above quote, it's (high) on the list of the todos and it ain't easy :D
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from jjwa

    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).


    Quote from jjwa

    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 :-)
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from flikera

    Very good calculator.

    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
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Diesta

    No block %, useless.

    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!
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from troqu

    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 :-)
    Posted in: Theorycrafting and Analysis
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    posted a message on Vitality build
    yea, some1 was bragging that he had a 'better build' which was 'cheap' and you could get str on your gear to and it was getting 100k hp (2200 vit orso) with decent str and low-mid allresist....

    but any item with more then 10 all resist, with vit/str > 100 starts at like 400~500k so ... -.-'

    Quote from Nidhogr

    Ofc you can get more dps while doing this aswell. And if you don't die and don't block you can spam revenge all day.

    The guy also has 1200 resist all.

    does block prevent revenge from proccing?
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from lordigor

    Please excuse my noobness, but i keep seeing this effective health pool thing and as i'll be trying to do inferno now that i've finished my exams i wpuld like to know what is it! is some keen enough to explain it to me? or get me somewhere i can read about it?

    thanks in advance

    "Effective Hit Points is a measure of how much unmitigated damage a character would have to suffer to die. For example if your Life is 100 and you have a combined 25% damage reduction from armor, resistances and other sources, your EHP would be 100 / (1 - 0.25) = 133 EHP."
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Wahst

    I love your calculator and the item comparison looks good too. My only problem is when your comparing items with unique resistances. I was trying to decide between 2 shoulders last night and the calculator had them pretty close in ehp but the 1 that was slightly behind also had 41 physical resistance. I was unsure if the 41 phy res. was enough to put them ahead of the other pair.

    first off; I added it to the issues list so that at some point I might try to find a solution to it.
    second; It's hard!
    If I would split up the resistances then I would have to display the EHP per magic type or something ...
    In general it's best to see the 'all resist' field as an 'avarage resist' field, or if you're interested in how much 41 phys would help then you should just put it in all resist for sec :P
    Maybe splitting up 'your avarage magic resist' and 'physical resist' would be a decent alternative :-)

    Quote from Entropy42

    I really think just locking out the unbuffed values (rather than the buffed values) in the character edit screen would work. Then as long as people keep their buffs in-game synched up with the buffs in the editor, they should always be able to enter the final armor value and have the program back-convert it.
    Its just confusing to enter buffed values the first time and then have to enter unbuffed values after that.

    Also, I agree with the guy that said normalized values to Vit would be awesome. Just another number next to the EHP and % values that indicates how much Vit that stat is equivalent to. i.e. 1% melee damage reduction is worth about 9.4 Vit to me in my current gear, while 1 Resist all is worth about 1.3 Vit

    Atm I'm thinking of indeed locking the unbuffed base values, with item compare added you won't really have to tweak them much unless you wish to experiment with how stats scale.
    I think I will redo the UI to be split among a few more tabs;
    | stats input | buffs | buffed stats | EHP results | item compare | making a mess out of your stats |

    Then the 'new character' step will be in the first tab, but you can go back to that step at any time
    buffs will be all the checkboxes as usual
    buffed stats and EHP results display the results we already got
    item compare - duh
    and the last tab will allow you to mess with all the stats freely and see what the results are, without influencing the other tabs
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    SUPER UPDATE; ITEM COMPARE HAS BEEN ADDED

    Update 16 [2012/06/08 09:20]
    !! SUPER UPDATE !!
    - Item Compare added
    - Str/Int/Dex +1 alternatives added
    - Demon Hunter added
    - Mystic Ally - Earth added
    - Enchantress added
    - more minor bug fixes & features

    If you have any feedback (bugs or good idea / feature requests), please let know!

    Next up will be some real hard thinking about how the UI curently works and trying to improve the workflow so things are more logical!
    Specially the input process is hard to understand completely!
    I NEED SOME HELP FROM A (INTERFACE)DESIGNER!! If some1 could take the time to make a small mockup maybe, that would be awesome <3
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Entropy42

    Itemcompare is looking cool. Will be fantastic for assessing upgrades.
    On the main character screen though, it still tells me Dex, Str, and Int have 0 EHP value, when clearly 10 Int = 1 Res All and 10 Str = 10 AC. It would be useful to get a sense of how valuable that 50 extra Dex on an item is.

    I now understand how the script is calculating my initial resists/armor, but I still think that it needs to work differently somehow. Once I've set up my direct-from-character-screen stats (and hit create character), if I remove Nerves of Steel, it doesn't reduce my armor by that amount. Also, once I've made my character, if I want to update my armor values (say I get a new piece of gear), all I can change is the unbuffed armor value that it calculated for me, which means I need to completely debuff myself in-game, and remove all my passives, so I can find my unbuffed armor value.
    Maybe I am just trying to use this tool in a way that wasn't intended, but I still find this aspect of it to be confusing and/or not working correctly.
    Thanks again for making this tool though, please understand I'm just trying to provide constructive criticism/feedback.

    Edit: I think one thing that would work is to just allow the user (after they have created the character), to edit only the buffed value for Armor or Resist All, rather than only the unbuffed values, as those values are always easier to get at in-game (at least for Barbs, can't speak for other classes).

    The dex/str/int stuff I did this morning during my breakfast at home and I forgot to upload the code so now im at work and I can't merge that code with teh stuff I did in my lunchbreak so gotta wait for 2night before I can have everything working 2gether!


    The interface indeed needs some work so that you wont have to think about what you're doing but instead it feels logical xD

    The problem is that most of the time you will have passives/skills/enchantress on when you look at your ingame charscreen so when you input your stats you basicly input your buffed stats, I like how that curently works in the tool, the first step you put your stats in and check which stuff is already on.

    Then after that I want you to be able to test different builds, so you need to be able to enable/disable skills and I can only calculate that if I have your base stats (armor/resist).
    However it's confusing what you should change if you have new gear etc, so I have to make that more clear somehow!
    thats why I did the shout out to any designer to help me, because it's hard to think of a good way to do this!

    Quote from SaikoDrakie

    If there's a friendly (interaction)designer who feels like making a small mockup (or wireframes) for me, that would make things a lot easier (and better) !! :D
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    The beta version for itemcompare is looking rather stable now.

    I just have some changes which I made last night and this morning at home, which I forgot to checkin so I don't have access to them now.
    When I get home and can combine those changes with the work I've done during my lunchbreak today I'll have a stable version to deploy!
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from GalZohar

    Thing with item compare is that there is no time to minimize the game and use it, item will be sold by the time you tab back into the game. Must have some values written down that you can type into a calculator (which every Diablo player should have by his keyboard!) in a matter of seconds, before the item gets snatched (assuming it's actually a good value for your gold).

    By normalizing I meant exactly that. Though %s can work too, just need to show at least 1 extra digit.

    Though I still don't understand how impunity (warcry rune) doesn't increase the value of additional resistances by 50%.

    Interesting aproach, I haven't been that much 'on the ball' with trying to buy items that fast, but I see your point!
    (I personally use 2 screens and keep the calc on the secondscreen).
    I will add it to the list of features to build.



    on the resist part:
    Damage reduction from resistance = Resistance / (5 × Monster Level + Resistance)

    base
    hp = 10k
    res = 500
    mob = 60

    500 / ((5 x 60) + 500) = 62.5% reduction
    10000 / (1 - 0.62) = 26315 ehp

    +50% res
    hp = 10k
    res = 750
    mob = 60

    750 / ((5 x 60) + 750) = 71.4% reduction
    10000 / (1 - 0.71) = 34482 ehp

    (34k - 26k) / 26k = 31% increase



    +3 moblevel
    hp = 10k
    res = 500
    mob = 63

    500 / ((5 x 63) + 500) = 61.3% reduction
    10000 / (1 - 0.61) = 25839 ehp

    +3 moblevel, +50% res
    hp = 10k
    res = 750
    mob = 63

    750 / ((5 x 63) + 750) = 70.4% reduction
    10000 / (1 - 0.70) = 33333 ehp

    (33k - 25k) / 25k = 29% increase




    the moblevel in the formula influences the scaling, making +50% resist not +50% effect kinda
    now adding armor and other reductions to it makes the scaling even more complex xD but thats why we got computers to calculate stuff :D
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from GalZohar

    Looks great! Thanks for this. Saves me for figuring out what errors I'm making in my excel sheet...

    I still don't fully understand how passives interact with the numbers. Should I always type in the "buffed" stats? Or should I type in the stats I have when using the skills which boxes I've "checked"?

    Could you please also add an option to "normalize" the stats? So we can show the value of every stat in terms of vitality, for example. Quicker to calculate when you're looking at something at the AH rather than multiplying by decimals. When showing small percentages, though, it would be nice if more digits were shown, so there is a difference between 0.082% and 0.087%. 2 significant digits will probably be enough, but 1 is too little (so numbers like 1.1%, 0.0043%, 21% would be shown, rather than 1.10%, 0.00% and 21.00%).

    Damage reduction stats stack multiplicatively, so it would be nice to show the EHP benefit of 3%, 4%, 5%, 6% and 7% damage reduction that would have been on an item. When comparing items we really don't (or shouldn't) care about character screen stat difference, as that would be much more difficult to calculate than just looking at the number on the item. For "normal" (additive) stats current system works fine (though normalizing and showing 2 significant digits would help), but for multiplicative stats such as damage reduction from ranged/melee/elites it's not too helpful. Sure, 7% on an item is really only ~7.5% increased EHP, so almost 7%, but it'd still be nice to have that extra accuracy when comparing items.


    EDIT: Also something doesn't really make sense to me. Without impunity I get resistances worth 0.14%, while with impunity they're worth 0.16%. Shouldn't a 50% boost make them worth 0.21% (1.5 times original value)?

    When you 'create character' there's a big wall of text explaining that you should input the stats as you read them in your characterscreen and tick the checkboxes for the skills which you have on when looking at the charscreen.

    With normalizing to VIT you mean adding a little table at the bottom which shows like:
    1 armor = 1.7 vit
    1 resist = 6 vit
    etc ?

    I'm adding itemcompare this week (I have a working expertimental version already on http://d3ehp-beta.rubensayshi.com/) after that is done I'll start trying to improve the UI a bit so that things are clearer how they work.

    If there's a friendly (interaction)designer who feels like making a small mockup (or wireframes) for me, that would make things a lot easier (and better) !! :D
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Draskus

    I am pretty sure that the Monk isn't getting the passive 30% dmg reduction like the barbarian is.

    If you start a class base, where it gives them 1000 all states, 200 all resist, 4000 armor, the WD/Wiz/Monk have 147 effective heallth (no dodge) and the barb has 211k with the same stats. I can only imagine that this is the barb getting the 30% and the Monk is supposed to get it too, but doesnt appear to be.

    Obviously if this is true pretty significant issue for the Monk, just a heads up!

    Thanks, great calculator, been using it a lot.

    WTF!? You were right, though I'm absolutely sure that the Monk had it at some point!
    It's getting it now in new version, sorry!
    Posted in: Theorycrafting and Analysis
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