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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from jjwa

    Your tool kicks ass! :)


    I was also confused at first because I was entering stats that were already increased by passives or buffs, and then again improved by selecting the passives or buffs in the tool, applying the benefit twice... If that would be clearer, most of my confusion of using this for the first time would be gone.
    That being said, I think I found a bug. When you create a new character, enter your correct stats, and select the passives/buffs, then create the character, the stats you end up with are reduced. If you do not select and passives/buffs and then create it, the stats will be fine, and if you then select the passives/buffs in the 'normal' screen (after the creation screen), none of that stat reducing happens.

    Another addition I would love is being able to compare stats of different setups side by side. I already love that I can make different characters (I made the same monk 5 times, comparing 5 different weapon setups). A 1080p screen resolution is wide enough to fit everything 2 or 3 times side by side. Plenty of space to also show -x% and +x% difference between the characters you are comparing.

    Keep up the awesome work! This was the first EHP calculator that I found that did not take hours to calculate stuff myself, was too confusing, or simply seemed incorrect.

    on mobile so gonna be short for now.
    When you create you put in the stats you see on charscreen and select what stuff you have on at that moment.
    Whe you save i then reduce your stats for the buffs and passives you had on, so that we get your base stats.
    That way you can also try how it would be with or without the buffs and passives
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    I'm planning to add item compare this week (thursday/friday) and look into some time to live (and block) posibilities!
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Effu

    Nothing happens when I press the "add new character" button, and since I havn't used the interface before, then I don't have an old one I can use. Tried in both IE 9 64 and 32 bit on windows 7.

    Hey mate,

    I have to admit I haven't tested in IE9 before (and I don't care about IE8 or older since it's just to much work to fix everything in those oldies).
    But testing it myself in IE9 seems to work fine, though I suspect what might be wrong and deployed a new version with hopefully a tiny fix for you!
    If it still doesn't work, could you hit F12 after opening the page, at the bottom of the page open the 'console' tab and then try clicking the button and gimme any posible output in the console tab :D ?

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

    What formula are using you using to calculate the mitigation and effective health values? I made a sheet and my EHP is consistently about 10% higher than the values from yours.

    thanks!

    EHP: = Life / ((1 - DR from Armor) × (1 - DR from Resistance) × (1 - 0.30 if monk or barbarian) × (1 - DR from other source))

    EHP: = Life × ((1 + Armor / (50 × Monster Level)) × (1 + Resistance / (5 × Monster Level)))
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    I've created a tool to calculate your effective health pool based on your stats.

    The tool is now build so that it can support all classes,
    Curently implemented are:
    - Barbarian
    - Wizzard
    - Monk
    - Witch Doctor
    - Demon Hunter will follow soon.

    Features:
    - with / without dodge
    - with melee / ranged / magic specific reduction
    - with skills increasing your EHP someway
    - toggling skills on and off to compare them
    - EHP gain for +1 vit, +1 resist, +10 armor

    So here you can find the working version:
    http://rubensayshi.g...ehp-calculator/

    It's completely clientside javascript, so changing stuff will make it calculate everything on your machine, hence you might find a small spike/freeze when you do,
    this is mostly because I haven't bothered with optimizing it (atm the onchange events trigger itself, thankfully backbone handles that fairly well).

    You can input your base armor, resistance, VIT and life %, it will generate your final life, armor, resistance (which should match your character screen).

    Behind all the checkboxes it displays the EHP if you would change it (checked<->uncked) and how much %% change that would be.
    That's what you can use to see which ones increase your EHP the most.
    For example you can easily see that War Cry with +resist rune is far better then the other two options.

    Known issues / bugs:
    - For skills with multiple interesting runes you could check them all, should change this to be a radio button or selectbox at some point

    Upcoming changes priority list:
    - Interface revamp, adding tabs and a better way to put in your intial stats
    - Think of a way to include block
    - Handle skillbuilds with different runes nicely (maybe seperate the skillbuild more)
    - Add option to copy a link to your curently input/selection (like talent calculators do)
    - Recieve buffs from other classes
    - Pull in stats from blizzard API (kdmcclel is already working on some code eventhough the API ain't up yet)

    Please let me know what you think of it :D
    Please bump the thread a bit once in a while (preferably with constructive comments or positive feedback) so that it stays visible on page 1 :D :D

    Contibuting
    It's on github (the page you're opening is project page of it), code is here in case you're interested:
    https://github.com/r...ehp-calculator/

    If you wanna join in and help out, you're very welcome! I already got some awesome pull requests on github from kdmcclel and MrMarvin and merged those almost instantly!
    the project is all javascript, nothing serversided, I could easily host some serversided code too if needed but if we can stick to javascript only then that's preferred!

    *** Authors / Contributors ***
    Drakie (rubensayshi)
    kdmcclel
    Marv Cool (MrMarvin)

    *** Changelog ***

    Update 1 [2012/05/24 10:20]
    Thanks to pull request from 'kdmcclel' we now have multi-class support and he already implemented wizzard!
    Surely more classes will follow :)

    Update 2 [2012/05/24 10:22]
    Since it's no longer barb only I renamed the project, URLs are changed, old URL stopped working ;)

    Update 3 [2012/05/24 10:46]
    The stats you input are (locally) stored so you don't have to keep putting them in each visit, choices aren't stored yet though!

    Update 4 [2012/05/25 09:23]
    Fixed armor formula

    Update 5 [2012/05/25 13:03]
    Cleaned up code, made it possible to seperate classes from each other (classperclass xD).
    Added dodge calculations, seperated it from the pure EHP though since dodge ain't part of traditional EHP calculations, but specially since it's also working on magic it's very much relevant ;)

    Update 6 [2012/05/25 15:01]
    Added first implementation of Monk class, needs some work though on the active skills which apply short duration buffs/debuffs and I need to double check if I haven't forgotten any skills.

    Update 7 [2012/05/28 19:38]
    Fixed how dodge is calculated (like a modifier instead of a static stat). Added warcry dodge rune.

    Update 8 [2012/05/29 10:11]
    Added a +1 VIT/armor/resist alternative display.

    Update 9 [2012/05/29 15:53]
    Finaly fixed the dodge chance madness properly!

    Update 10 [2012/05/30 09:16]
    Added 'extra options' to Monk (Crippling Wave, Deadly Reach) and Wizard (Archon).
    (re)enabled displaying armor and resistance effective reduction %.

    Update 11 [2012/05/30 10:01]
    Added Mantra of Healing rune effects.

    Update 12 [2012/05/30 12:35]
    Added Fists of Thunder - Lightning Flash rune.
    Redid EHP for alternatives to display the change instead of the new total.
    using +10 armor as alternative now.

    Update 13 [2012/05/31 09:25]
    Added Witch Doctor!! Thanks to MrMarvin!
    Also cleaned up the code a lot.

    Update 14 [2012/06/01 09:26]
    I redid all the code responsible for the UI, this will allow me more flexibility and I'll be able to make it easier for users to input their characters stats (when I make the above button work properly!).
    There is a chance I might have broken something in the display logic though, however the calculations should be fine.

    I deployed the experimental version as a stable version!
    Please let me know asap if you find anything, I'll be tailing this topic all night should anything pop up!

    Update 15 [2012/06/02 20:00]
    !!MAJOR UPDATE!!
    - New UI (fluid, so it should behave nicely on mobile too)
    - More explicit and better saving of characters
    - Better / easier way to add a new character (you can tick which buffs are on when you copy the stats, it will recalculate the base stats)
    - Code is now in a way that should easily allow me to add item compare (soon!)
    Posted in: Diablo Tools
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    posted a message on Diablo3 Effective Health Pool Calculator
    I deployed the experimental version as a stable version!
    Please let me know asap if you find anything, I'll be tailing this topic all night should anything pop up!


    Update 15 [2012/06/02 20:00]
    !!MAJOR UPDATE!!
    - New UI (fluid, so it should behave nicely on mobile too)
    - More explicit and better saving of characters
    - Better / easier way to add a new character (you can tick which buffs are on when you copy the stats, it will recalculate the base stats)
    - Code is now in a way that should easily allow me to add item compare (soon!)
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from SaikoDrakie

    Quote from chaoslux

    ...

    I'll dig into the difference in EHP, enchantress is on the todo list, want to get the UI fixed first

    the difference in the new version was because it hadn't properly started calculating, if you changed 1 thing then it was fine again, deployed a new new version to the same URL, I don't have any problems with it anymore now!
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from chaoslux

    Just a small detail that may be useful. Instead of saying "Insert your most common resistance", you should try to say "Insert your lowest resistance". Since there's no negative stats on gear, inserting your lowest resistance is sure to insert the resist with the least special resistance.
    My lowest resist is 178, and my most "common" resist turns out to be 211.

    ...On the other hand, new website is broken, which is expected, here's a screenshot of both websites:

    Normal Version: http://dl.dropbox.co...3728/OldEHP.jpg
    Experimental version, stat input with all buffs on: http://dl.dropbox.co...3728/NewEHP.jpg

    I wished it worked like the experimental version, i would get rid of one of my +60 all resist and suddenly gain 2.79 million EHP!

    Edit: Just thought about it, you may want to add Enchantress' 15% Armor Buff.
    Not sure if any other follower has a buff that affects EH...
    I suggest you treat it as a class option, just add it for all classes. That is until you have a more refined system going on.

    I'll dig into the difference in EHP, enchantress is on the todo list, want to get the UI fixed first
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    There's an experimental new version on different URL: http://d3ehp.rubensayshi.com/
    - New UI (fluid, so it should behave nicely on mobile too)
    - More explicit and better saving of characters
    - Better / easier way to add a new character (you can tick which buffs are on when you copy the stats, it will recalculate the base stats)
    - Code is now in a way that should easily allow me to add item compare (2morrow!)

    I need to test it a bit more 2night or 2morrow, but then I'll push it to the main URL too, if you find bugs (in either experimental or normal version) please let me know, I'll fix them asap!
    And ofcourse I'm very much interested in weither or not you find the new UI a bit more apealing and easier to use :-)
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Update 14 [2012/06/01 09:26]
    I redid all the code responsible for the UI, this will allow me more flexibility and I'll be able to make it easier for users to input their characters stats (when I make the above button work properly!).
    There is a chance I might have broken something in the display logic though, however the calculations should be fine.

    Should you find any problems please let me know!
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Update 13 [2012/05/31 09:25]
    Added Witch Doctor!! Thanks to MrMarvin!
    Also cleaned up the code a lot.




    The tool has been open for public for a week now and I added google analytics pretty early and I gotta say, the stats look awesome, having 11k unique visitors already in such a short time and getting mentioned in a couple of other forums, video streams channels and such <3.
    Kinda funny how I'm happy/proud of 11k uniques (0.15% of total d3 population) while at my job I got 5mil uniques (which is about 30% of national population) xD

    I'll try to focus on developing some more features that focus on easy of use for returning visitors (and in general ofcourse) next.
    In the meantime keep any sugestions/requests you got coming and I can do some of them when I find small gaps in my schedual ;)

    Oh and if people could give the topic in the official forums a friendly bump;
    EU: http://eu.battle.net...opic/4525923896
    US: http://us.battle.net...opic/5149014570

    that would be awesome <3, I think it doesn't get bumped up the list if I post in it myself :(



    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Track1044

    Love this tool and I've been using it for quite a while to see if an item was worth a buy or not.

    Only bugs and kinks I've noticed though is that somehow res isn't done right, at least on monk, which I'm using.
    472 res in the sheet gives 59.97% but in game it says it's 61.17% and thats a pretty big difference.
    EDIT: I'm dumb! Of course it is lower since higher leveled mobs is less affected by your res =D

    Otherwise awesome work =D

    ooh, and wouldn't it just be possible to make another check box that says "Mantra of Evasion Activation bonus" and just make that add another 15%. Would be a neat way to test out how much it affects your Dodge ehp =)

    Sounds like a plan, added it to my todo and yea charscreen shows ur %% based on a mob of equal level, being 60, while we really care about 63 since that's what rapes our faces in inferno :D

    I've tried adding an item compare feature, but the code was a big mess so I'm gonna make some other changes first, I do really want it in asap since it's a pain to write down EHP, add teh items stats and then compare the EHP values xD
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from chaoslux

    .....

    I'm planning to build a 2 step interface, where step 1 is either picking your previously input character or inputing a fresh char, where you can put in the stats in your character screen AND select your current buffs, so I can calculate the base stats from that and you don't have to disable the passives to get the correct stats to input into the calculator!
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from Aurorah

    Could we get other classes aura buffs added to the classes they're not part of? Like Warcry + Impunity, Mantra of Evasion + Hard Target, ect.

    Also Dodge% doesn't support a decimal.

    I added support for decimals,

    applying cross-class buffs is kinda tough technically and trying to get everything in the interface is an even bigger challange so for now I'm just gonna put that one on my todo list (at the bottom xD).
    As soon as a get a chance to rewrite some code and redo the interface with some tabs I could do that one, since I am kinda interested in weither or not the sharing of the buffs make up for the +15% dmg done by the mobs when I'm grouping with my Monk buddy :-)





    FYI; there is someone working on witch docter implementation (I got an open pull request on github for it from someone), he ain't done yet, but it will be in soon I hope :-)
    If he's done that would leave just demon hunters ... but most of them run around with < 15k hp anyway since they don't freakin care about anything other then have insane high damage xD but if WD is added then I got no choice but to add DH too this weekend ;)
    Posted in: Theorycrafting and Analysis
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    posted a message on Diablo3 Effective Health Pool Calculator
    Update 11 [2012/05/30 10:01]
    Added Mantra of Healing rune effects.

    Update 12 [2012/05/30 12:35]
    Added Fists of Thunder - Lightning Flash rune.
    Redid EHP for alternatives to display the change instead of the new total.
    using +10 armor as alternative now.
    Posted in: Theorycrafting and Analysis
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