Firefox 12.0 and the problem looks like this. The page also loads instantly, instead of when trying with IE or in Private Mode it takes some time.
I think I know the problem, could you try again now :-)
If it still doesn't work, hit CTRL+F5 once after loading the page, it will refresh the page without caching, just to be sure
Wizard: Archon adds 40% Armor and Resistances, which stacks with Force armor. Could it be possible to add it to the equation? It may only be a 15 second effect on a 2 minute cooldown, so instead of trying to "even it out", it would be preferable to see my archon EHP, and if i uncheck it, see my EHP without.
Also, overall request, it may sound silly and adds another layer of numbers, but i would like to see my actual total damage reduction. as nice as it is to know i have 200k EHP, i also like to know stuff like "Im reducing all damage by 83%, awesome"
sorry mate, I've seemed to miss your reply previously but now that I did read it, here's a new update:
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 %.
it uses localstorage, an HTML5 feature, to save your characters stats.
Could you tell me what browser (and preferably what version of it) you're using? I'll test it myself and try to find a fix
I've build an EHP calculator, punch in your stats in there (remove your passives (aka pick offensive ones) before you do so) and you can see how much EHP increase you get from 1 point of armor or 1 point of resistance.
You'll see that 1 resist equals about 10 armor, just like Stein said
Yeah, I like having the charge for heals and for gap closing (more dps time on boss). You don't need a whole lot of damage to do the fight, as it's not a dps race. As long as you can survive the adds while pumping out enough AoE to take them down (sidearm and revenge), then you're set.
I mainly use ignore pain for p3 if I get trapped by his meteors, and threatening shout isn't needed I felt like, but I was using it for the elite packs. Wrath of the Berserker is a bit overkill for the fight though, as you don't really hit any parts where you need to necessarily nuke anything.
I'm currently on my way to larder in a3, but wow.... Those skele's with the giant axe damn near one shot me. Kind of at a stand still until I figure something out there.
but I kinda feel that I need wrath for the elite packs in a2
Regarding Fists of Thunder, you didn't finish your sentence, but 2 seconds is long enough to keep it active at all times. With a 1.4 weapon speed those 3 attacks take 1.4 seconds, so it's easy to keep that buff up as long as the enemy isn't too far away.
that's asuming you have some source of IAS, but I guess any decent monk would have some IAS or be dual wielding xD?
It seems to be broken now.. yesterday it was working fine. The problem seems to be the HP and dodge calculations. I'm calculating for the monk btw.
At lvl 60 it says I have 11k hp with 1031 vit and +4% life. If I change my lvl to 1 I suddenly have 63k Hp.
At 32% dodge it says I have 95k EHP and 3.5K EHP with dodge. If I change my dodge to 1% then EHP with dodge is the same as EHP without it, 95k. If I change it to 0% then I get 630k EHP with dodge as opposed to the initial 3.5k.
EDIT: Regarding crippling wave and deadly reach, just make it 100% uptime. The real uptime changes with weapon speed and other factors such as the target being far away or not (you can't reduce it's damage if you can't hit them. Same thing happens with resolve). If you calculate it with 100% uptime then we can easily tick and untick the box to see how much damage we take with and without the buff being active.
EDIT2: You should also add Fists of Thunder - Lightning flash as it adds 16% dodge chance for 2 seconds.
And GJ with the calculator, it's a lot more easy to use than making a spreadsheet in excel = )
I fixed both issues, was me doing stuff while being tired ... should have known better xD
Regarding the skills, I hope I get a chance to redo some of the interface soon so I can make it more clear that they're situational stuff, I doubt think that Fist of Thunder, 2 sec buff is main
I got there with 5 stacks, skipped only fast/fire chain and fast/molten, but couldn't get it down. 48k hp, 9k armor, 500ish all resist.
I suppose I need a bit more all resist, but then I have to loose some damage (14k, 17k with berserker rage passive) Y_Y
I usually play with wrath of the berserker, really helps taking down the elites imo, but for belial I guess having furious charge with dreadnaught might be the awesome extra bit of healing I need to get through the 2nd add phase, since once you're done with the adds the fight becomes a cakewalk :-)
still, the DPS classes (DH, WZ, WD) are at most running with 50% dmg reduction from armor and maybe another 30% from all resist, that means that even my tanky barb who does about 15k damage would hit the player for 5k orso, takes about 6 hits to kill them ... pop a cooldown (wrath) for 3x damage done and you can 2 shot a demon hunter ...
on the other hand the DH does 30k damage to me, with 75% armor reduction, 60% resistance reduction, asuming the build in 30% melee reduction from monk/barb for being melee won't work we get to 3000 damage, 50k hp ... still only requires 16hits.
I'm pretty sure they have something else in mind since the few PvP movies they had before the launch were showing long lasting combat with health globes dropping and stuff, not 5 seconds bursting someone down ... Let's hope for that at least
Nice work, it agrees with my spreadsheet I made for my Monk. Extra confimation is always nice.
One thing looks to be a little off though: HP. The formula is 36+4*lvl + X*vit. Where X is lvl-25 capping at 10 at the lowest.
[Edit:]
Just looked at the code, you have the 36+4*lvl factor in the <35 section of your IF but forgot the term in the ELSE.
[Edit:]
Also Mantra of Evasion isn't adding dodge. Though the Hard Target rune is properly adding armor.
Looking at the code, the extra dodge from MoE or Guardians Path isn't added to your current dodge chance, they stack multiplicitivly. So if you have 20% chance to dodge and put on MoE you don't get 35% dodge you get 1-((1-.20) * (1-.15)) = 32% chance to dodge total.
I fixed the HP thing you mentioned too, it's 100% acurate for my own char now :-)
It's a bad spot anyway, farming without NV buff sucks!
Just open a game at the last part of the quest to kill butcher, teleport to the The Festering Woods, clear both of the small dungeons, clear the event and any elite packs you find on your way there.
Then go for butcher, you should already have at least 3 NV buffs, most of the time 4 or 5 and the packs on the way to butcher start dropping better already.
Plus butcher is a easy anyway
One thing looks to be a little off though: HP. The formula is 36+4*lvl + X*vit. Where X is lvl-25 capping at 10 at the lowest.
Acording to 2 websites the HP above lvl35 is calculated different then below 35, but since it's off by a bit maybe it got changed in beta and your formula might be right, I'll try it out
Also Mantra of Evasion isn't adding dodge. Though the Hard Target rune is properly adding armor.
Looking at the code, the extra dodge from MoE or Guardians Path isn't added to your current dodge chance, they stack multiplicitivly. So if you have 20% chance to dodge and put on MoE you don't get 35% dodge you get 1-((1-.20) * (1-.15)) = 32% chance to dodge total.
Hmm I didn't even bother checking on that since I thought it would be logical that having multiple sources of dodge would stack sequentially since it's +some-stat, but I guess since it's a % based stat to begin with it isn't that simple.
PS. there's actually a fair amount of visits to the website, which is really cool and motivates me to keep on working on this project more and more
I'm moving into my new apartment this weekend so I'm not sure if I'll have any updates before monday, but maybe I can squeeze in some coding 2night before I go to sleep to at least process some feedback.
kdmcclel is already actively helping me and parmattlab has the intention to dive into the project to so maybe we'll see some nice updates this weekend nonetheless
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I think I know the problem, could you try again now :-)
If it still doesn't work, hit CTRL+F5 once after loading the page, it will refresh the page without caching, just to be sure
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sorry mate, I've seemed to miss your reply previously but now that I did read it, here's a new update:
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 %.
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Could you tell me what browser (and preferably what version of it) you're using? I'll test it myself and try to find a fix
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You'll see that 1 resist equals about 10 armor, just like Stein said
http://rubensayshi.github.com/d3-ehp-calculator/
topic about the calculator is found here: http://www.diablofans.com/topic/43712-diablo3-effective-health-pool-calculator/
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but I kinda feel that I need wrath for the elite packs in a2
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Update 9 [2012/05/29 15:53]
Finaly fixed the dodge chance madness properly!
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that's asuming you have some source of IAS, but I guess any decent monk would have some IAS or be dual wielding xD?
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I fixed both issues, was me doing stuff while being tired ... should have known better xD
Regarding the skills, I hope I get a chance to redo some of the interface soon so I can make it more clear that they're situational stuff, I doubt think that Fist of Thunder, 2 sec buff is main
0
I suppose I need a bit more all resist, but then I have to loose some damage (14k, 17k with berserker rage passive) Y_Y
I usually play with wrath of the berserker, really helps taking down the elites imo, but for belial I guess having furious charge with dreadnaught might be the awesome extra bit of healing I need to get through the 2nd add phase, since once you're done with the adds the fight becomes a cakewalk :-)
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on the other hand the DH does 30k damage to me, with 75% armor reduction, 60% resistance reduction, asuming the build in 30% melee reduction from monk/barb for being melee won't work we get to 3000 damage, 50k hp ... still only requires 16hits.
I'm pretty sure they have something else in mind since the few PvP movies they had before the launch were showing long lasting combat with health globes dropping and stuff, not 5 seconds bursting someone down ... Let's hope for that at least
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I fixed the HP thing you mentioned too, it's 100% acurate for my own char now :-)
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gonna see if I can do a major overhaul tomorrow so that I can display +1 str, vit, dex, int, resist, armor.
Update 7 [2012/05/28 19:38]
Fixed how dodge is calculated (like a modifier instead of a static stat). Added warcry dodge rune.
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Just open a game at the last part of the quest to kill butcher, teleport to the The Festering Woods, clear both of the small dungeons, clear the event and any elite packs you find on your way there.
Then go for butcher, you should already have at least 3 NV buffs, most of the time 4 or 5 and the packs on the way to butcher start dropping better already.
Plus butcher is a easy anyway
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Acording to 2 websites the HP above lvl35 is calculated different then below 35, but since it's off by a bit maybe it got changed in beta and your formula might be right, I'll try it out
Hmm I didn't even bother checking on that since I thought it would be logical that having multiple sources of dodge would stack sequentially since it's +some-stat, but I guess since it's a % based stat to begin with it isn't that simple.
PS. there's actually a fair amount of visits to the website, which is really cool and motivates me to keep on working on this project more and more
I'm moving into my new apartment this weekend so I'm not sure if I'll have any updates before monday, but maybe I can squeeze in some coding 2night before I go to sleep to at least process some feedback.
kdmcclel is already actively helping me and parmattlab has the intention to dive into the project to so maybe we'll see some nice updates this weekend nonetheless