Diablo® III

Diablo 3 Effective Health Pool Calculator

SUPER UPDATE; ITEM COMPARE HAS BEEN ADDED

Hey barbs!

My main char is a barb and I've had serious issues getting into inferno, trying to touch every resource I could get to improve my char I build this tool to calculate your EHP.
It nicely shows what passives/runes improve your EHP the most and gives you a good idea how much EHP you're on and if you come back a few days later and update it you can see your increase (I'm gonna build a character system at sometime, atm you'll have to write it down yours elf).

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

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, +1 str
- Item Compare

So here you can find the working version:
http://rubensayshi.github.com/d3-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:
[url="https://github.com/rubensayshi/d3-ehp-calculator/"]https://github.com/r...ehp-calculator/[/url]

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!)

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
Edited by Drakie#2763 on 6/8/2012 12:26 AM PDT
Reply Quote
I'm clearing inferno act2 with 625k EHP (730k EHP with dodge).
I was ready to do inferno act1 without weird seismic slam builds around 400k EHP, building it up and was probally around 500k when I killed butcher first time.
Edited by Drakie#2763 on 5/28/2012 2:38 PM PDT
Reply Quote
Update 8 [2012/05/29 10:11]
Added a +1 VIT/armor/resist alternative display
Reply Quote
Really nice! Thank you for the work your putting into this.
Reply Quote
very nice ....

monk section is lacking Mantra of Healing - Time of need (mantra of healing also increases resistances from all damage types by 20%)
Reply Quote
It shows my buffed armor about 4k higher than it actually is, and the melee damage reduction doesnt seem to be working
Reply Quote
dodge % seems inverted, IE 70% dodge gives lower EHP than 30% dodge
Reply Quote
this is awesome!! just what i needed thanks
Reply Quote
So I have 1.3mil EHP apparently.. Not too shabby
Reply Quote
Update 9 [2012/05/29 15:53]
Finaly fixed the dodge chance madness properly!
Reply Quote
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 %.
Reply Quote
85 Blood Elf Warrior
1525
question, how much EHP does a barb need to solo act 2
Reply Quote
very nice ....

monk section is lacking Mantra of Healing - Time of need (mantra of healing also increases resistances from all damage types by 20%)


Should work similar to War Cry with Impunity .. Why you're not adding this ?
Reply Quote
very nice ....

monk section is lacking Mantra of Healing - Time of need (mantra of healing also increases resistances from all damage types by 20%)


Should work similar to War Cry with Impunity .. Why you're not adding this ?


Because it's a lot of work doing on the changes during work ;)

Update 11 [2012/05/30 10:01]
Added Mantra of Healing rune effects.
Reply Quote
05/30/2012 12:34 AMPosted by Limeshark
question, how much EHP does a barb need to solo act 2


I'm clearing inferno act2 with 625k EHP (730k EHP with dodge).
But I'm struggling on some packs (nagas, tiny spiders, anything with fire chains) so probally need to get some more.
I do steamroll act1 with these stats though :-)

I was ready to do inferno act1 without weird seismic slam builds around 400k EHP, building it up and was probally around 500k when I killed butcher first time.
Reply Quote
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.
Reply Quote
Update 13 [2012/05/31 09:25]
Added Witch Doctor!! Thanks to MrMarvin!
Also cleaned up the code a lot.
Reply Quote
Thanks a lot! I was just having a discussion with friends about effective health. This calculator will be very useful!
Reply Quote
(Wizard)

The resists and armor showing in my character/details screen in game are already reduced from glass cannon. When I put these numbers in the calculator and click glass cannon, it reduces them again. I guess this tick box is only for those who do not have glass cannon as a passive already and want to see the effects of choosing it?

Anyway, great job I really appreciate the work you've done.
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