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Effective Health Pool (Henceforth EHP)
What is EHP?
EHP is a number that is used to explain the value of your hit points with all damage reduction added in. This number will be quite larger than your HP as it is the overall worth of all your defensive abilities in conjunction with your Health Pool.
How does it work?
EHP takes your life, and divides it by your dmg reduction abilities to show how much your total HP pool is worth with the defensive modifiers taken into account.
Can I have an Example?
Sure! These numbers will be very low/dumbed down just to show an example. Let's say you have these total stats: 10,000HP, 10% Damage Reduction from Armor (this can be seen by hovering over your armor stat). You are hit for 10,000 damage, yet you do not die? Why is this? Due to EHP! Since incoming dmg is reduced by 10%(armor) coming in, that 10,000 dmg hit is now actually only a 9,000 HP hit on you. You will survive with 1,000HP. To actually kill you, you will need to be hit for 11,111.11 Damage. Simple? Well not when we start getting into all the reductions.
This calculated the reduction of dmg from Armor. Creature level for MP1+ is 63. It should match up to the number on your profile.
Resist/10 Int Reduction:
This calculated the reduction of dmg from Resists. Creature level for MP1+ is 63. It should match up to the number on your profile.
Dexterity is a crazy one:
This makes Dodge hard to get the higher you get in Dex. What these numbers are, your dex 1-100 is only worth .1% dodge. This means you'll have 10% Dodge at 100 dex. Each point from then on till 500 is worth 1/4th that, or .025% dodge. At 500 Dex you will have 20% dodge (400*.025 + 100*.1). Etc. It is possible to max out dodge to 100%, but requires 8,000 Dodge which is unreachable.
This show that the dmg reduction is multiplicative and not additive. Why is this important? Due to the fact that if you get 80% armor reduction, and 20% Resist reduction, you aren't immune to all dmg. Again why is this important? That'll take us to our next section.
Stat balancing is quite complicated due to the fact that there can be so many factors into the defensive reductions. Example: Talents for physical dmg reductions, Elite Dmg reduction, Melee Dmg reduction, etc. The best way to calculate your stat weights are to use a EHP calculator. I'll post some at the bottom.
What does this all mean?
This means that when you switch out an item with 50 vitality, for one with 80 res all, that's not always going to be an upgrade. If you have a low amount of one stat or another, it is often stronger to up that lower stat, than to up one that you already have an abundance of.
For those of you that played WOW, Diminishing Returns was something you always had to worry about in defensive stats. In Diablo3 it doesn't work the same way. Diminishing Returns do not exist the way we usually think of them. We will use Armor for this example. As you gain armor, it takes more Armor to gain 1% of Damage Reduction. However, every piece of armor is gaining you significantly more EHP. Therefore, though the amount of Damage Reduction you get out of each piece of armor is lower, the actual EHP you get out of each piece is higher. A good example of this can be seen here:
Edited by Kieble#1634 on 11/14/2012 6:11 AM PST
Thanks for the well explaining paragraph from the notes, Diablo 3 has different game mechanic algorithm than WoW, so therefore, having armor, AR, vit balance is better than just having high Armor, but the other 2 stay at their minimum
Thanks everyone, glad people liked it and it was easy to understand. Let me know if there is anything else that should be added!
I've been using this calculator for a while and it's very accurate.
I'll add this to the list, alittle more work as it doesn't use API import, but still an accurate EHP calculator none the less.
Thanks everyone, glad people liked it and it was easy to understand. Let me know if there is anything else that should be added!I've been using this calculator for a while and it's very accurate.
Hey man I like your calc, the fact that it imports is great.
It would be a lot better if the information was displayed a little easier to read like the link I posted. It's more work but I like the way the information is presented.
Plus the fact that you can check checkboxes for buffs and it calculates those values for you to see what your potential EHP could/would be.
Anyways great work and cheers.
but since we dont know how much damage any given monster attack will do EHP is kind of useless information O.O it really overcomplicates something simple, check your hp pool, now check your armor, is it similar in damage reduction to your resistaces? alright your good, are you dieing? get more -.-
If you have comments about my calc, please post it in that thread so we can keep this one on the EHP topic. Pretty much the first things you said are a personal opinion as others have said they like the simplistic view of mine. And the second already exists. Click the checkmarks and hit calculate.
But we do know how much damage monsters will be doing. EHP is the opposite of useless. You could gear pure armor, and keep adding to it till you don't die. But to get to that point in armor where you didn't die, you could have gotten there with far less armor and a little bit of res all and dex and block and talents etc. This helps for bargaining gear on wether it is actually an upgrade or not.
you're basically summarizing it as saying IAS increases me dps just like crit does, so i can get either one. While true they both up your dps, one is always worth more to your dps than the other.
It's also off, doesn't use the API to load your charachter, doesn't allow for item by item comparison, etc. etc. There's a lot of things it's missing, and he's said he doesn't want to develop it anymore so I took over a more specialized one. It also doesn't handle DPS at the same time... So if you'd like to quit trolling and have a question about EHP, then that'd be great.
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