![]() In other words, it's extremely important to balance all your values.Fire, Cold, Lightning, Poison, Arcane, Holy Adding 30 resistance, however, will give you 7467 EHP, which is 10% of the EHP dodge and armor gives you. Anyway, adding 300 armor to this will not give you +10% of 112000, but will give you +10% of your EHP as if your armor was 0. If you want to calculate this you just have to divide 28000 by (1/2)*(2/3)*(3/4). So adding 30 armor will add 1% of your total effective health pool as if your armor value was 0.Įxample: You have 28000 hp, 3000 armor, 150 resistance, and 25% dodge. ![]() However, because there are multiple ways of reducing incoming damage (armor, resistance, dodge, innate ability, passives, abilities), and they are all multiplied with eachother, the full and correct way of thinking about it is:ģ0 armor will always give +1% of your total effective health pool including resistance, dodge, etc, BUT NOT including armor itself. #12 Here's another way to think about it:ģ0 armor gives +1% EHP and 3 resistance gives +1% EHP. ![]() %life favors vita cuz 10% life of 100 is 10 but of 200 is 20. defense has diminishing returns so the opportunity cost of theo ther forms of defense cannot be ignored. You *can* treat anything separately but you doing so wont yield anything useful. there are probably others, the formula is a rule of thumb only and not the final word. % life restored - does not change armor/vitality balanceįlat bonus to life (health globes / +X life/sec regen and so on) - these are in favour of getting armor rather than life You are also right that some modifiers that are not accounted for in my formula change the balance armor/life in favour of one or the other: I only look how to deal with the life-armor balance. Of course, in an actual build you do have to worry how to balance life and armor vs all other forms of defense, an issue that my formula says nothing about. Since damage reduction from armor is a flat multiplier that is applied to everything and works independently of all other forms of damage reduction, you *can* treat it separately. Secondly some skills favor one over the other like barb has %life restored which favored vita over armor. Its like only comparing crit chance and crit +dmg when trying to maximize dps. This is wrong because it doesn't include the other forms of damage reduction like resistances or dodge. Which reduces to the formula I gave above. ThenĪnd one point of vit increases the EHP byĭivide to get the utility of the latter vs the first: For simplicity, let's assume that the level of the monsters you fight is equal to your own level. Where your HP = (lvl-25)*vit (provided your level is >=35, source: google for diablo 3 lists), and mlvl is the monster level. So, the formula is a rule of thumb only, and not the final word. If you have +% life from a skill or items (this makes getting +vit items relatively more effective) health globes, flat health regeneration, flat life steal and so on (e.g., regenerate +X life / second) being more effective if you have relatively less life ![]() wizard force armor being more effective the less life you have I'll explain my reasoning below, this is a bit technical.īut first a disclaimer: the formula above is a rule of thumb only, it does not take into account effects such as Handy rule of thumb when comparing two pieces of equipment! I think the rule is useful because it's so simple, works for all classes, and is actually a pretty decent approximation.įor example, my wizard is level 41 and has 788 armor and 523 vitality, so for me one point in vit is equally useful as 5.33 points in armor. This formula expresses that armor and vitality should be in some kind of balance: in the extreme case, if you have a gazillion armor and hardly any vit, you need a lot of points of armor to equal one point in vit. I'll start with my conclusion: one can approximate how many points of armor provide equal utility as one point in vitality by I think this is really nice, because it allows you to compare the utility of armor on an item, to the utility of vitality. I was recently explained on these forums how, since armor determines a multiplier that reduces *all* incoming damage, so you can interpret it as increasing your "effective number of hit points" (EHP). ![]()
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