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@ Raesene. Does that mean that the weight values zakaluka had on his spreadsheet are still effective even on % life heals? I suppose there is absolutely no need to recalculate the effective health weights on barbarians just because of that.
my spreadsheet is pretty specific to wizards.
I'm kind of reluctant to answer your question, maybe someone that knows more about barbarians can chime in.
No reason you can't have a really big health pool, AND tons of mitigation, AND a full dps budget too (except cost of gear anyway). Do life-stealing skills like revenge return less life on higher difficulties, like life leech on a weapon?
See, I just don't know. That it's a % of max life gives more weight to vitality, since vit gives the highest boost in EH (and therefore to revenge's life steal) per budget. But stacking vit in lieu of mitigation reduces the effectiveness of all other sources of self-healing, and every kind of mitigation also improves the value of revenge. It's something I haven't thought much about.
Are you saying that the skill barbarians have that increases all resistances by 50%. (for examples 500 becomes 750) should change the weight of all resistance points to your wizard spreadsheet? if yes would it make it worth more or less?
I dont want an exact detailed answer. I am trying to understand the logic if possible.
yes, in that case EH-per-budget for resist and int should be 50% higher.
Barbarians also can get several different armor bonuses, which the sheet doesn't incorporate. War cry should raise armor's EH per budget by 20%, as an example, also the adjustment to resist from something like Impunity. Something like Steel Nerves isn't extremely easy to adjust for. Threatening shout/falter o.O 32% DR on one active skill (maybe even better overall on paper than war cry: impunity? unless your resists are very low to begin with). Lots of things I haven't even touched on for barb.
Last edited by zakaluka; 05-06-2012 at 19:58.
I'm not sure I understand what you are asking, so please forgive me if I appear to be answering a completely different question.
On zakaluka's spreadsheet, I think the best way to model a revenge-type heal would be to enter it under "CD 3" and set the cooldown to your best estimate of how often revenge procs in a given fight. This is going to depend on the rate of incoming attacks and your character's dodge. I unaware if revenge has an internal cooldown, but at the very least it is going to be limited by your own attack rate.
The "value" you are going to want to put in is 5% of your actual health, not your effective health. The EHPS (which I'm assuming is effective healing per second) should then reflect the benefit that revenge is applying to your effective health.
@ Raesene
I was talking about stat budget per point on the other tab. Should the stat budget per point on vitality be different/higher? Should the stat budget per point on resistances be different/higher?
To answer my own question, i think not.
Wouldn't be the best way to handle a Revenge-type heal effect in this sort of computation be to completely ignore it?
I have a new question.
how would reduce damage from melee/reduce damage from ranged attacks relate with effective health?
Well the simplest answer is... it would increase it.
How much it does depends on the balance of stats you have.
This tool: http://rubensayshi.github.com/d3-ehp-calculator/#intro does a pretty good job of showing how valuable it is for your particular setup.
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