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Diablo III Formulas

Forum Index > Diablo 3
 
 VoirDire   Sweden. May 27 2012 03:21. Posts 1774
Profile # 
This is a compendium of formulas. I'll try to keep this thread updated. For now it's just the portion of effective life.

Effective life: On average, the amount of raw damage you can sustain before you die. E.g. If you have 10000 life and 50% damage reduction, you have an "effective life" of 20000. This is useful when selecting which item is better. "Protection" in item selection tool tip doesn't take resistances to account for example.

Effective life:
Total life / Total damage reduction.

Life:
(276+Vitality*35)*(1+Max life modifiers)

Total damage reduction:

1-Dodge chance *
1-Damage reduction from armor *
1-Damage reduction from resistances *
1-Damage reduction from being a melee character (30%)
1-Other damage reduction.

Blocking works differently. It has a chance (Block percent) to absorb a fixed amount of damage (Block amount). The damage is calculated after resistance and armor reduction has been applied.

As far as I know all damage can be dodged, resisted and blocked. I.e if you are poisoned or standing in a fire, you can dodge that damage.

Damage reduction from armor
Armor / (50*Monster level + Armor)

Damage reduction from resistances
Resist / (5*Monster level + Resist.

Dodge chance:
Dodge chance from dexterity * Additional dodge chance modifiers multiplied./code]

The dodge modifiers should be should be multiplied instead of added.

The dodge chance increase from each point in dexterity works like this:
[code]Dex Range Dodge% / Dex

0 - 100 0.1
100 - 500 0.025
500 - 1000 0.02
1000 - 8000 0.01

8000 Dexterity = 100% chance to dodge


Armor:
(Strength+Armor from items)*Armor modifiers


Resistance:
(Intelligence/10+Resistance from items)*Resistance modifiers


Note that each point in Dexterity, Intelligence and Strength increases effective life by an equal amount (approximately). Also note that there is no diminishing returns in terms of effective life on neither armor, resistance or dodge chance.

Monster Levels
Act1: 61
Act2: 62
Act3: 63
Act4: 63


Which stats increases my effective life more?
Let's say you have 40000 life, 5000 armor and 500 resist all. These modifiers should be equal in value and each represent a 1% increase in effective life vs monsters in act 3&4 inferno:
    81.5 Armor (or 81.5 Strength)
    8.15 Resist all (or 81.5 Intelligence)
    11.5 Vitality
You generally get more effective life if you try to keep Armor, Resistances and Vitality balanced rather than going to the extreme on one thing. One exception is if you use skills that increases these by a percentage.

Items generally have better modifiers for vitality to increase your survivability, but keep in mind that health potions, health globes, +life on hit items and heals doesn't scale as it does with damage mitigation. Resistance bonuses on items seems to be much better than armor modifiers, so it's generally better to get resist all modifiers as a second choice.

Disclaimer: It's not complete by any means, and also not proof read

Additional links/Sources:
http://www.armadagaming.com/showthread.php?459-Armor-Resistances-and-Effective-Health
http://www.clicktoloot.com/p/combat.html
Playing meaningless games are a travesty to competition.
Old Post

 
 Holytornados   United States. May 27 2012 03:53. Posts 623
Profile # 
Nice reference guide. Thanks for posting it up here.
I need your love like a boy needs his mother's side.
Old Post

 
 dmfg   United Kingdom. May 27 2012 04:27. Posts 566
Profile # 
Thanks for the guide and stats!

Is that from InReach? Haven't seen him post much since launch..
Old Post

 
 heishe   Germany. May 27 2012 05:41. Posts 2127
Profile Blog # 
edit: Actually nevermind. I'd like a delete button for my own posts
Last edit: 2012-05-27 05:44:01
If you value your soul, never look into the eye of a horse. Your soul will forever be lost in the void of the horse.
Old Post

 
 turdburgler   England. May 27 2012 05:44. Posts 4634
Profile Blog # 
(Intelligence/10+Resistance from items)*Resistance modifiers
needs to be changed to
((int/10)+ resistance from items)*resistance modifiers

right now what you wrote says that you should add the resistance from items to 10, and divide int by that.
Old Post

 
 Markwerf   Netherlands. May 27 2012 05:57. Posts 2826
Profile # 

On May 27 2012 05:44 turdburgler wrote:
(Intelligence/10+Resistance from items)*Resistance modifiers
needs to be changed to
((int/10)+ resistance from items)*resistance modifiers

right now what you wrote says that you should add the resistance from items to 10, and divide int by that.


back to school for you!

On topic:

You should have put some effort in making the equation easier to read like:

EHP = (vit * 35) * (1 + armor / (50*moblevel)) * (1 + resist / (5*moblevel)) * (dexbonus) * (meleebonus)
meleebonus for barb/monk = 1.43
dexbonus depends on table
etc.

Also are you sure HP isn't just vitality * (level - 25) ? I don't recall there being a intercept (i think you just start with 7 vitality)
Last edit: 2012-05-27 06:04:13
Old Post

 
 Numy   South Africa. May 27 2012 06:02. Posts 7285
Profile Blog # 
Yea you saying the exact same thing. The brackets would have to be like /(10+RFI) lol.
Last edit: 2012-05-27 06:02:53
Old Post

 
 Rannasha   Netherlands. May 27 2012 20:31. Posts 2255
Profile Blog # 

On May 27 2012 05:57 Markwerf wrote:
Also are you sure HP isn't just vitality * (level - 25) ? I don't recall there being a intercept (i think you just start with 7 vitality)



There definitely is an intercept at 276. I was just calculating some of the things mentioned in this thread and arrived at the 276 value from my character stats independently from what was posted here.
Last edit: 2012-05-27 20:31:46
Such flammable little insects!
Old Post

 
 oliTUTilo   United States. June 02 2012 03:56. Posts 1
Profile # 
After some experimenting, I think that the "intercept" actually depends on level (Zero-Vitality Intercept = 36 + 4*Lvl). Also, if your level is less than 35 than the direct vitality multiplier seems to simply be 10. So the formula for maximum life should be as follows:

( 36 + 4*Lvl + Vitality*MaximumOf[10, (Lvl-25)] ) * LifeMultipliers.

However, I haven't experimented with max life multipliers and so kept its multiplicative relationship the same as in the original post.
Old Post

 
 Iwbhs   United States. June 02 2012 06:20. Posts 195
Profile Blog # 
I can give you all of the formulas for Damage. 1h+shield / 2h / dw..

adam#1323
Everyone loves Milano cookies.
Old Post

 
 Iwbhs   United States. June 17 2012 03:15. Posts 195
Profile Blog # 
This is so important. I don't know why it's on page 4.
Everyone loves Milano cookies.
Old Post

 
 rightwinger59   United States. June 18 2012 00:09. Posts 4
Profile # 

On June 02 2012 06:20 Iwbhs wrote:
I can give you all of the formulas for Damage. 1h+shield / 2h / dw..

adam#1323

I'd love those formulas. Right now, my dual-wield formula is off by about 400 dps, and for the life of me I can't figure out what's wrong.
Old Post

 
 typeR   July 12 2012 01:13. Posts 1
Profile # 
Awesome list! There is also similar formulas http://mmo-mechanics.com/forums/topic/801-diablo-3-formula-list/ that has some additional stuff. Thanks!
Old Post

 
 Cascade   Australia. July 13 2012 15:11. Posts 2186
Profile Blog # 
Cool!

One thing that would be useful is if you can expand the "Which stats increases my effective life more?" section to include also non-balanced chars. Like typical stats for each class. Maybe 7000 armour 300 res all and the other way around? I've no idea what stats are typical for teh different classes, but I'm sure it'd be useful.
Old Post

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