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Diablo III Formulas

Forum Index > Diablo 3
Post a Reply
VoirDire
Profile Joined February 2009
Sweden1923 Posts
May 26 2012 18:21 GMT
#1
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 :p

Additional links/Sources:
http://www.armadagaming.com/showthread.php?459-Armor-Resistances-and-Effective-Health
http://www.clicktoloot.com/p/combat.html
Holytornados
Profile Joined November 2011
United States1022 Posts
May 26 2012 18:53 GMT
#2
Nice reference guide. Thanks for posting it up here.
CLG/Liquid ~~ youtube.com/reddedgaming
dmfg
Profile Joined May 2008
United Kingdom591 Posts
May 26 2012 19:27 GMT
#3
Thanks for the guide and stats!

Is that from InReach? Haven't seen him post much since launch..
heishe
Profile Blog Joined June 2009
Germany2284 Posts
Last Edited: 2012-05-26 20:44:01
May 26 2012 20:41 GMT
#4
edit: Actually nevermind. I'd like a delete button for my own posts
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.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
May 26 2012 20:44 GMT
#5
(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.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2012-05-26 21:04:13
May 26 2012 20:57 GMT
#6
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)
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2012-05-26 21:02:53
May 26 2012 21:02 GMT
#7
Yea you saying the exact same thing. The brackets would have to be like /(10+RFI) lol.
Rannasha
Profile Blog Joined August 2010
Netherlands2398 Posts
Last Edited: 2012-05-27 11:31:46
May 27 2012 11:31 GMT
#8
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.
Such flammable little insects!
oliTUTilo
Profile Joined June 2012
United States1 Post
June 01 2012 18:56 GMT
#9
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.
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
June 01 2012 21:20 GMT
#10
I can give you all of the formulas for Damage. 1h+shield / 2h / dw..

adam#1323
Everyone loves Milano cookies.
Iwbhs
Profile Blog Joined May 2009
United States195 Posts
June 16 2012 18:15 GMT
#11
This is so important. I don't know why it's on page 4.
Everyone loves Milano cookies.
rightwinger59
Profile Joined October 2010
United States4 Posts
June 17 2012 15:09 GMT
#12
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.
typeR
Profile Joined July 2012
1 Post
July 11 2012 16:13 GMT
#13
Awesome list! There is also similar formulas http://mmo-mechanics.com/forums/topic/801-diablo-3-formula-list/ that has some additional stuff. Thanks!
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
July 13 2012 06:11 GMT
#14
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.
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