Diablo 3 - Barbarian - vypocet sily zranenia a odolnosti
Originalny clanok je tu: https://www.diablofans.com/topic/47114-damage-and-survivability-spreadsheet/
Zatial kopia popisu v anglictine skompilovana z prispevkov (casom prelozim do slovenciny):
Voyle created this spread for personal use to compare items on the auction house and also to test relative stat values. sheet
This is mainly designed for the barbarian and monk for calculating their defensive and damage characteristics, however the core damage components will work for any class.
Additional Information to help you get started:
Current column is for inserting all of your character information.
Current Equipped Item and Possible Switch columns are for comparing items. The Change column and New Total columns will adjust based on the item stats you input into the item comparison cells.
Options on the right hand of the screen:
Change your Main Damage Stat between Strength, Dexterity, and Intelligence
Enemy Level: used for armour and resist calculations
Life on Hit Coefficient is currently set to frenzy at 1.4 (0.80 * 1.75 attack speed), I don’t have tables for other coefficients but this number should be approximately safe for other single target abilities.
Expected time to live without heals – Health Regeneration Multiple: This is the time in combat your character can last without the use of health globes or healing abilities. The Health Regeneration number in the damage reduction section is calculated as your average heals per second multiplied by the number you put in this section. This will calculate the value of health regenerating items as a percentage of your total health and allow you to compare them to resistances, armor and dodge. The expected time to live should be adjusted as you change acts or significantly change gear to continue to sim properly against the other stats.
Class Options: Allow you to add passives and actives from barbarians and monks for defensive calculations, 1 = you are using this ability, 0 = you are not using this ability
The results of resistances (and armor) take into account the enemy level option on the right hand side of the page, and any passives/actives that you have turned on. Impunity and Time of Need will adjust resistances.
Health regeneration is the percentage of your total health that comes from life on hit and health regeneration over time. Since it is calculated as a percentage of your total health it can easily be combined and compared with effects such as armor and dodge. It is a product of your life on hit (which takes into account the LoH coefficient, and your current attack speed) and passive health regeneration multiplied by the Expected time to live without heals - Health Regeneration Multiple number, you can adjust this option based on how highly you value health regenerating items, or for gearing for different encounters/difficulties.
EDIT: It is implied that a value of 5 indicates that your character lives for an average of 5 seconds in combat without the use health globes/healing skills, however if you do a lot of kiting you may be inclined to increase this number further than your "toe-to-toe" survivability time.
Total Damage taken is a combination of your armor, resistance, % melee damage reduction, dodge chance, and health regeneration. It is used to calculate your effective health so that comparisons can be made between the various mitigating stats.