Life, Mana, Stamina- boostable, non-boostable, maximumTable of Contents- [1] Formulae
- [2] Life / Mana Boost - Items
- [3] Jah / Sur vs Perfect Ruby / Perfect Sapphire
[1] FormulaeThe game calculates your maximum Life, Mana, and Stamina displayed on your character screen as follows,
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(1) Max Life = (Boostable Life)*(1 + Life Boost/100) + Non-boostable Life
(2) Max Mana = (Boostable Mana)*(1 + Mana Boost/100) + Non-boostable Mana
(3) Max Stamina = (Boostable Stamina)*(1 + Stamina Boost/100) + Non-boostable Stamina
; final numbers are truncated (rounded down)
Source :
Things you SHOULD know about Diablo 2 ,
http://www.battle.net/forums/thread.aspx?fn=d2-general&t=1312543 (section 47)
Boostable Life / Mana bonuses- Life / Mana gained naturally per level-up *)
- Life / Mana gained from points spent in Vitality / Energy **)
- Life / Mana gained from the item bonuses, "+X to Life" / "+Y to Mana"
- Life gained from a Potion of Life ("+20 to Life"), quest reward, "The Golden Bird" (Act III)
*), **) Class-specific values :
http://www.battle.net/diablo2exp/classes/The sum of the default starting Life / Mana on your character and the above bonuses is the Boostable Life / Mana, used in (1) and (2). Similarly, the sum of initial Stamina, Stamina gained per
level-up, from points spent in Vitality, and from items having "+Z Maximum Stamina", is the Boostable Stamina, used in (3).
Life / Mana / Stamina Boost (%)- Battle Orders: +(32 + 3*slvl) % Life, Mana, and Stamina, based on skill level (slvl > 0)
- Increased Stamina: +(15 + 15*slvl) % Stamina, based on skill level
- Vigor: +(25 + 25*slvl) % Stamina, based on skill level
- Werewolf: +25 % Life and Stamina
- Werebear: +50 % Life
- Oak Sage: +(25 + 5*slvl) % Life, based on skill level
- Lycanthropy: +(15 + 5*slvl) % Life, based on skill level
Each of the above Life / Mana Boost (%) skill bonuses and "Increase Maximum Life X %" / "Increase Maximum Mana Y %" from items (see [2] below) are cumulative. The sum of skill bonuses
and item bonuses is the Life / Mana Boost, used in (1) and (2). There is no item based Stamina Boost (%).
Non-boostable Life / Mana bonuses- Life / Mana gained from Vitality / Energy item bonuses (e.g. Infinity, The Oculus, Lidless Wall)
- Life / Mana gained from Character Level based item bonuses (e.g. Fortitude, Harlequin Crest, Wizardspike)
The sum of these bonuses is the Non-boostable Life / Mana, used in (1) and (2). Unlike Boostable Life / Mana, they are
not enhanced by Life / Mana Boost when calculating Max Life / Mana.
Non-boostable Stamina is granted by Vitality bonuses from items (see the attribute point returns in the Arreat Summit link above).
[2] Life / Mana Boost - ItemsLegend: [R] rune, [W] rune word, [C] crafted item, [S] set item, [U] unique item
Increase Maximum Life 5 %- [R] Jah Rune, helm, tors
[W] Enigma ('JahIthBer'), tors
[W] Dream ('IoJahPul'), helm
Increase Maximum Life 20 %- [U] Doombringer (Champion Sword)
Increase Maximum Life (20-25) %- [U] Chromatic Ire (Cedar Staff)
Increase Maximum Life 27 %- [S] Sazabi's Grand Tribute [Complete Set]
Increase Maximum Mana (1-5) %Increase Maximum Mana (2-5) %Increase Maximum Mana 5 %- [R] Sur Rune, helm, tors
[W] Bramble ('RalOhmSurEth'), tors
[W] Dragon ('SurLoSol'), tors
[U] Arachnid Mesh (Spiderweb Sash)
Increase Maximum Mana 10 %- [U] Darkforce Spawn (Bloodlord Skull)
[U] Lidless Wall (Grim Shield)
[U] Silkweave (Mesh Boots)
[U] Suicide Branch (Burnt Wand)
Increase Maximum Mana 15 %- [W] Heart of the Oak ('KoVexPulThul'), staf, mace
[U] Atma's Wail (Embossed Plate)
[U] Gloom's Trap (Mesh Belt)
[U] Wizardspike (Bone Knife)
Increase Maximum Mana 20 %- [W] Memory ('LumIoSolEth'), staf
[U] Skull Collector (Rune Staff)
Increase Maximum Mana 25 %- [U] The Stone of Jordan (Ring)
Increase Maximum Mana 40 %- [U] Frostburn (Gauntlets)
[3] Jah / Sur vs Perfect Ruby / Perfect SapphireSuppose you have decided to socket either Jah / Sur or a Perfect Ruby / Perfect Sapphire in your helm (or body armor), for the additional Life / Mana they provide. Question is, which is best;
Jah or PRuby ? Sur or PSapp ?
Since the numbers involved in both cases are the same, viz +5 % to Life / Mana Boost vs +38 to Life / Mana, let's just focus on (1). The same reasoning applies to Mana, using (2).
We are comparing Jah (+5 % to Life Boost) and PRuby (+38 to Boostable Life), thus Non-boostable Life is irrelevant here. Setting X = Life Boost (%), not including Jah, we have to compare
- "Jah": (Boostable Life) * (1 + X/100 + 0.05)
- "PRuby": (Boostable Life + 38) * (1 + X/100)
Most terms cancel and we are left with Boostable Life * 0.05 vs 38 * (1 + X/100), or, equivalently,
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(4) Boostable Life > 760*(1 + X/100) => "Jah is better"
(5) Boostable Life = 760*(1 + X/100) => "Jah and PRuby are equally good"
(6) Boostable Life < 760*(1 + X/100) => "PRuby is better"
In particular by (5) and (6), if Boostable Life =< 760, then PRuby is at least as good as Jah (better than Jah if "<").
So, what you do in practice is, determine X from your skills and items. Next, determine your Boostable Life, either 'going backwards' from (1) or by adding up the contributions to Boostable Life
outlined in section [1] (remember the initial Life). Then compare and conclude from (4), (5), or (6).
Sur vs PSapp is handled in a similar manner (Mana Boost, Boostable Mana).