Quote (Neuuubeh @ Jul 30 2012 05:36am)
The better question is, in a game where youd like your healthpool to actually never drop lower and you have to rely on loh/ls/leak to fill it up parallel with incoming damage. Why the fuck would you care about "ehp" and not total damage mitigation? Id take 25khp with 600ehp sooner than 100khp with 800ehp..
Might be just me..
Actually, I did cover for that:
Quote (Blodulf @ Jul 29 2012 09:56pm)
There's also a few "hidden" perks to increasing the amount of damage you mitigate over just inflating your hp. For example, if your build relies heavily on heals that are not based on a percentage of your life, they will actually be much more efficient with high DR and low hp at the same EHP values as the opposite; high hp and low DR. Heals based on a % of your life (like revenge) are actually completely unaffected. The only thing that matters for those is effective hp.
The same goes for items with the increases life by x% mods. They don't need high vita to be good. They will increase your EHP by the same % nomatter what your hp is.
A lot of barbs fex do *not* rely on static heals like LoH but work it out with revenge instead. For them, EHP is the only number that matters.
Quote (CorZor^ @ Jul 30 2012 07:45am)
Hm interesting, but what puzzles me is the ratio between Resistance and Armor that you don't mention. The entire concept of EHP is based on both armor and resistance reduction, but would the effecient gain from resistance -> EHP be the same regardsless of your current armor?
So basically what you are saying is that regardless of your current % or amount in armor/resistance, a 20% increase (say by skills) in both values will always be the same in EHP but the %'s will just appear to be different?
Well, thats where it gets tricky and I choose not to go into depth with that in this topic. Like I said, the purpose here was just to illustrate that 1 point of res or armor can never be worth less than the previous because you suddenly have a lot of res/armor. You're right though, at some numbers it will be more efficient for your reduction to go the res route and at some armor will triumph.
Quote (Kasiir @ Jul 30 2012 09:29am)
Thinking about it, one might say, that +armor is only a good stat if the items already has high allres and you want to go beyond that in damage reduction, planning to get allres on every piece possible. Otherwise the rolls will be far from the 10/1 armor/@ that roughly holds for EHP.
Well, the 1:10 ratio *will* vary a lot depending on what you have. If you keep your stats well balanced 1:10 should be more like 1:13-14 though. I've seen people who've dropped as far as 1:6 (mainly witchdoctors and DH's) due to simply neglecting armor. Whats better for you is all depending on what you've already got.