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Nov 30 2009 04:49pm
Quote (J_B @ Dec 1 2009 09:20am)
you're just poorly/wrongly interpreting things

your post is totally wrong
first of all (point 1)
20Hm = 20% more healing, not 2%

second of all (point 2)
20 HM on one item then 20HM on another is 20% + 20% = 40%
and not 1.2 (which is 100+20%) times 1.2 (for the other item) which would be 1.44 which is like 44%

likewise with int, your % conversion is just plain wrong, and as a matter of fact, because of point 2, you can't ever do a % comparison because the base % changes and so the adding % isn't static

this second point is why HM + int is the best healing combo
hm and int, do in fact multiply (but only with each other, not with themselves)

as such

(.95 + int/100)(1 + (EE+prof)/100)(1 + HM/100)

and so, 1HM does NOT equal 2int
it's all relative to what gear you have available and how much int you have base from your stats

in the end, HM is usually more valuable point per point than int when it comes to healing, just because people usually have lots of int from base stats already
BUT as was the case in this link: http://forums.d2jsp.org/topic.php?t=37562466&f=74
int and HM don't have a direct 1 to 1.5 or 1 to 2 or 1 to anything correlation

it just all depends on how much int you have to start with and what items you could possibly wear

the only way to know what's best is to plug in your values to the formula for various setups and find out which one is highest

(.95 + int/100)(1 + (EE+prof)/100)(1 + HM/100)
remember, these are total int, and total HM


:rofl: maybe if you read further down.. you might get this:

Quote (izParagonzi @ Dec 1 2009 07:17am)
This is my understanding... I just kept it basic... Int vs HM... no in-between calculations...
:rofl: i think I did it wrong... <-- nub forgot basics...
DOH doesn't make much of a difference, even though I did it differently...


And let us take a closer look at the simple calculations:

(.95 + int/100)(1 + (EE+prof)/100)(1 + HM/100)

If you remove the middle part... because it is based on the items and character... you will notice there is not much difference

Here is your equation based on INT VERSUS HM

20 int = 0.2095 ... ... ... 20 hm = 0.2100 using (.95 + int/100)
60 int = 0.6095 ... ... ... 60 hm = 0.6100 using (1 + HM/100)

this was my first way I calculated it:

20 int = 0.19 (.95 x int/100)
20 hm = 0.20 (1 x HM/100)

Guess I go back to school... :lol:

Quote (arxyn @ Dec 1 2009 10:58am)
This doesn't make any sense and I have no idea what your trying to prove/say.

The following statements are facts.

Int > Hm -> Add Hm
Hm > Int -> Add Int
Int = HM -> Add 1:1 ratio

Giving anything else as advice is stupid. Just test it out...


I have tested this out... 29% HM vs 31 Int... in main slot and Focus Heal in Acc
There was no real difference except that Int gave more minimum healing range (only 2 points but what the hey)
Only done in Arena...

The discussion was based on the individual calculations:

(.95 + int/100)
(1 + (EE+prof)/100)
(1 + HM/100)

Besides the scratched one... there is no difference in calculating that at all... no matter the number.
So why is it.. that people regard HM to be 2x more effective than Intelligence when it isn't?

This post was edited by izParagonzi on Nov 30 2009 05:05pm
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Nov 30 2009 04:58pm
edit out

This post was edited by arxyn on Nov 30 2009 05:05pm
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Nov 30 2009 05:32pm
Quote (izParagonzi @ 30 Nov 2009 15:49)
:rofl: maybe if you read further down.. you might get this:



And let us take a closer look at the simple calculations:

(.95 + int/100)(1 + (EE+prof)/100)(1 + HM/100)

If you remove the middle part... because it is based on the items and character... you will notice there is not much difference

Here is your equation based on INT VERSUS HM

20 int = 0.2095 ... ... ... 20 hm = 0.2100 using (.95 + int/100)
60 int = 0.6095 ... ... ... 60 hm = 0.6100 using (1 + HM/100)

this was my first way I calculated it:

20 int = 0.19 (.95 x int/100)
20 hm = 0.20 (1 x HM/100)

Guess I go back to school... :lol:



I have tested this out... 29% HM vs 31 Int... in main slot and Focus Heal in Acc
There was no real difference except that Int gave more minimum healing range (only 2 points but what the hey)
Only done in Arena...

The discussion was based on the individual calculations:

(.95 + int/100)
(1 + (EE+prof)/100)
(1 + HM/100)

Besides the scratched one... there is no difference in calculating that at all... no matter the number.
So why is it.. that people regard HM to be 2x more effective than Intelligence when it isn't?


the percentage/comparison values you're getting are based on 0int and 0hm to start that's why you can't compare them on that basis

and a healing range of 2 points you're going to get picky on?
that could just be due to rounding or a small sample size
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Nov 30 2009 05:42pm
dont need all this math

he said want to play solo and cata

hm won't let him play solo

int will let him play solo and do average heals on catacombs

so int, no doubt.
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Dec 1 2009 07:32am
Quote (legirotto @ Nov 30 2009 11:42pm)
dont need all this math

he said want to play solo and cata

hm won't let him play solo

int will let him play solo and do average heals on catacombs

so int, no doubt.

I like the math actually, but yeah I've come to this conclusion as well. Int assisting in actual solo damage seems to be the deciding factor. HM I can have mixed in and maybe swap out my EE damage charm with a HM charm for catas to make up that difference. XD

So in the end, int applies to your healing charm the same as EE on your charm does? (like, if I have 100 int, would that effectively work like 100 EE on my healing charm?) and HM acts as a multiplier added to your heal after EE/Int are applied? That would make sense why balancing is such an issue if so
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Dec 1 2009 11:39am
Quote (Thefrag @ 1 Dec 2009 06:32)
I like the math actually, but yeah I've come to this conclusion as well. Int assisting in actual solo damage seems to be the deciding factor. HM I can have mixed in and maybe swap out my EE damage charm with a HM charm for catas to make up that difference. XD

So in the end, int applies to your healing charm the same as EE on your charm does? (like, if I have 100 int, would that effectively work like 100 EE on my healing charm?) and HM acts as a multiplier added to your heal after EE/Int are applied? That would make sense why balancing is such an issue if so


int applies to your char. But not the same as ee
they have a multiplicative effect on each other
base*(.95+int/100)(1+ee/100) then times (1+hm/100) if heal
so 100ee and 100 int is better than 200 of 1 and 0 of the other
though keep in mind these are alway totals, and since you usually have ~100 base int, 200ee charm is better than 100ee 100int charm, cus you can get int from gear too

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