Effective hit points: Difference between revisions
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>Killodoggy (Started new page for EHP. Will work more on it Later.) |
>Killodoggy (Started new page for EHP. Will work more on it Later.) |
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Revision as of 05:59, 20 February 2020
This article is a stub. Please help improve the article by expanding it.
Explanation of the term
Effective hit points also known as EHP is a term used to describe how much damage your character can survive. The term hit points is a word for life and energy shield. The term effective is used to point out that good layers of defense are better than just maximizing your hit points.
Math
- Calculating your EHP
- Add up all additive modifiers on your defensive layers first so that they are ready to be multiplied. This applies to most increased and reduced modifiers, but there are exceptions.
- All layers of these defensive layers can be calculated with the same formula - Dodge, Block, Evade, Blind, resists, Less/reduced Damage from hits, Lower monster action speed (when facetanking), avoid, lower enemy accuracy, lower enemy damage, physical damage reduction.
- Formula - Minus the % from the defensive layer from 100. Then divide 100 by the answer.
- For example 75% attack Block would be ( 100 - 75 = 25) (100 / 25 = 4)
- 75% attack Block gives you 4 times EHP against attacks that hit. If a passive node said 300% more life against attack hits everyone would invest in it. This is almost as good as that.
- All layers are multiplied separately as if they were "more" modifiers. This means a player with 4 times EHP would go to 8 times EHP by adding blind which is a 50% enemy chance to miss.