Diablo Heroscore Ranking
11 years ago
DiabloProgress introduces Heroscore - the ultimate Diablo 3 Ranking system!
- Heroscore Rankings
Heroscore aggregates all important hero unbuffed stats:
- DPS
- Effecitve HP
- Life Replenishment
- Class-specific Resource stats
Most of the value comes from DPS and EHP with some addition of Life Replenishment and Resource.
Current formula is looking like this:
dps*K_DPS + sqrt(ehp)*K_EHP + life_repl*K_LIFE_REPL + resource*K_RESOURCE
All the values are unbuffed.
Life Replenishment includes Life per Kill, Life on Hit, Life Regen and Life steal.
Resource includes:
- Maximum Fury (barbarian)
- Hatred Regen, Max Discipline (demon hunter)
- Spirit Regen (monk)
- Mana Regen, Maximum Mana (witch doctor)
- AP per Crit, Maximum AP (wizard)
We may review this formula in future.
Update:
Heroscore now counts +Exp% gem (red color) in you helm.
Red and purple (+Life%) gems grant equal amount of score.
I can do runs, vaulting too elites never stopping too kill ANY white mobs and still keep going, i rarely go out of disc due too healglobes on elites.
I would ask to add Effective Survivability, the true tank ranking, based on Life On Hit and Life Regen after resistances, armor and melee class reduction calculations, oh and also block chance and block amount. Please consider this, it would do tanks some justice to have these rankings!
Also k_resource should considered separately. The k value for Discipline for dh and manna regen for wd should be larger then k value for fury and sprite as they are much more important!!
For example, LoH scales with Resistances/Armor, but does not with Vitality (some Barb Skills scale with max HP tough, so read minding this).
Stacking Vitality, although some value it highly, is useless after a certain extend. If you have 200k HP, but you never ever drop below 150k, then basically any HP below the 150k is never touched, never used and thus provides no real value to the player (some might argue though).
Since it's pretty easy to calculate the % of damage reduction on a player, use that as a factor to calculate a part of the Heroscore. Maybe the inverse of the percentage of receivable damage, and multiply it by a coefficent. And then use total EHP with a smaller coefficient to account for pure vitality (Ehp, as vitality/hp by itself doesn't reflect survivability neither).
Also, you probably account for the fact, that monks and barbs take 30% less damage, but will not be able to engage as well in ranged combat. The 30% less damage is accounted for, but the increased combat ability from ranges is not. The score only compares head to head combat, where everyone will always hit and take. I would guess, that removing the 30% additional damage reduction from melees should help to better reflect a intrinsic hero score, and balance the bias towards barbs/monks on the Heroscore scale.
Also I don't understand why dodge is factored in, seems totally irrelevant in serious-mode tanking as melee attacks aren't the ones hurting you, it's affixes, especially Arcane.
bjornh#2928
Assume a Star Amethyst for every socketed helm across the board. This way we won't see the rankings jump up and down like a yo-yo because someone decides to replace it with an Emerald or Topaz when they go MFing from time to time.
are allres calculatet including int / armor calculatet including strength bonus ?
Currently it's only calculated for EHP and Heroscore.
Values shown in hero profiles are raw values from gear, without int/str.
Should we include it in profiles?
Resistance and Armor in profiles already include Int and Strength. This info must match with the values you see in-game if you removed all buffs.
"Resistance" is an average of all the resistances.
I find this combined ranking pretty interesting. Really looking forward to a ranking (+formular) where we try to rank the most efficient farming chars.
Goal of such a char should be:
Able to farm Act3 without issues AND max Magic Find as much as possible.
So you need decent DPS, as Mele class you need a lot of defencive stats and at the same time you need magic find...
I find this the most difficult (and expensive) to get Items which are viable for this goal...
Would be great to have such a ranking ;)
Why is that?
Is it a bug?
Seriously?
If you meet him in arena how long would it take you to push down his EHP?
And from his point of view, how long it would take to kill your hero?
I agree though for farming it might be not best scoring as you don't need so much hp there.
What do you propose?
28 seconds - 33 seconds, Athene wins.
lgsz vs Mosesyr:
25 seconds - 13 seconds, lgsz wins.
By the way, for PvP comparison I can introduce PvP score which would compare EHP-DPS this way.
Also k_resource should considered separately. The k value for Discipline for dh and manna regen for wd should be larger then k value for fury and sprite as they are much more important!!
Though I'd wait until they announce the magic find changes before implementing anything here.
1. unbuffed dps is a poor showing of a player's power. That just shows what would happen if they stepped out of town and smacked a white monster without doing any skills. My unbuffed dps is 27k, but my regular walking around dps is 44k (battle rage, berserker rage (superstition keeps fury at max most of the time, and always against elites), my elite dps goes up a % from items, and if I utilize WoTB, my dps against elites goes way up, if only for 15 seconds (long enough to take down 3 packs and a champion, I tested this the other day. Next goal, gather all elites from all the act 2 deserts to 1 spot and go nuts [I'm a frenzy barb btw, not a ww barb, so no ww tornadoing here]
2. As mentioned above, MF could be taken into account, perhaps in the form of an Adventurescore or something. A player doing 60k effective dps with no MF vs my 44k effective dps with 267% MF wouldn't rank as high, etc. Also as mentioned, the gear with MF on it isn't given a high enough ranking, very hard to have STR + VIT + ALL RES + MF + CRIT on a piece of gear unless you are donald trump.
I don't know how you guys get all these stats, but it's great stuff man! :)
Because most of us have around 800+ resist but we are treated like we had only 500-400.
Go with Rebon#1788 idea. Highest resist ftw.
It is just a faulty on how heroscore shows, because it shows wrong value for natalya legacy users. The max regen should count for something.
it's the most op thing ever.
Passives have to be in the calc if 100% monks use them! How would I compare to a monk that has half less resistance but doesnt have OWE and has taken a shitty passive instead, should I be 100th and him 10th when I clearly have 2 times more EHP?
This ranking has been bullshit for 6 months and still is!
And what about Won Khim Lau, it works on our MAIN skills (100% monks use them). Its not like ranged barbs or something alike, we all use fist of thunder and SW cyclone!
So how do I compare with monks that use higher base damage weapons but no damage bonus, when i clearly have 50kdps more?
Why? Let's consider an extreme example:
Player a: 1kk HP, 0% Dmg reduction -> 1kk EHP
Player b: 10k HP, 99% Dmg reduction -> 1kk EHP
Both players have 1000 LoH
Both players get 100k Dmg
What hapens?
Player a: 900k HP
Player b: 9k HP
What's my point?
Player a needs 100 hits to fill his health globe.
Player b needs just 1 hit to fill his health globe.
This is why you should scale LoH and LL with
armor, resistences, dodge and other dmg reductions, bot NOT with EHP.
First of all nice page. You give more information and comparison than blizzards page IMO. that's something.
Some people already wrote about one with everything, and my thoughts are similar; if 80% of monks use OWE, how can it be excluded from the calculations? I did not find the formula for EHP or hero score, but as many monks gain their resist 50/50 from @ and a second resist, it puts EHP quite low. The problem is not limited to monks however; most players use some passive which increases their EHP or DPS. I don't have a good idea on how to include this in the calculation, but I know that of my two main characters (monk & WD, both with ~500k EHP), the monk can take much more dmg comparing to the WD. Bnet gives us the raw numbers, but your page gives the more realistic approach. one quite drastic approach would be to include times killed/elite kills (during e.g. the last week). I have no idea if this is even possible to calculate, but then the choice of skills could be neglected, and give a more empiric view
bjornh#2928
http://www.diabloprogress.com/item/22083920
has a significantly lower +heroscore than
http://www.diabloprogress.com/item/23328642
? - Just noticed this and I find it very strange.
Regarding One with Everything and Monks, I understand that the point of hero score is to be independent of class and skills chosen. You don't want to be in a place where you're deciding which skills to include in calculations and which to ignore. Is EHP at least calculated using average resistance, rather than least resistance?
thx 4 ur help
Jonas
Then here there are my opinions:
- I agree with those who thinks that EHP should worth more. Highest score players are all boosting dps and lack of ehp. I think that increasing damage is easier than increasing ehp...unless you are one of those players that haven't a "real char" with like 3M ehp 10k dps,and an obvious build made to jump on top of ehp list. EHP should worth more 'cause there is no point in having 400k dps if you can't actually deal them, forced to run away from whatever...or for an example (and I don't make names)...is it Valuable a WD throwing leaping spiders at the edge of the screen and advance when he sees there are no more mob out of screen lol? Consider at least the option to make a different formula for HC players...seriously i see too many players start fighting than almost skrewed up run away out of battle till everything is over, or even worse, going to town after their life saving passive procs. This is ridiculous, not valuable.
- Agree also with taking speed into consideration...too easy to build stat/dps using ice climbers...you may kill faster, but move slower from pack to pack...also: linked to my previous opinion, building speed/dps means usually to give up some stats (witching hour, lacuni, inna's pants...) and having EHP more valuable means that character balance is more valued aswell.
- About resource regen I think that this may change a lot between classes and skill builds...for an example...blizz+hydra wiz doesn't need ap regen/ap per crit. Maybe adding a constant to multiply to resources, based on class type?
Thank you
PS: my paragon level doesn't upgrade like many others...but i see someone manage to do that...any hints? :)
for witchdoctors pickup range is very very very helpfull cuz it adds up our all res and dps.
there is no search options. if you want zuni items with pickup range or so, and you dont want to use thing of the deep. when you want higher dps you will go for other offhands like the serpent with maybe 3 items with pickup range.
this is just silly and should be added asap! 90% of WD's use about the same build cuz its so freaking good compared to the others. only swap it out when doing ubers.
For example, WW barbs might not have massive regen because they prefer to dump after a few hits, melee monks dont have much regen because they rely on main attack (as opposed to wave of light or tempest rush)
- Effecitve HP > should be "Effective"
Heroscore now counts +Exp% gem (red color) in you helm. > should be "your helm"