If we use our same Radiant Amethyst example, we find that it still comes out behind to take the 10% health than the 26 Vitality, but it's a lot closer this time. If you add 1000 Vitality from gear, 1% Health is going to be worth about 82 HP, or somewhere in the neighborhood of 2.2 Vitality. So, for example, if you have a Radiant Amethyst, and are trying to decide whether to put it in your Helm (10% Life), or your Pants (+26 Vit), well, the gem would provide much more extra health in your pants as Vitality.īut, as you gain health, 1 Vitality will continue to always be worth 35 Health, but %Health will improve in effectiveness. 1 Vitality is worth 35 health, making 1% health worth roughly 1.3 points of Vitality. ![]() Simply multiply this by the amount of Vitality you stand to gain, and you'll know how much health is involved.īecause the numbers involved vary with level, it's impossible to give any more hard and fast rule than that, but, for example, at level 60, with no gear equipped (or none with any +Vitality anyway), 1% Health is worth roughly 47 health. The tooltip will tell you how much HP you gain per point of Vitality. To find out, simply mouse over the Vitality stat on the character sheet. Vitality is a bit thornier, as the amount of additional HP you get per point of Vitality increases with level. To find out your current max HP, just mouse over the gauge on the bottom left hand corner of your screen. ![]() %Health works exactly the way it sounds like it does. ![]() If you can't try the item on (by purchasing it, or if we're trying to figure out gems), your only recourse is to fall back on Math! That's right, the easiest way to solve this one is to bust out the old calculator.
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