What is Ehp?

Before the "toughness" in Reaper of Souls, there was no single official metric to evaluate how tough a character is.

Therefore a calculated value called EHP (Effective Health Pool or Effective Hit Points) is used to defined the toughness. It refers to the raw damage your hero can take before he/she dies.

EHP still has its value in RoS version Diablo 3 Tracker as we display various EHP under different situations.

  1. With or without dodge
  2. With or without block
  3. Each different elemental type of attack
  4. Different Opponent

The only issue happens to EHP calculation in this RoS version Diablo 3 Tracker is:

The Dodge Chance Calculation

How is Ehp calculated?

  1. EHP Calculation
  2. EHP FAQs
    1. Opponent Level
    2. Damage Type
    3. Always consider Dodge and Block?
    4. Why is Ehp higher than other site (eg. d3up.com)?
    5. Class adjustment or PVP balancing?

EHP Calculation

As this number indicates the survivability of your hero, it varies based on your opponents and their attacks

  1. Your opponent's level;
  2. Your opponent is an elite or not;
    (Note: PVP opponents are considered as elites.)
  3. Attack type - physical, cold, fire, lightning, poison, arcane, holy;
    (Note: Attacks often consist of multiple types from weapons or skills.)
  4. Attack distance - melee or ranged

When the your opponent's attack is dealt, the actual damage you'll take is determined by the following

  1. Armor
  2. Resistance
  3. Melee/ranged damage reduction
  4. Elite damage reduction
  5. Dodge chance - from Dexterity
  6. Block chance and block amount - from shield
  7. Skill damage reduction
    (eg. Witch doctor's Jungle Fortitude - Reduces all damage taken by you and your pets by 15%.)
  8. Elemental damage reduction
    (eg. Ice Climber's : Reduces damage from Cold attacks by 7–10%.)
  9. Elemental damage amplification
    (eg. Andariel's Visage : 5–25% more Fire damage taken.)
We calculate the amount of damage after all the above reduction that costs up all of your HP (maximum life) and that is your hero's EHP.


1. Opponent Level

We calculate the default EHP using the same level as your hero. Meanwhile we display PVP EHP (same level but as elites) and EHP vs Elites (your hero level + 3).

2. Damage Type

The overall EHP is the average EHP of all damage types and melee/ranged attacks, which makes more sense than a EHP based on an average resistance and an average melee/ranged reduction. This also includes all elemental damage reduction, for example, Barbarian's Superstition (Reduces all non-Physical damage by 20%).

3. Always consider Dodge and Block?

Damage reduction from Armor, Resistance, etc always applies, however dodge or block has chances, which don't always apply. In my opinion, we should still consider those. Dodge chances do help increase the defense of Monks and Demon Hunters. Another reason is that damages in D3 always fall into some ranges; if we average damage then we should also consider dodge and block chances.

Here's the tradeoff.

In the "life" section, I list the EHP considering dodge and block, also that's an average number of all physical/elemental types of attacks.

In the defense section, I include the options whether you want to consider dodge or block respectively and they're included in the calculation by default.

4. Why is Ehp higher than other site (eg. d3up.com)?

Ehp displayed in this site considers all defensive aspects. Some of them are often ignored by other tools or sites, which include

  1. Block chance and block amount
  2. Skill damage reduction
  3. Elemental damage reduction from items or skills, eg. Barbarian's Superstition
  4. Elemental damage amplification, typically from Andariel's Visage

Also, our default Ehp includes the dodge bonus, skill bonus and item set bonus to resistances, armor.

5. Class adjustment or PVP balancing?

Apparently melee characters (Babarians and Monks) need higher EHP as they tend to take more damage than other classes

Quoted from Diablo 3 1.07 release notes regarding PVP damage reduction:

Demon Hunters, Witch Doctors, and Wizards receive a 30% damage reduction while in the Scorched Chapel.
Barbarians and Monks receive an additional 5% damage reduction (in addition to the 30% they inherently receive, for a total of 35%) while in the Scorched Chapel.

To avoid confusion, we don't do class or PVP adjustment to EHP numbers directly.