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
- Block chance and block amount
- Skill damage reduction
- Elemental damage reduction from items or skills, eg. Barbarian's Superstition
- 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.