Math of Vitality and Toughness for the Elementalist
Suppose you have decided to invest in vitality and toughness. Let’s not discuss how much you really need for survivability. Rather, assuming that you do want more vitality and toughness, let’s discuss how the numbers work out and how you can decide which one is more helpful.
The following has of course been discussed in various forms, so only some of it is new, as far as I know. See this post for a nice, perhaps even the earliest discussion. See also the discussion here. I look at equipment options here. I hope someone finds it useful, at least making these notes helped to explain it to myself.
Claimer: I never make mistakes, and I never get downed in fractals ;-)
Setting up the problem
Let us consider a level 80 elementalist, one of those squishies that braves the world in light armor with little health to begin with. (No, this is not the problem I mean, although it is a problem :-) Let’s assume exotic armor. We only consider direct damage in relation to health and armor. We ignore condition damage, dodging, killing your foes quickly. We ignore healing for now, but see below.
For direct damage, it is not obvious how to compare builds with different amounts of vitality and toughness. However, there is a compelling suggestion, namely to consider the so-called effective health.
For example, suppose a single attack would do 15000 damage against a character with zero toughness. With 33% damage reduction from toughness, the actual damage dealt is 10000 for the same attack. The game only shows you the 10000 and subtracts that from your health. The idea of effective health is to undo the damage reduction calculation and define 15000 as your effective health. Given two stats, vitality and toughness, we compute one number, your effective health for zero toughness, which allows us to easily compare builds with different combinations of vitality and toughness.
Effective health – basic result
Further down I outline the math behind this. However, let me give the basic result first.
Warning – entering math zone :-)
For the elementalist at level 80 in exotic armor, effective health is given as a function of vitality and toughness by
eh(v,t) = (10805 + 10*v) * (1836 + t) / 1836
where v and t is the extra vitality and toughness added beyond the base value of 916.
The question is how to invest your stat points for optimal return. Well, first you have to define a budget! And your budget is finite, else it is trivial to make eh arbitrarily large. For example, v + t = 1000.
If we insert t = 1000 – v into the formula for eh, then we get a quadratic function eh(v), that is, a parabola. This is great, because we know how to find the maximum of a parabola.
There is one complication. It can happen that the math finds the maximum for some negative number t. This means that we should take out points from the base value of 916, which we can’t. In other words, there is an additional condition of the form t >= 0. If the maximum is obtained for some negative value of t, we can
set t=0 and only invest in v.
A figure that could be worth a thousand hitpoints
I love plots. Attached is a figure that shows effective health for different values of total points = 0, 250, 500, …, 1500.
All curves are pieces of parabolas.
The allowed range of values of v and t are shown in color. Outside this range the parabolas are continued as a grey, dashed line.
We show the maximum of each parabola with a dot. However, the maximum does not always fall into the allowed range. The actual maximum is then the upper edge of the colored bit of parabola.
The basic conclusion is that (without healing!)
- invest the first 750 points in vitality,
- divide any additional points equally between vitality and toughness.
For example, suppose you have 1000 points to spend. The plot tells you to put about 875 into vitality to get the maximum effective health. That is 750 in vitality to reach the balance, plus 125 in vitality and 125 in toughness.
Note that the parabola is rather wide near the maximum. This is good news because we may not have the flexibility in choosing our gear to hit the optimum precisely, but being off by 200 points in toughness or vitality only changes the effective health by about 1% (near the maximum).
However, if you move too far away from the maximum, then your investment may become rather inefficient. You can get higher effective health with less total points. 1000 points spent optimally give you more more effective health than v=0 and t=1500.
(edited by Abraxax.7135)