Diablo 3 Monk Survivability Model

Using character sheet stats and estimated fight parameters, this model of Diablo 3 Monk mechanics uses ‘time-to-live’ calculations to evaluate the relative value of each stat, measured as a function of how much longer they allow the Monk to survive before dying.

The calculator is designed to use your unbuffed character sheet stats, with no followers (i.e. dismiss your follower) or party members, and without the passive skills ‘Seize the Initiative’, ‘One With Everything’, and ‘Chant of Resonance’ (i.e. switch to different passive skills temporarily before entering your stats)! With the following exceptions, all field values come from your character sheet and details screen (i.e. don’t look at your actual items):

  • Main-Hand Attack Speed & Off-Hand Attack Speed: use the attacks per second value listed for each weapon (leave the off-hand field at zero if you aren’t dual-wielding).
  • Main-Hand DPS & Off-Hand DPS: use the DPS value listed for each weapon (leave the off-hand field at zero if you aren’t dual-wielding).
  • Bonus Damage: add up all bonus damage modifiers on all items except weapons, using the following formulas: For +Minimum Damage: simply use the whole value (e.g. if you have +6 Minimum Damage, add 6 to the Bonus Damage field). For +Maximum Damage: divide the value by two before adding it to your total bonus damage (e.g. if you have +12 Maximum Damage, 12 / 2 = 6 so you would add 6 to the Bonus Damage Field). For +X-Y Damage: add the two values together, and divide the total by two before adding it to your total bonus damage (e.g. if you have +6-12 Damage, (6 + 12) / 2 = 9 so you would add 9 to the Bonus Damage field).
  • Increased Attack Speed: add up all increased attack speed modifiers on all items except weapons, and enter this value in the field.
  • Life per Spirit Spent: add up all Life per Spirit Spent bonuses on all items. Don’t include the bonus from Transcendence in this value.

A more in-depth set of instructions for best use of the calculator is available here.

Toskk's Monk Survivability & DPS Calculator v1.1.1 (Diablo 3 Patch 1.0.5)

Character Attributes Character Defense Character Life Survivability
Strength:
Dexterity:
Intelligence:
Vitality:

Armor:
Block Amount: -
Block Chance: %
Physical Resistance:
Cold Resistance:
Fire Resistance:
Lightning Resistance:
Poison Resistance:
Arcane/Holy Resistance:

Missile Damage Reduction: %
Melee Damage Reduction: %

Total Life Bonus: %
Life per Second:
Life Steal: %
Life per Hit:

Spirit Regenerated per Second:
Life per Spirit Spent:

Report values in:

Character Offense Consumables
Main-Hand Attacks per Second:
Main-Hand DPS:
Off-Hand Attacks per Second:
Off-Hand DPS:
Bonus Damage:
Increased Attack Speed: %
Critical Hit Chance: %
Critical Hit Damage: %
Mouse Skills Defensive Skills Offensive Skills
Mystic Ally Passive Skills











Mantras
Follower & Party Buffs
Enchantress
Templar
Scoundrel
Barbarian
Enemy Settings
Difficulty level:
Attack #1 - Melee
Attack Damage:
Attack Speed: (attacks / second)

Attack #2
Attack Type:
Attack Damage:
Attack Speed: (attacks / second)
Attack Element:

Item One Item Two
Armor:
Strength:
Dexterity:
Intelligence:
Vitality:

Bonus Damage:
Increased Attack Speed: %
Critical Hit Chance: %
Critical Hit Damage: %

Block Amount: -
Block Chance: %
Resist all Elements:
Physical Resistance:
Cold Resistance:
Fire Resistance:
Lightning Resistance:
Poison Resistance:
Arcane Resistance:

Melee Damage Reduction: %
Total Life Bonus: %
Life per Second:
Life Steal: %
Life per Hit:

Spirit per Second:
Life per Spirit Spent:

Item is being worn
Armor:
Strength:
Dexterity:
Intelligence:
Vitality:

Bonus Damage:
Increased Attack Speed: %
Critical Hit Chance: %
Critical Hit Damage: %

Block Amount: -
Block Chance: %
Resist all Elements:
Physical Resistance:
Cold Resistance:
Fire Resistance:
Lightning Resistance:
Poison Resistance:
Arcane Resistance:

Melee Damage Reduction: %
Total Life Bonus: %
Life per Second:
Life Steal: %
Life per Hit:

Spirit per Second:
Life per Spirit Spent:

Model Assumptions: The model currently assumes melee combat against a single opponent, with a fight duration sufficient for all applicable skills to reach maximum stacks and average uptime. It also assumes that all Life and Spirit gains are useful (they never happen at 100% Life or Spirit).

Version Changes:
v1.1.1 – Added a section to report relative stat values for DPS. Added DPS-related fields to the item comparison tool.
v1.1.0 – Added Backlash Rune support. Fixed a small bug with the value of Life Steal and some skills. Increased the Spirit gain per hit from the Infused with Light Rune to 8, as per patch 1.0.5 notes.
v1.0.9
– Various skill changes as per patch 1.0.5 notes.
v1.0.8 – Fixed a bug with calculating averaged attack speed when dual-wielding weapons of different speeds. Added Cyclone Rune proc rates and DPS calculations. Fixed a bug with the cookie not saving the Crit Damage field data.
v1.0.7 – Fixed several bugs with Block Value in the model. Added support for ‘true’ DPS estimates, and applied this new value to Life Steal.
v1.0.6 – Updated Spirit generation rates as per patch 1.0.4 notes. Added Blinding Flash skill and related runes. Added preliminary support for Sweeping Wind. Added Exalted Soul passive skill. Added Focused Mind enchantress buff.
v1.0.5
– Added new fields for main and off hand attack speeds and increased attack speed % modifiers. Altered the functionality of the ‘item is being worn’ checkbox slightly. Added checkboxes for the Anatomy buff and Barbarian shouts and related runes.
v1.0.4 – Added a checkbox to simulate using all excess Spirit on the 3sec Mantra buff. Added a checkbox to the item comparison tool to indicate ‘item is being worn’. Added mouseover tooltips for most skills. Adjusted the build-in attack speed modifiers on primary attacks slightly.
v1.0.3 – Added Life on Hit coefficients for all primary attacks and runes. Added fields for multiple incoming attack types. Fixed a bug with block value in very high-mitigation scenarios. Recoded Serenity functionality.
v1.0.2 – Added full coding for Spirit Regeneration and Life per Spirit Spent. Primary attacks now include their built-in attack speed modifiers.
v1.0.1 – Fixed a bug with Life % in the item comparison tool. Added preliminary coding for Spirit regeneration rate and Life per Spirit Spent.
v1.0.0 – Added a cookie to save input stats.

13 comments

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  1. Ucross

    I think your block % is off:

    Combat Info
    Attack Speed: 2.1
    Sweeping Wind Ramp-up Time: 17.14s
    Spirit per Second: 12.6
    Average Incoming Hit: 0

    Time-to-Live Info
    Life: 28276
    Life per Second: 3333.97
    Effective Incoming DPS: 338.56
    Time-to-Live: 112.7482 seconds

    You can see my incoming dps is 338, and my lps is 3k; some how I can still die?

    I tested this once I realized that the block #’s seemed really off.

  2. Toskk

    Hi Ucross,

    The ‘Effective Incoming DPS’ value actually already has factored effective life regeneration in.. so your ‘real’ effective incoming DPS is ~3670 or something. The field just shows what’s still getting through your regen. Does that help? I’m *fairly* certain that block is being calculated correctly.. where are you seeing block values being off? 🙂

  3. Ucross

    Ok, for example. My Average income hit was 2200 and my shield blocks for 5k-5K. I have only ranged and melee DPS on. When I move block to 100%, obviously I should take 0 dmg, but here are the results instead:

    Combat Info
    Attack Speed: 2.1
    Sweeping Wind Ramp-up Time: 17.14s
    Spirit per Second: 12.6
    Average Incoming Hit: 0

    Time-to-Live Info
    Life: 28276
    Life per Second: 3393.97
    Effective Incoming DPS: 885.33
    Time-to-Live: 43.1164 seconds

  4. Toskk

    Hi Ucross,

    Ah yeah.. the ‘Average Incoming Hit’ is only taking the melee portion of the damage into account.. so the ‘ranged’ damage is still being blocked, but even with blocks there’s still some portion of it getting through (~4000 worth). Out of curiosity, what settings are you using for the enemy attack and damage for each field? That might help me troubleshoot if there really is a problem with blocks..

  5. Ucross

    Melee is 60k dmg 2 a/s
    Ranged is 50k, 4a/s

    94.667% damage reduction

    Average incoming hit: 0 (note: when block is at 0% this number is 3194)

    My block amount is 5k-5k with 100% block.

    theoretically I should take 0 damage, however this calculator calculates it as:

    Combat Info
    Attack Speed: 2.1
    Sweeping Wind Ramp-up Time: 17.14s
    Spirit per Second: 12.6
    Average Incoming Hit: 0

    Time-to-Live Info
    Life: 28276
    Life per Second: 3393.97
    Effective Incoming DPS: 885.33
    Time-to-Live: 43.1164 seconds

  6. Toskk

    Hi Ucross,

    Hmm.. do you have any melee-debuff skills checked? Like Resolve? Because ‘ranged’ damage won’t be subject to those debuffs. Also, with those particular inputs, that’s 120k incoming dps melee, and 200k incoming dps ranged.. so you’d definitely be taking at least 80k dps even after dropping all melee damage to zero (i.e. average incoming hit of zero). Does that help at all? I’ll play around with some numbers too.. if there is a problem anywhere, it would *probably* be with the non-melee damage section.. hmm.

  7. Ucross

    Not really. Right now I’m getting hit by Melee is 60k dmg 2 a/s and Ranged is 50k, 4a/s. Reduce those by 95% and I should get hit by less than 3k each.

    REGARDLESS of the number of times per second I’m getting attacked, if each attack (range and melee) is reduced by 95% down to less than 3k then a shield that blocks 3k+ 100% of the time should prevent all damage.

  8. Ucross

    Also, no sorry no melee-debuff skills.

  9. Ucross

    Here is an easy test for you:

    Put in any values you want and then any damage (all damage should be blockable) you want and look at the average damage you’re taking with 0% block (for example: let’s say it’s 5000).

    Then add in a shield with 6000-6000 dmg blocked and 100% block rate.

    Then go to your damage and up your attacks per second to something ridiculous like 100. You should still take no damage. In your calculator everytime I do this my TTL is like 0.0001 instead of what it should be, which is infinite.

  10. Toskk

    Hi Ucross,

    Hmm.. yeah, something is definitely wrong there. 🙁 Thanks for catching it.. I’ll try to get it sorted out and the model updated by tomorrow.

  11. Ucross

    No problem, glad I could help!

  12. Toskk

    Hi Ucross,

    Well ouch.. turns out there were two fairly large bugs with block. 🙁 I have them all fixed now, and I’m just working on implementing the other big feature I’ve been working on for v1.0.7 (accurate DPS estimates). I really should have it done and the model updated in the next day or so. Sorry for the delay (and the bugs). 🙁

  13. Ucross

    Hey no worries, I’ve done a lot of programming myself; know what it’s all about. 😉

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