1. The in-game tooltip already tells me the change in life, protection and DPS. Why do I even need Gear Guru?
  2. Does Gear Guru calculate damage or just effective health?
  3. I can't find a skill in the list, where is it?
  4. One of my skills appears to be incorrect, what's going on?
  5. What about items with life on hit? Or life steal?
  6. How do healing skills factor in?
  7. One of my skills has (1 proc) or (continuos proc) on the end of it, how does that work?
  8. How is this different than all of the other spreadsheets and EHP calculators?

1. The in-game tooltip already tells me the change in life, protection and DPS. Why do I even need Gear Guru?

The first and most obvious problem with the in-game tooltip is that you can only see it while loaded into a game. It doesn't appear when browsing the auction house. The next problem is that the reported life and protection values only show you a small picture of how the item will affect your character. Skills are not factored into the shown values at all. Below is an in-game screenshot showing an example of this. The character in the screenshot has a passive skill, "Nerves of Steel," which gives an armor bonus equal to your vitality. The tooltip clearly shows a 0% protection benefit, despite the item having vitality on it.

Another reason to use Gear Guru is that it combines the life and protection fields into one easy to understand field, effective health. Often times it's difficult to decide between two items where one item provides more life, but the other item provides more protection. When you use Gear Guru to perform an effective health comparison there is no more guess work, and you can find out exactly which item is better.

2. Does Gear Guru calculate damage or just effective health?

Gear Guru calculates both effective health and damage-per-second for all items and skills.

3. I can't find a skill in the list, where is it?

For some skills it's simply not possible to calculate their impact on EHP or DPS. Skills that provide a given benefit per hit are difficult to compute because their benefit depends on the situation the character is in. For example, if a character is fighting a strong enemy, the battle may only last a number of seconds so the benefit from any "on hit" based skill will be less than in a battle that lasts several minutes. Version 2 of Gear Guru will add support for estimated impact of these skills.

4. One of my skills appears to be incorrect, what's going on?

The first thing to do here is go back to the stats tab and make certain that every attribute matches your in-game values and that all your passive skills are the same as they are in-game. 99.9% of the time that fixes the problem. If you still see a calculation error, go to the feedback section on this website and send a description of the problem. I will look into it prompty, and if a correction needs to be made provide an update (updates are of course free).

5. What about items with life on hit? Or life steal?

Items and skills that apply effects "on-hit" are very difficult to calculate. The difficulty comes from the fact that their effect in some situations may be very significant, while in other situations may be insignificant. See question #3 for more information.

6. How do healing skills factor in?

Most healing skills are not factored in at all. Most of these skills are required to be triggered by the player throughout the normal course of the game in situations where needed, usually as a result of a strong foe or damage spike. As a result their impact is not predictable so they cannot be calculated. However that is not always the case, see question 7 for more details.

7. One of my skills has (1 proc) or (continuos proc) on the end of it, how does that work?

Many skills in the game are designed with the intention to be used once per main battle. These skills typically have a long cooldown. In Gear Guru I chose to calculate these skills as if they activated once and only once. I felt this gave the most accurate impression of their impact on effective health and DPS. An example of that kind of skill would be the Monk's Near Death Experience skill. Some active skills are intended to be used continuously throughout the game, even though they are not passive skills. These skills have the continuous proc suffix and are calculated as constantly affecting the character. An example of this type of skill would be the Barbarian's War Cry skill.

8. How is this different than all of the other spreadsheets and EHP calculators?

The whole reason I made this app is because I was unhappy with the existing spreadsheets and calculators. The first problem is that I constantly had to alt-tab in and out of the game. Having the app run on my phone is a major convenience. The next big difference is that I haven't seen any tool put all of these features into one package. A lot of the spreadsheets or websites seem to offer EHP or DPS, not both at the same time. From a philisophical point of view, the really unique thing about Gear Guru is the way the skills are computed. Because Gear Guru is actually a program (as opposed to a spreadsheet) I was able to apply the skill modifiers in a way that more closely matched the game. Most of the spreadsheets and websites out there simply maintain "a big formula" and then plug in values as needed to compute the end result. The problem with this approach is that there's no "logic" written into the formula so it becomes difficult to accurately compute stacking skills. For this reason I think you'll find that Gear Guru supports more skills than any other spreadsheet or calculator out there.

Android app on Google Play