Understanding the effective HP with dodge calculator — concept and principle
Effective HP (EHP) answers a simple question: how much raw incoming damage can you absorb before dying? Health alone does not tell you, because damage reduction from armor or resistances and a chance to dodge attacks entirely both stretch that health further. This calculator combines HP, a percentage damage reduction and a dodge chance into one average EHP figure, so you can compare defensive stats on a single scale.
How it is calculated
- Effective HP = HP ÷ ((1 − DR) × (1 − dodge)), with DR and dodge as decimals.
The term (1 − DR) is the share of a hit that gets through after reduction, and (1 − dodge) is the share of hits that land at all. Their product is the fraction of incoming raw damage you actually take on average. A full block that negates a hit can be entered as part of the dodge chance.
The principle
If you take only a fraction f of incoming damage, your health lasts 1 ÷ f times as long, so EHP = HP ÷ f. Reduction and dodge are independent layers: first a hit must avoid your dodge, then the part that lands is reduced. Independent layers multiply rather than add, so 30% reduction and 20% dodge let through 0.7 × 0.8 = 56% of damage, not 50%. This multiplication is also why stacking any single defensive stat shows rising returns in EHP: moving from 80% to 90% reduction doubles EHP.
Worked example
- Inputs: HP 5,000, damage reduction 30%, dodge 20%.
- Damage that gets through: (1 − 0.30) × (1 − 0.20) = 0.7 × 0.8 = 0.56.
- Effective HP = 5,000 ÷ 0.56 = 8,928.57 (8,928.571429).
| HP | Effective HP |
|---|---|
| 1,250 | 2,232.142857 |
| 2,500 | 4,464.285714 |
| 3,750 | 6,696.428571 |
| 5,000 | 8,928.571429 |
| 6,250 | 11,160.71429 |
| 7,500 | 13,392.85714 |
| 10,000 | 17,857.14286 |
How to read the result
Here you survive about 79% more raw damage than your HP suggests. To compare upgrades, calculate EHP for each option: adding 10% reduction (to 40%) gives 5,000 ÷ (0.6 × 0.8) ≈ 10,417, while adding 1,000 HP gives 10,714. The bigger number wins against the damage type the stats apply to. Dodge is an average: over a short fight you may dodge nothing or everything, so builds that rely on dodge feel swingier than reduction builds with the same EHP.
Common mistakes
- Adding reduction and dodge percentages instead of multiplying the remaining fractions.
- Treating EHP as protection from every damage type; armor-based reduction may not apply to magic or true damage.
- Forgetting healing, shields and regeneration, which add survivability outside this formula.
Frequently asked questions
Why does stacking damage reduction get stronger?
EHP depends on 1 ÷ (1 − DR); as DR approaches 100%, the denominator shrinks toward zero, so each extra percent matters more. Most games cap it for that reason.
Is dodge as good as damage reduction with the same percentage?
On average, yes; 20% of either multiplies EHP by 1.25. Dodge has higher variance.
How do I include armor from an armor ÷ (armor + K) formula?
Convert it to a reduction percentage first, then enter that value as DR.
Sources: Sheldon M. Ross, A First Course in Probability (independent events and expected value)