Effective Health

Effective Health (EHP) is the amount of health that the player effectively has when considering both and in union. EHP is a useful metric for calculating which armor is better than another armor.
The best way to increase EHP is to increase whichever stat is lower (Health or Defense); however, there are exceptions. For example, in a situation where one has a choice between or , they should probably go with the defense unless the mob against deals , which doesn't reduce the damage.
== Calculation ==
Effective Health is calculated using the following formula:
:\text{HP} \times (1+\frac{\text{Def}}{100})
=== Example ===
For example, if is 200 and is 100, the formula is:
100 \times (\frac{200}{100}+1) = 100 \times 3 = 300 EHP
With 300 EHP, meaning with and , the player can take as much damage without dying as someone who has and could.
=== Calculator ===
== True Defense and True Damage ==
When normal damage is applied, will not reduce . However, if facing a foe that deals , then the EHP formula should replace any reference of with , but otherwise it is calculated the same way.
== List of important armor sets and their EHPs ==
Note: Full set bonus maxed if applicable.
If decimal amounts of and come into the equation, they are not rounded. This means some numbers are possibly inaccurate by about 0.1% or so.
The EHP formula falls apart a bit when dealing with Protector Dragon Armor because the formula assumes that the player is at full health, but Protector Dragon Armor gets more defense when at less than full health. To remedy this, inputs were added into the formula for the health of full health Protector and the defense of half health Protector in order to create an "Effective Effective Health" for it. It's still an imperfect estimate, though. The armor abilities are calculated on sets such as old armor.
Also Note: Diver's Armor with a Level 100 Legendary Flying Fish Pet might be very good, but it requires a high amount of effort in order to obtain the pet, as well as being outclassed EHP wise by other armor through the use of another pet (such as the Blue Whale).
Armor 	Base Health 100	Full Growth V (+300 HP) 	Full Growth V + all Fairy Souls (+700 HP)
No armor 	100 EHP 	400 EHP 	800 EHP
Iron Armor 	175 EHP 	700 EHP 	1400 EHP
Diamond Armor 	200 EHP 	800 EHP 	1600 EHP
Lapis Armor 	352 EHP 	1012 EHP 	1892 EHP
Hardened Diamond Armor 	430 EHP 	1720 EHP 	3440 EHP
Armor of Magma 	1054.5 EHP 	1609.5 EHP 	2349.5 EHP
Golem Armor 	1067.5 EHP 	2117.5 EHP 	3517.5 EHP
Emerald Armor (without set bonus) 	370 EHP 	1480 EHP 	2960 EHP
Emerald Armor (with max set bonus) 	3240 EHP 	5400 EHP 	8280 EHP
Perfect Armor Tier I 	600 EHP 	2400 EHP 	4800 EHP
Perfect Armor Tier V 	920 EHP 	3680 EHP 	7360 EHP
Perfect Armor Tier X 	1320 EHP 	5280 EHP 	10560 EHP
Perfect Armor Tier XII 	1480 EHP 	5920 EHP 	11840 EHP
Ender Armor (Hub World) 	526.5 EHP 	1336.5 EHP 	2416.5 EHP
Ender Armor (The End) 	1276 EHP 	3916 EHP 	5236 EHP
Superior Dragon Armor 	4215.75 EHP 	6515.25 EHP 	9581.25 EHP
Shadow Assassin Armor 	3590.5 EHP 	4880.5 EHP 	6600.5 EHP
Protector Dragon Armor 	3025 EHP 	5075 EHP 	6775 EHP
Old Dragon Armor 	3300 EHP 	6300 EHP (Note: the full set bonus of old dragon armor boosted growth by 10 health per level.)	8700 EHP
Titan's Armor 	5737.5 EHP 	7762.5 EHP 	10462.5 EHP
Diver's Armor w/o
Legendary Flying Fish Pet 	2800 EHP 	4900 EHP 	7700 EHP
Diver's Armor with Level 100 Legendary Flying Fish Pet	4312 EHP 	7744 EHP 	11264 EHP
Wither Armor 	8446 EHP 	10906 EHP 	14186 EHP
Maxor's Armor 	4300.5 EHP 	5710.5 EHP 	7590.5 EHP
Goldor's Armor 	10298.25 EHP 	13283.25 EHP 	17263.25 EHP
Storm's Armor 	4300.5 EHP 	5710.5 EHP 	7590.5 EHP
Necron's Armor 	5032.5 EHP 	6682.5 EHP 	8882.5 EHP
Adaptive Armor 	2121.75 EHP 	3156.75 EHP 	4536.75 EHP
Necromancer Lord Armor 	9,064 EHP 	11,704 EHP 	15,224 EHP
== Mastiff Armor(No Defense) ==
Armor 	50% Crit Damage	100% Crit Damage	200% Crit Damage	400% Crit Damage
Mastiff Armor	4500 EHP 	7000 EHP 	12000 EHP 	22000 EHP
== Effective Health per second ==
Effective Health per second or "EHP/s" is the EHP that a player heals per second.
The formula is the same as EHP but applying it to the Health regenerated every second.
For example, if Defense is 200 and regeneration is 100, the formula is:
100 \times (\frac{200}{100}+1)
EHP/s is mainly related to tank builds but is also important for any other class. The higher the player's EHP/s is, the longer survivability the player will have in combat.
An example of the relevance of EHP/s is two players, one with 2000 EHP and 250 EHP/s and the other with 1000 EHP and 500 EHP/s. If they both take 500 EHP in damage per second, the second person would not die as easily due to their ability to heal all the damage before taking more.
The best way to increase EHP/s is by using a Zombie Heart or any of the variants. Natural Regeneration is not ideal as it is not optimal in combat and it is only a small amount of EHP/s.
The Life Steal enchant also counts towards EHP/s and it's one of the main components of it.
Another way not listed there is summoning Zombies with a Reaper Scythe and have them dealing damage. By doing that, the player will have another big "passive" method of regeneration.
== History ==
Category:Mechanics
Category:Pages with math equations
ko:실질적 체력