Builder Wynncraft

Effective HP (EHP)

Two builds with the same health bar can die at very different speeds. Effective HP folds health and every damage reduction into one number: how much incoming damage the build can absorb before it dies.

On this page

The formula

The site uses Wynnbuilder's EHP:

EHP = HP ÷ ( 0.1 × agi + (1 - agi) × (1 - def) ) ÷ class factor ÷ tree reductions

Here def and agi are the reductions from your Defence and Agility skill points (see below). The bracket is the share of an average hit that actually reaches you; dividing by it turns your health into the raw damage you can take.

Health

Base health is 5 × level + 5 - only 535 at level 106. Nearly all of your health comes from items: the Health stat on armour and accessories, set bonuses and a few ability tree nodes. Negative Health on an item lowers it the same way.

Defence and Agility

Skill points follow the curve from the skill points guide. Defence uses 86.7% of that bonus as a damage reduction; Agility uses 95.1% of it as the share of each hit it covers, and that share only deals 10% of its damage. In other words, Agility behaves like a chance to avoid most of a hit, averaged out over many hits.

Points50100150
Defence: damage reduction34.6%56.3%70.0%
Agility: share of a hit covered37.9%61.8%76.8%

The two don't add up; they overlap. Defence reduces what Agility didn't cover, so the first 50 points in either give much more than the next 50 in the same skill.

Class and ability tree

The model divides EHP by a class factor tied to the weapon type: 1.0 for Warrior and Assassin, 1.2 for Mage, 1.3 for Archer and 1.4 for Shaman. A Shaman with the same items as a Warrior therefore shows about 29% less EHP. Ability tree nodes that reduce damage taken (for example defensive stances and auras) multiply on top.

Worked examples

All with 10,000 HP on a Warrior (class factor 1.0):

Skill pointsEHP
0 Defence, 0 Agility10,000
50 Defence15,280
50 Agility15,177
50 Defence and 50 Agility22,506
100 Defence22,894
100 Agility22,522

50 points in each is worth almost exactly as much as 100 in one - and costs the same 100 points. Which one you pick usually depends on what else the skill gives: Defence also boosts fire damage, Agility air damage. The same 50 Defence on a Shaman gives 10,914 EHP, because of the class factor.

What about elemental defences?

Items also carry elemental defences (Earth Defence, Fire Defence and so on). They reduce damage of that element from enemies and are shown in the Survivability panel, but they are not part of the EHP number: how much they help depends on what is hitting you. A build with large negative defences in one element can die much faster to that element than its EHP suggests; the "avoid negative defences" option keeps such items out.

Picking an EHP target

On the recommender the EHP range is set in 2% steps of the most your level can reach. Some rules of thumb:

Open the Build Recommender →