**Effective Health** (**EHP**) is the amount of health that the player effectively has when considering both ❤ Health and ❈ Defense 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 50 ❈ Defense or 10 ❤ Health, they should probably go with the defense unless the mob against deals ✷ True Damage, which ❈ Defense doesn't reduce the damage.

## Calculation

Effective Health is calculated using the following formula:

### Example

For example, if ❈ Defense is 200 and ❤ Health is 100, the formula is:

= = 300 EHP

With 300 EHP, meaning with 100 ❤ Health and 200 ❈ Defense, the player can take as much damage without dying as someone who has 300 ❤ Health and 0 ❈ Defense could.

### Calculator

calcpage = Calculator:Effective health template = Template:Calculator/Effective_health form = ehpCalcForm result = inner param = health|Your Health|100|int|1-999999 param = defense|Your Defense|0|int|0-999999

**Loading Calculator...**

*If the calculator fails to load up, please report to a Code Editor.*

## True Defense and True Damage

When normal damage is applied, ❂ True Defense will not reduce ❁ Damage. However, if facing a foe that deals ✷ True Damage, then the EHP formula should replace any reference of ❈ Defense with ❂ True Defense, 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 ❤ Health and ❈ Defense 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 | 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:

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

SkyBlock Prototype | ||
---|---|---|

June 11, 2019 | 0.1 | Added ❤ Effective Health. |