sure, lets make some simple laymans model. I try to mention the simplifications.
It is just to get a rough idea of the numbers, not a guide.
assuming the numbers on lastepochtools are somewhat correct
then we have for T5 rolls:
75 flat HP
12% increased HP
32% single resistance ( accounts for 1 of 7 )
20% ele resistance (accounts for 3 of 7, so 60% total)
to keep things simple we ignore set resistance stuff and assume we have a mixed bag of ele and single resistance so we have to average.
we could average “50/50” but we can only cover 3/7 with the stronger ele resist rolls and 4/7 with the single resist roles. So we average with weightings 3/7 and 4/7:
(60% * 3/7 + 32% * 4/7) = 44%
(edit I did an error here before: I wrote 40% due to wrong calculation of the average, subsequent stuff is now correctd for “44% average resistance contribution per T5 roll”)
Its reasonable to assume that those T5 rolls relative to each other are not arbitrary and imbalanced but at least somewhat reflect the typical balance values in the game.
So with the above values we can make a simple model to transfer resistance to Health and check what happens to our effective HP.
So we have a budget of 7x75% resistance and to keep things simple we assume we can shift half of it to flat Health and the other half (hence /2 in the equations) of our budget to %Health:
So for our budget we get
7x75%/44% /2 * 75 = 447 flat HP
and we get
7x75%/44% /2 * 12 = 72 % Health
Bold numbers are from the T5 health rolls (see above)
with the health at 7x75% capped resistance being
Health@75res = b(1+i)
with b the base health (vitality, levels,…) and i all increased modifiers.
The Health with zero resistance but instead the above calculated additional amount of flat health and increased health:
Health@0res = (b + 447) (1 + i + 0.72 )
With 0 resist we get like 75% more damage assuming high enough monster level and ignoring additional shreds debuffs.
So to get the breakpoints we have to ask when the following equation holds:
Health@75res = Health@0res / 1.75
b (1 + i) = (b + 447) (1 + i + 0.72) / 1.75
introducing shorthand C and solve for b gives:
C = (1 + i + 0.72) / 1.75
b = 447 C / (1 + i - C)
We only accept solutions with b>0 and i>0, obviously.
(edit: There is always a solution now (compared to when I used 40% for the resistance T5 roll) even for i=0.)
With i=0.3 we get b=3541 (thats a total health@75res of b(1+ i) = 4603 … lol
)
with i=0.9 we get b=1661 (thats a total health@75res of b (1+i) = 3156 )
(edit: i guess 90% increased Health while also at 7x75% resis is “a little bit” unrealistic tho)
So with this laymans model you would need a little bit more than …
‘types in calculator…’
… a shitload of health before health becomes less worth than the resistance…