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If that's your personal opinion, that's fine. Thank you for framing it as such. Blizzard seems to agree decently closely, as the Royal nightseye should be 9 healing, 1.5mp/5. If that was equal to the Lustrous Star, 9 healing=1.5mp5, so it's roughly 6 healing=1 mp/5. (It's not, and that's why the Royal Nightseye rocks so much)
By that logic, Spellsurge, which is just less than 10mp/5, should be around 60 healing. This is where people get confused with the math. If 2 people in the group have it, it's roughly equivalent to each person in the group getting 120 healing, if all 5 have it, it's around 300 healing per person, *in Blizzard's iLevel system*. Don't read too much into this however, each enchant is still just that, a mana proc per person.
If you wanted to ge really nuts, it's actually 10 mp/5/person equalling 50 mp/5. Does that make it worth 300 healing per enchant? See how quickly the math falls apart? I'm even using real numbers, not arbitrary ones I made up.
-Again this is just Blizzard's idea of iLevel and equivalents. Some healers perfer MP/5 or healing, which is what makes healing so hard to theorycraft. Healing is an art (except for Paladins), which makes it difficult to model. take all healing 'math' with a grain of salt.
Edit: Bottom line, just get both! Use casterweaponswapper and switch two weapons and enchants automatically, netting you slightly less than 81 healing and slightly less than 10mp/5 but way more than just sticking with one of either. Every single caster should get this, even if your spellsurge weapon is a level1 grey dagger, it's that good.
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