There is no way to properly evaluate each of the stats available to priests in their gear without assuming a certain scenario.
Int is a fixed contribution.
Mana regen depends on the duration of the combat.
Spirit depends on the duration and how often you are on the 5s rule.
Healing power depends on how much you cast what you cast.
So in order to have a decent comparison between these stats you need to come up with a scenario that most likely fills what could be the hardest bosses to heal thru.
2. Math (my lame attempt at)
I did some mathwork some months ago assuming:
Spell cast: flash heal
Duration of the combat: 10 minutes
Time on 5s rule: 50%
10 int = 165 mana
Spirit regen formula = 13 + (spi/4)
Variations on Spirit formula = spi/4
100 Spirit = 100 mana per tick/4
25 mana per tick
300 ticks x 25 mana per tick = 7500 mana
100 Spirit = 7500 mana (if out of 5sec rule = 100%)
Standard regen is 50%
Meditation 15% (in 5sec rule)
Transcendence set bonus 15% (in 5sec rule)
100 Spirit = 4875 mana (normal combat scenario)
1 Spirit = 48,75 mana
1 mana regen per 5s tick x 120 ticks = 120 mana
1 mana regen = 120 mana
500 Healing Power -> Flash Heal rank 5 -> Healing Efficiency = 3,22 HP/mana (heal i would possibly use on most scenarios)
0 Healing Power -> Flash Heal rank 7 -> Healing Efficiency = 2,6 HP/mana (stardand heal for priests with no healing power)
(Variation in) Healing Power = Y = 0,62 HP/mana
Mana Pool available in standard combat scenario
Int = (372+31)1,1(kings) = 443
Spi = (313+35)1,1(kings) = 382
Mana regen = 63 + 30(wisdom) = 93
100 Spirit = 4875 mana
25 Healing Spells = 450 mana
100 Spirit = 5325 mana
1 Spirit = 53,25 mana
Most builds will lack this talent on 1.10 (i think). This should overall reduce the mana contribution given by int by an even larger margin.
5. Desired Feedback
A - I'm closing in on my 8 Trans set bonus. I would like some input on how useful it is on a real raid scenario. It seems godlike on paper. But with a full raid casting GHs, it could be overwritten so often that it never manages to tick. How important do you guys think it is going to be? If it is not overwritten, it could perform better. +healing would work wonders with it, and that should be accounted for.
B - Is this math blatantly wrong on any aspect? Do you disagree on something regarding the math, scenario used, overall thinking? Post your reasons.
C - What are the ratios used by you when choosing gear? How did you come up with that math? What scenario you used?
I am not an american, as you can probably notice by my poor english. I also didn't check spelling, so some words with double letters could be wrong. My apologies for any hard time reading thru this.
Any spirit/mp5 whatever determination always depends on how much time spent in and out of casting. I personaly value mp5. It takes 5 mp5 to cover for 8 spirit when not casting (2 mana per tick). But while casting it takes a little over 24 spirit to match 5 mp5. Although I think the bonus to mp5 is that it stacks with spirit regen out of casting but now of course spirit has the benefit of +dmg/heal, but I don't think it's so much that it will effect what I loot because mana is so much sweeter than spell power for healers. Massive renew ticks are nice but being able to renew a half dozen more times is sweeter. The Gheal changes will make a difference now that Fheal spam is out so my current strateigery may be out in 1.10.
edit: numbers all fuzzy or something something headache
Personally depending on where I am and how lazy I'm feeling 1 mana/5 = somewhere between 2 and 3 spirit. Feel free to judge your items accordingly. For example, this means that from a pure regen standpoint Gloves of Prophecy are STILL the best gloves in the game.
Mana regen vs. +healing is a bit more difficult to quantify... the original post gives exactly one situation, and I'm not sure whether his methods are necessarily the way you want to compare them.
I'm not sure the theorycraft can get you very far in terms of comparing mana/mana regen to +healing. You can compute your expected total healing per manabar (extended for fight duration), but would it be very informative?
The comparison between Spi/Int/MP5 is easily worked out, on the other hand, with help of of some emprical data on how much time you spend casting. I have a post on this buried somewhere in our guild forums, but for Priest with Mediation and 5pc Trans, you need about 50% time out of casting to make Spi better than MP5 (throw Kings into the mix, and that number goes down a good bit).
As a Mage, I have a slightly different view on this. I have two gear sets, one is non-set gear with maximum +damage (+631 damage and about 5600 mana unbuffed); the other focuses on MP5 and other stats (about +490 damage and 6500 mana unbuffed). There are two kinds of fights--those where I run out of mana, and those where I don't, and that determines what I wear.
Originally Posted by Arawethion,March 6th, 2006 @ 8:14PM
I have a post on this buried somewhere in our guild forums,
This was done with a slightly outdated set of item stat values, but it pretty accurate. The "Pst" line is done with either Meditation, or 5pc Trans, but not both (both would make them just like Mages).
Let's run the exact numbers analytically, with no rounding:
Spi (out of casting): 1/8 mana/sec
Spi (in casting, Mage): 3/80 mana/sec
Spi (in casting, Pst): 3/160 mana/sec
MP5 : 1/5 mana/sec
Checking the relative stat values however, MP5 "costs" 550 to an ordinary stat's 230. So, you can expect, on average, to find 23/55 as much MP5 on items as you can Spi. We will normalize to that for an accurate comparison.
Originally Posted by Elerion,March 6th, 2006 @ 7:33PM
10 mp5 = 4 mana per tick (not 2) = 16 spirit while not casting (=53.33 spirit while casting, assuming 3trans and meditation)
Just to nitpick, Mhedic :)
I didn't provide some info that was on my notepad file.
Scenario: 10 min (600 seconds) boss fight
Spirit regen ticks: 300
Mana regen ticks: 120
The mana regen "ticks" are actually 5 second ones. Not the regular 2s ones. The name is not proper, but the math is.
Concerning time expent on 5s rule
I had a mod for some months that displayed how much mana i expent during the fight, how much i regenerated, int/spi ratio, time in 5s rule and ammount healed.
I collected the data for some time and came up with the 50% on most boss normal boss fights. The ratios varied according to the combat, but made sure that spirit is way superior to int in almost all regards, except in extremely quick fights, but those can be ignored in raid scenarios.
well my gear is a complete mish mash at the moment. We finally opened Ahn'Qiraj on Ragnaros-EU yesterday, and i had to wear a flarecore robe because its the only thing i've got :) Granted, the 35 stamina affords is nice, and my overal gear gives me 7.8k mana buffed and 4.5k health. But then the rest of my gear is a mix of Zandalar and Prophecy, with a Blue Dragon and Hero Charm thrown in and some Gloves of Spell Mastery (they were a novelty at the time). I'm currently trying to get a mix of int and mana regen gear, but i always try and extremify my gear (eg Shimmering Geta/Shard of the Scale to cover a lot of mana regen gear in a few slots, once i can get those).
In terms of +healing and mana regen gear, there are some obscenely nice pieces in AQ 40. I doubt i need to mention the Blessed Quiraji Acolyte's Staff as an upgrade to Benediction, because not only does it give a huge + healing boost before the 55 enchant, but it also hase 15 m5. granted, Arlokk's Judgement is still the best spirit and therefore mana regen staff in the game, and i guess is still the weapon combination of choice for mana regen in a fight.
Of course in an ideal world we'd all have Fang of Korialstrasz with a high + healing off hand :)
I prefer a very heavy mp5 build. My reasons are fairly basic. It simplifies the healing process. I dont have to keep track of as many spell ranks. I have the lowest viable rank that my +heal makes useful and then the top ranks. Second, its flexible. If I need to do something other than heal its not going to be a cloudy day for me and I dont need a 2nd set of gear. Lastly, spirit builds depend on Trans 3-Piece too much. I already have gear that is an upgrade and I dont want to be tied to 3 pieces of gear forever with no forseeable upgrade.
1.10 I believe will work well with a regen build as well. With the 2.5 second casting time lower ranks of Heal seem very viable. When combining 130+ mp5, 500 +heal, and sub 250 mana 800-1100 hp Heal R3 & 2; the priest can maintain a very high rate of longevity and a competitive hp/sec. That is not to say I do not think there will be correspondingly good +heal builds, I just have my way. I favor simplicity and versatility.
The hidden benefit I find with mp5 gear is that it also tends to have a significant amount of stamina, and honestly, more hp is never bad.