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Old 06/14/06, 5:01 AM   #1
annoraxX
Glass Joe
 
Murloc 
 
Could someone please enlighten me and paste the factors that +healing/spelldamage suffers for spells from LvL 1 - 19 ?

Somehow i am not very happy with my formula " 1/3 + (2/57*(SpellLvL-1)) "
doesnt seem to fit on the other spells <20

---
I did some testing with LesserHeal1, got the result of ~ 1/3, took the fact that lvl20 gets 100% and broke it down.
(1/3 + 2/3 /19 *SpellLvL-1)

So LvL 1 'd be 1/3, LvL 10 37/57 and 20 'd be 1 (57/57)
---

Hope someone can help me

edit: cleared it up a lil bit

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Old 06/14/06, 7:22 AM   #2
Eridan
Von Kaiser
 
Human Paladin
 
Argent Dawn (EU)
From www.wowwiki.com: effect = 1 - ((20 - lvl) * 0.0375)
I did quite a bit of testing when I made HealPoints, and my finding matches this formula almost exactly.

edit: This is in addition to the castingtime/3.5s factor, ofc.

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Old 06/14/06, 9:56 AM   #3
Mythic
Von Kaiser
 
Dwarf Priest
 
Alleria
Eridan, I'm curious; using your healpoints mod, what ends up being the best (most healpoints) gear? I've been meaning to try and model everything using it myself, mostly for curiousitys sake, but rather then spending lots of time to do it, I may as well ask if you've already tried.

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Old 06/14/06, 10:29 AM   #4
enshula
Piston Honda
 
Murloc Paladin
 
Cenarion Circle
Do you mean for priests mythic or in general?

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Old 06/14/06, 10:36 AM   #5
♦ Praetorian
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
Originally Posted by Mythic
Eridan, I'm curious; using your healpoints mod, what ends up being the best (most healpoints) gear? I've been meaning to try and model everything using it myself, mostly for curiousitys sake, but rather then spending lots of time to do it, I may as well ask if you've already tried.
Some of the possibilities are a bit iffy. For shamans, anyway -- HealPoints treats Chain Heal as our most efficient heal for calculation purposes and assumes that it will hop twice and all hops are going to land for full, I think, in doing so. As a result, the 3pc Ten Storms bonus and the 5pc Stormcaller are incredibly valuable in terms of raw HealPoints. This is my current gear:

http://ctprofiles.net/32681

Lacking only Cloak of Clarity and Angelista's, I believe that to be the optimal healing set for a pre-1.11 shaman. It gives me in the neighborhood of 118k healpoints completely unbuffed, getting up over 140k as I layer on more and more potential buffs. I know that priests can get a fair bit above that.

Obviously, though, in reality while I use Chain Heal a lot, it obviously isn't my primary spell in most situations, so it's a bit misleading.

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Old 06/14/06, 11:03 AM   #6
enshula
Piston Honda
 
Murloc Paladin
 
Cenarion Circle
Seems a little strange on weightings. I got 121k in normal gear unbuffed. After self buffing wisdom which i added in manually at 39 it jumped up to 178k. Basically i went from a long time casting on FoL1 to infinite casting.

Went from (loose rounding):
40k power 74k endurance 6k regen 121k total
to
43k power 123k endurance 9k regen 177k total

Seems like the weightings get broken with ultra long casting time. Since the longest time i remember casting is about 30m on some ebonroc learning attempts might not be the best idea to provide such heavy weighting to endurance.

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Old 06/14/06, 11:03 AM   #7
Eridan
Von Kaiser
 
Human Paladin
 
Argent Dawn (EU)
Originally Posted by Mythic
Eridan, I'm curious; using your healpoints mod, what ends up being the best (most healpoints) gear? I've been meaning to try and model everything using it myself, mostly for curiousitys sake, but rather then spending lots of time to do it, I may as well ask if you've already tried.
It's really impossible to give one definitive answer. Switching some gear pieces can make other pieces much better than they otherwise would etc.

I can give you an example from my paladin. When I got enough mana/5s and spellcrit (mana refunded on spellcrit), it became possible to cast Flash of Light rank 1 forever without running out of mana. This meant that HealPoints switched to FoL1 for computing endurancepoints. As a consequence, +healing became incredibly powerful (FoL1 gets 43% bonus from +healing). In fact, 1 +healing was now worth more healpoints than 1 mana/5s!. Before I reached the threshold, mana/5s was worth much more than +healing.

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Old 06/14/06, 11:08 AM   #8
Eridan
Von Kaiser
 
Human Paladin
 
Argent Dawn (EU)
Originally Posted by enshula
Seems a little strange on weightings. I got 121k in normal gear unbuffed. After self buffing wisdom which i added in manually at 39 it jumped up to 178k. Basically i went from a long time casting on FoL1 to infinite casting.

Went from (loose rounding):
40k power 74k endurance 6k regen 121k total
to
43k power 123k endurance 9k regen 177k total

Seems like the weightings get broken with ultra long casting time. Since the longest time i remember casting is about 30m on some ebonroc learning attempts might not be the best idea to provide such heavy weighting to endurance.
With the default settings, endurancepoints is how many hp you can heal in 5 minutes starting with full mana. So quite far from 30m.
And I don't find it very strange that you get a sudden jump in healpoints when you can cast a spell without ever running out of mana.
FoL1 gets the same bonus from blessing of light and +healing gear as FoL6 and really is/will be a bit unbalanced...

But with the newest healpoints, you can adjust the weights yourself (by adjusting duration for power-/endurance-/regenpoints).
You can also force healpoints to use a specific spell/rank for power-/endurancepoints.

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Old 06/14/06, 11:15 AM   #9
Mythic
Von Kaiser
 
Dwarf Priest
 
Alleria
That's awesome, I didn't realize it was taking all that into account. I know what gear I want (Full transc for now, for the time being), regardless of what the mod says, I was merely curious if with some other set of gear, what the healpoints would come out to.

As a possible suggestion for the mod, I know you can change the int, spirit, etc, to see what your healpoints would come out to, but is there a way you could add set bonuses, so you could also model that?

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Old 06/14/06, 11:16 AM   #10
Eridan
Von Kaiser
 
Human Paladin
 
Argent Dawn (EU)
Originally Posted by Praetorian
Some of the possibilities are a bit iffy. For shamans, anyway -- HealPoints treats Chain Heal as our most efficient heal for calculation purposes and assumes that it will hop twice and all hops are going to land for full, I think, in doing so. As a result, the 3pc Ten Storms bonus and the 5pc Stormcaller are incredibly valuable in terms of raw HealPoints. This is my current gear:

http://ctprofiles.net/32681

Lacking only Cloak of Clarity and Angelista's, I believe that to be the optimal healing set for a pre-1.11 shaman. It gives me in the neighborhood of 118k healpoints completely unbuffed, getting up over 140k as I layer on more and more potential buffs. I know that priests can get a fair bit above that.

Obviously, though, in reality while I use Chain Heal a lot, it obviously isn't my primary spell in most situations, so it's a bit misleading.
The Chain Heal calculations assume that you hit 3 targets and that overhealing doesn't happen. (The latter is true for all calculations, btw.) I was a bit hesitant to add Chain Heal because of it, but reading this and other forums as well as talking to players raiding with shamans, made me add it.

As I said in the posts above, the new 1.9 version of HealPoints lets you configure who the healpoints-stat is computed.
So you're free to make so that it more closely matches the spells you in fact use.

But that doesn't necessarily mean that you've taken the wrong gear choices if you use the default settings. As a test, I changed the settings to match how I heal in the twin emps fight (disabled regen- and endurancepoints, 15 min duration powerpoints with FoL6). That made little to no difference for my gear selection, at least.

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Old 06/14/06, 11:19 AM   #11
Eridan
Von Kaiser
 
Human Paladin
 
Argent Dawn (EU)
Originally Posted by Mythic
As a possible suggestion for the mod, I know you can change the int, spirit, etc, to see what your healpoints would come out to, but is there a way you could add set bonuses, so you could also model that?
And how would a user interface for specifying one of the n different set bonuses look? :) (Where n is large and increasing)

I plan to add a line to item tooltips showing the net change in healpoints if you were to equip said item. I'll see if I (eventually) can take set bonuses into account there.

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Old 06/14/06, 11:24 AM   #12
Mythic
Von Kaiser
 
Dwarf Priest
 
Alleria
I didn't say it would be easy ;-)

I mostly wanted to see what the full Transc bonus adds.

@ Gurg: You like Angelista's more then the C'thun necklace?

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Old 06/14/06, 11:36 AM   #13
♦ Praetorian
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
Yes, I think 2sta + 14int > 26heal, for a shaman anyway. I'd probably see it differently as a priest.

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Old 06/14/06, 11:48 AM   #14
enshula
Piston Honda
 
Murloc Paladin
 
Cenarion Circle
Ok that makes sense with the 5 minute cap. Very nice. Going and checking again it was a nice smooth scale as mp5 increased.

Turns out i DL'd 1.9 and forgot to install it, very nice to have those options.

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Old 06/14/06, 12:26 PM   #15
berg
Don Flamenco
 
Undead Rogue
 
Tichondrius
Originally Posted by Praetorian
Yes, I think 2sta + 14int > 26heal, for a shaman anyway. I'd probably see it differently as a priest.
Agree.

If you compare the 2 upgrade options

Amulet of the Fallen God
11 stam 57 healing and 6mp5

Angelistas charm
14 int 13 stam 31 healing 6mp5.

And the 2 most likely current items.

Wavefront
6 int 5 stam 24 healing 8mp5

Pendant of the fallen dragon
12 int 9 stam 9mp5

Upgrading either of those 2 to the C'thun neck will shrink mana pool and mp5 for a large +healing upgrade. Moving to angelistas is a very broad stat and +healing upgrade at a minor mp5 cost. +healing is obviously important but with the current mechanics it does not help shaman as much as it does the other guys.


I still do not have a feel for healing way and how often I will be able to take advantage of it. The efficiency is fabulous but that does not always translate to good play. If Nax allows us to chain cast healing waves on single targets it will afford us a hw derank which would probably make Amulet of the Fallen god superior. That said, angelistas charm is the best choice now and will still be great afterwards.

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Old 06/14/06, 1:10 PM   #16
berg
Don Flamenco
 
Undead Rogue
 
Tichondrius
Originally Posted by Zeln
Why doesn't +healing benefit shaman as much? Do you use lesser healing wave more and therefore the cast time significantly lowers the benefit of +healing?

(Just wondering)
For the most part that is correct. Also lhw has an efficiency penalty of roughly 10% each time you rank down. This penalty coupled with a 1.5 casting time penalty on +healing gear makes deranking lesser healing wave an unspectacular option.

Healing wave also has a steep efficiency penalty from deranking but the penalty on a 3.0 cast is minor so that deranking healing wave is an attractive option. hw becoming uninterruptable and healing way will change this analysis whenever the patch is released though.

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Old 06/14/06, 1:11 PM   #17
fivehundred
Von Kaiser
 
Human Priest
 
Kilrogg
Originally Posted by Praetorian
Yes, I think 2sta + 14int > 26heal, for a shaman anyway. I'd probably see it differently as a priest.
I play a priest and I just got my angelista's charm. I feel the same way about this you do. Despite the fact that I use GHeal a ton more than I used to, and as such get a lot more benefit out of my +heal gear, I still use flash heal a ton where +heal is not nearly as effective. Also, I elected to get no intellect enchants on my gear, save for all stat +4 to chest if you count that as an int enchant. Getting 14 int on this item at the expense of only 26 heal I feel is a very nice compromise, as it gives me more flexibility in avoiding the int enchants. Basically, while this piece may not be the best in a 1:1 comparison, I feel it fits my gear setup very nicely. (I wear a hodgepodge of shit from all over the place -- prophecy gloves ftw lol)

Finally, there's one other thing to consider...We've killed C'Thun almost every week he's been up but the first week when he became "killable" (had horrible issues with lag last week so we didn't take him out) and we've yet to see that necklace drop. My guild's enthusiam for AQ 40 will take a SERIOUS hit once naxx is out, so I figured bird in hand. Angelista's will be cheaper dkp wise than the C'Thun neck and it's not too unlikely I'll never see it drop....at least not any time soon.

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Old 06/14/06, 1:13 PM   #18
♦ Praetorian
Mike Tyson
 
Praetorian's Avatar
 
Orc Shaman
 
Mal'Ganis
Originally Posted by fivehundred
Finally, there's one other thing to consider...We've killed C'Thun almost every week he's been up but the first week when he became "killable" (had horrible issues with lag last week so we didn't take him out) and we've yet to see that necklace drop. My guild's enthusiam for AQ 40 will take a SERIOUS hit once naxx is out, so I figured bird in hand. Angelista's will be cheaper dkp wise than the C'Thun neck and it's not too unlikely I'll never see it drop....at least not any time soon.
Oh man, you're going to be kicking yourself in a moment or two.

Click this link: http://wow.allakhazam.com/db/quest.html?wquest=8802

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Old 06/14/06, 1:13 PM   #19
berg
Don Flamenco
 
Undead Rogue
 
Tichondrius
I have not completed the quest personally but I was nearly 100% sure that the neck was a result of the eyestalk turn-in quest. Or are there 2 necks and I am just clueless?

haha yeah I can see the guilds mages and hunters explaining how the only quest rewards were a nuker ring and dps cloak.

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Old 06/14/06, 1:19 PM   #20
fivehundred
Von Kaiser
 
Human Priest
 
Kilrogg
Originally Posted by Praetorian
Originally Posted by fivehundred
Finally, there's one other thing to consider...We've killed C'Thun almost every week he's been up but the first week when he became "killable" (had horrible issues with lag last week so we didn't take him out) and we've yet to see that necklace drop. My guild's enthusiam for AQ 40 will take a SERIOUS hit once naxx is out, so I figured bird in hand. Angelista's will be cheaper dkp wise than the C'Thun neck and it's not too unlikely I'll never see it drop....at least not any time soon.
Oh man, you're going to be kicking yourself in a moment or two.

Click this link: http://wow.allakhazam.com/db/quest.html?wquest=8802
>.< Yeah, I remembered it was a quest reward about 5 seconds after I made the post and immediately felt like a retard. Most of my points still stand. Obviously, the comment regarding the rareity of the item does not.

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Old 06/14/06, 2:34 PM   #21
Crimsonjade
Von Kaiser
 
Murloc Priest
 
Dark Iron
Originally Posted by fivehundred
Originally Posted by Praetorian
Originally Posted by fivehundred
Finally, there's one other thing to consider...We've killed C'Thun almost every week he's been up but the first week when he became "killable" (had horrible issues with lag last week so we didn't take him out) and we've yet to see that necklace drop. My guild's enthusiam for AQ 40 will take a SERIOUS hit once naxx is out, so I figured bird in hand. Angelista's will be cheaper dkp wise than the C'Thun neck and it's not too unlikely I'll never see it drop....at least not any time soon.
Oh man, you're going to be kicking yourself in a moment or two.

Click this link: http://wow.allakhazam.com/db/quest.html?wquest=8802
>.< Yeah, I remembered it was a quest reward about 5 seconds after I made the post and immediately felt like a retard. Most of my points still stand. Obviously, the comment regarding the rareity of the item does not.
I was seriously waiting for the joke at the end while I was reading that ;)

Being a priest, I am also torn over Angelista's and C'Thun neck. I will probably go for the C'Thun neck just because it is more common of a drop, but the stats Angelista's offers are hard to pass up.

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Old 06/14/06, 6:22 PM   #22
Eridan
Von Kaiser
 
Human Paladin
 
Argent Dawn (EU)
Originally Posted by Mythic
I mostly wanted to see what the full Transc bonus adds.
The 8 pc trans bonus is the only bonus HealPoints doesn't support, so it won't add anything :)

Basically, I haven't still decided how to best take into account heal-over-time spells and effects when computing power- and endurancepoints.

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