Originally Posted by Shambells
I'm really quite surprised that nobody is talking about the OTHER posted patch 4.1 note.
Deep Healing now benefits all heals, not just direct heals.
That's amazing, considering my healing style of HR+ RT+ EL. 2 of my 3 spells are now affected by mastery. <3 that. What I really want to know from the math nerds is does that make mastery at least equal to haste now? Thanks in advance.
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Mastery already is equal to haste. As evident on top logs where there is a very even mix of mastery stackers and haste stackers. Though this may tip the balance for mastery. The reason why haste isn't widely considered our best stat by everyone is because on average it only effects about 40% of a persons total healing done, while mastery effects about 70%. This is why you see the concept of 'breakpoints' for our haste rating. Hit a breakpoint to get the most out of our haste rating, then go into other throughput stats that while may do less healing on average than haste would, effect more heals overall so overall do more hps. For healing rain for example, past a haste breakpoint, a point of mastery has about 500% more throughput vs a point of haste assuming you're healing someone at 50% hp.
I don't think this will change to much for 10man jack of all trades style raiders or tank healers. Since they already go for an even balance of stats by nesesity.
And even for the TC builds I still see haste as king due to the cast speed requirements of LB in order to minimize downtime.
However, for the pure raid healer HR+CH playstyle healer without TC, mastery without a doubt is our goto stat. And will imo make this the best hps build for a shaman raid healer. Considering all the parses we see with mastery shaman on what I would consider on par with haste shaman, buffing an additional 25-35% of our total healing done is enough to push this over the edge...
Also lost in this conversation is how mastery scales with increasing returns vs other stats. So as we gear, it just gets better and better. (assuming you're healing someone at a breakpoint or lower. Otherwise it's decreasing returns) Makes sense when you consider that our mastery is basically a % increase on a % increase, vs crit/haste with is a flat % increase. One of the first math proofs crafted on the first page shows this concept where it was shown that mastery had I think a 1.8% increase over crit at 1% hp. This was in fact true, but only because of the small values of mastery and crit used to calculate it. When crafted out into way later tiers worth of stats, someone at 50% hp will recieve just as much healing done with 2000 points of mastery vs 4000 points of crit. Needless to say thats a lot more than 1.8% healing increase.
Here's a graph explaining it
The only question I have at this point is when we are able to reach the next HR breakpoint of 3k, would we reforge everything to hit it or ignore it and keep mastery stacking. Personally I'm of the opinion that we reforge to hit the 3k haste cap. The haste/mastery hp breakpoint is low enough that it's around where the mean HP value would be for your given progression encounter. Meaning when you have the choice of doing equal hps either by hitting faster, or hitting harder, take the option that hits faster.