I've done a good bit of work over the last month or two and fully updated my Paladin spreadsheet. Please let me know if there are any requests/additions/corrections or if I mangled any of the formulas too badly.
This project started as a way for me, a horde rogue, to learn the ins and outs of the paladin class. The goal was to create a spreadsheet using current gear to compare against Burning Crusade talents and spells. What resulted is a tool that will automatically recommend equipment based on your build, stats and current gear. All gear tabs will automatically sort themselves according to the biggest current upgrade path, as will the enchantments.
Important keys
Base: A1->Dropdown selecting role, as well as drop downs for race, all equipment slots and what blessing, aura and seal you'd like to automatically apply. Setting the specific role that you would like to take is perhaps the most important selection in the spreadsheet.
In the 'Stats' section, towards the top you will notice that you can input abilities that your build will have. These will be autocalculated into values displayed and recommended (so that if you take the +3% hit talent, the spreadsheet will not recommend hit nearly as much for a melee build).
The Healing spreadsheet will calculate total healing done over a period of time. It uses rank 5 Flash of Light as the median. (Since the point of this spreadsheet was to get ready for BC, that that is the spell that I chose as a median.
If there are any questions, comments or requests, please place them here; I will be happy to update with anything that I missed.
NOTE: I apologize in advance for making a second username. I cannot get my old password mailed to my email account as the forum mailer doesn't seem to recognize the email account. The administrator email also goes to a box that is not accepting emails anymore, so I had no way to recover my name/id.
The new spreadsheet brought up some interesting gear decisions. It's now recommending spellcrit over all else, more or less. I'm leaning towards putting together a spellcrit set, but before I go through the trouble of getting the 60ish badges I need, etc, I was hoping for some feedback.
The healing set that I was originally going with, with +healing gems, would sit at 1498 healing, 104 mana/5, and 21.1% spellcrit.
The crit gearset, with +crit dawnstones, would sit at 26.5% spellcrit, 1336 healing and 60 mana/5.
So basically, the comparision between them is:
40 mana/5 and 162 healing vs 5.4% spellcrit.
Now, while that may seem fairly lopsided, consider that I would be going from an _effective_ 28% FoL crit and 31% HL spellcrit up to 34% FoL crit and 37% HL spellcrit.
This means that I can now cast 7% more FoLs and 7.2% more HL before going out of mana. (Since, effectively, the more crit you get the more it's worth because it increases the number of free spells you get more with each %, effectively - going from 98% free spells to 99% free spells is 50% more free spells, for example).
Another way to look at this is:
With spellcrit set: 1202 avg FoL with 167 mana cost.
With healing set: 1271 avg FoL with 180 mana cost.
Heal/mana ratio with spellcrit set: 7.19 healing per mana
Heal/mana ratio with healing set: 7.06 healing per mana
(I figured the free heals as lessened mana cost as, obviously, you can cast more spells factoring in the free ones so I reduced the mana cost of FoL by 7%, the percentage of free heal increase).
Basically, this appears that it makes each mana spent heal a little bit more, making you more efficient. It does take away slightly from burst healing, making each spell heal about 70 less, but in the end, you will heal for far more before running out of mana.
EDIT: And this is before even factoring in the fact that more crits = more healing in and of themselves. This was just comparing mana efficiency of non crits given increased crits. Adding crit should also add an appropriate effective amount of +healing, as well. (The ending difference turns out to be less than 40 actual healing on _average_)
Made another update to the spreadsheet, I remodeled both the healing and the tanking sheets and the results should be pretty realistic now.
The new healing sheet allows you to specify two different spells to cast - you pick ranks of both HL and FoL and specify the percentage of the time you cast them (defaulted to 65% FoL atm).
The tanking sheet also uses a bit more intelligent means to guess which stats will give you the biggest current boost. You'll notice in the tanking sheet that there's a box that will let you set the level of the mob you're tanking. If you're only tanking 5 mans, set it to 70. If you're tanking Kara, set it to 73. This will change the defense/resilience caps and affects when defense gets dropped off to zero rating (if you're at the defense cap, the sheet will start recommending dodge/parry gear over def gear, etc).
I'm really not surprised that it's showing spell crit as the best stat to prioritize. Illumination is ridiculously strong, and 1.5x heals are nothing to sneeze at.
Last edited by Spades : 03/26/07 at 1:16 PM.
Reason: Clarification is good.
"Existence has no pattern save what we imagine after staring at it for too long."
-Rorschach, Watchmen
I'm really not surprised that it's showing spell crit as the best stat to prioritize. Illumination is ridiculously strong, and 1.5x heals are nothing to sneeze at.
I've gotten myself up to 18% charsheet crit rating (so, 29% HL and 23% FoL) and it's starting to get ridiculous. I'll get my gladiator gloves this week or next, which should further it. It's pretty sick to spam FoL on someone and get 4-5 crits in a row (which I see a few times a night). I'm approaching 900 healing a second with FoL, something I can sustain for several minutes at a time.
Looking ahead to Black Temple and the 5% HL crit bonus ... wow. I'd bet a crit based gearset will be pushing 40% spellcrit with that two piece bonus. It's pretty crazy.
As an amendment to my above update post, I wanted to detail a little more about the tanking sheet. In addition to the ability to set a mob level to affect defense stats, you can also affect the overall sample time and the strength of hits.
'Mob Attack Damage' is the average normal hit of the mob. I have it set to 8000 atm because I was looking at the viability of main tanking in Kara.
'Mob # Attack Sim' is the number of attacks to use as a sample.
Column I on this sheet will show you the number of hits that you'll take under a certain hit table roll and Column J will show you how much damage. At the very top you'll see Column K. This is important because it will show you the average hit from a certain category. Notice how, by default, it's 15,951.3 under crit? This means that, on a crit from this mob, you can expect to take 16k dmg. That means, simply enough, that if you have less than 16k hp you shouldn't expect to tank this mob as a crit will mean your death. To be certain, tab K11 is the minimum # of hp you need to tank this mob.
I currently have the sheet tuned to automatically adjust the value of stamina if you are below this value (so you can use this as a goal and work a gearset towards it).
That 5% bonus is just going to get paladins nerfed. A 35%+ crit rating with Holy Light while actually having a high +heal is going to drown us in the tears of other healing classes.
I'm really not surprised that it's showing spell crit as the best stat to prioritize. Illumination is ridiculously strong, and 1.5x heals are nothing to sneeze at.
Yeah but you do need a healthy +heal to make it viable. I see some people with like all crit gear and +700 healing, and thats just not reliable enough HPS to be worthwhile.
For some reason savefile has gone retarded for me. Everytime I upload a new version, I'll be able to download it correctly (it has the new changes) but at some point it will revert to the previous copy.
Thus, all of the changes I've been posting about never made it in. I've uploaded a new version now in a different direct link and changed the URL above to match. This copy contains all of the changes.
This version also contains tanking threat per second in addition to the massive heal changes listed above.
Another quick update, tweaked some of the healing formulas. It was undervaluing spellcrit by a bit, factored in mana/5 regen of 1% spellcrit a little bit more intelligently. The healing should be dead on accurate now.
- Spirit is considered highly valued stat for healing - is this intended, or did I do something wrong? Armory link here.
For example, Shadowvine Cloak of Infusion (19int 20spi 8mp5) comes above Bishop's Cloak (15sta 15int 44healing 8mp5).
- Ring of Flowing Light (66healing 19crit) off Kazzak isn't in the list rings.
- Spirit is considered highly valued stat for healing - is this intended, or did I do something wrong? Armory link here.
For example, Shadowvine Cloak of Infusion (19int 20spi 8mp5) comes above Bishop's Cloak (15sta 15int 44healing 8mp5).
- Ring of Flowing Light (66healing 19crit) off Kazzak isn't in the list rings.
Haven't seen the ring, I'll add it in the next version I upload.
I more or less used the formulas presented on wowwiki for spirit. I probably need to adjust it down a bit to account for incombat regen as opposed to out of combat regen. I've actually been working out exactly how to value it against spirit in the game for the last day or so. That'll be in the next update too. Thanks for pointing it out.
As far as healing, as you'll see in the sheet it sort of plateaus. Once you get to a certain amount of healing, supportive healing stats such as mp/5 and +crit become really, really useful. If you play around with gear a bit you'll notice that the relative value of healing compared to other things starts going down the more of it you get.
OK, I fixed the spirit recommendation, after playing around extensively last night, I massive dropped spirit's contribution to weighting on the spreadsheet. Also added a few items (like Xiri's Gift, which I stupidly forgot).
Just a quick question, coming from a feral druid background. I noticed there are no green items in the spreadsheet. Are there any Outland quest rewards or similar green items that are worth considering or does pretty much everything get replaced by blue and purple instance drops and reputation rewards?
Just a quick question, coming from a feral druid background. I noticed there are no green items in the spreadsheet. Are there any Outland quest rewards or similar green items that are worth considering or does pretty much everything get replaced by blue and purple instance drops and reputation rewards?
I've put a handful of greens in but my opinion after doing every outworld quest available in BC is that none of the greens gotten will last much past a week of instance runs at 70.
The way I setup my spreadsheet, however, allows you to pretty easily addin any of those green drops that you'd like to consider against the other, better gear. Thus instead of my adding in every X of the bear or Gromthor's Halfused Hanky the enduser can decide if some green item is good enough to weight it against the blues/purples.
Does the file keep reverting to the old one still? Not able to download an updated version, only the 1.4.
Are you using a bookmarked link or the one above? I actually physically changed the link a while ago. (The version on the link above should have started at 2.0).
Unless I am reading it wrong, it doesn't seem that the tank hit table takes into account that adding +defense rating increases your chance to be missed. It looks like you have a flat 5% chance to be missed, and adding +def gear does not change this.
Unless I am reading it wrong, it doesn't seem that the tank hit table takes into account that adding +defense rating increases your chance to be missed. It looks like you have a flat 5% chance to be missed, and adding +def gear does not change this.
I wasn't aware that defense did indeed increase your chance to be missed... I've always been under the impression that it was a flat 5%. Is this not the case? If you can point me towards correct calculations for it I will definitely add that into the sheet.
I wasn't aware that defense did indeed increase your chance to be missed... I've always been under the impression that it was a flat 5%. Is this not the case? If you can point me towards correct calculations for it I will definitely add that into the sheet.
Thanks for the feedback.
Defense is 0,04% chance to be missed per point of defense skill; as well as the more well known parry/dodge/block which increase at the same rate from it.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
Are you using a bookmarked link or the one above? I actually physically changed the link a while ago. (The version on the link above should have started at 2.0).
I've tried the above links only, using different browsers and different computers.
The download should be correct
New Version 2.0 of Paladin Spreadsheet
(Type: xls, 1.74MB)
Sorry, I'm an idiot. 1.4 was the newest copy, was just too busy in work yesterday to verify. I changed the link text to reflect that. 1.5 is the current newest copy with the miss change and a few other additions. Sorry for the confusion.