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-   -   Spellsurge (http://elitistjerks.com/f31/t10659-spellsurge/)

felixjendrusch 03/31/07 6:31 PM

Spellsurge
 
http://www.wowhead.com/?spell=28003

I've read a lot about this enchant and there are many things not really clear so I've started testing it a bit. First of all I thought about the things I've read and how I could test them.

In my opinion the best way was to write a small addon counting the procs and dealing with the proc cooldown. Because there is no chance of a proc while the enchant has a cooldown the addon only counted casts while the cooldown was ready. The addon worked out the cooldown by checking if the enchant procs while the cooldown timer is running.

Here are my results:
  • Cooldown: ~30.1 seconds
  • Lesser Healing Wave:
    • 17 procs
    • 100 casts
    • 17% procchance
  • Healing Wave:
    • 16 procs
    • 100 casts
    • 16% procchance
So I think 30 seconds cooldown and ~15% procchance are correct.

Kegsta 03/31/07 8:10 PM

Nice to have confirmation, most of us have suspected this for a while now. I think its an excellent enchant, 5 healers in a group with it is really nuts, blows away +81 imo. People have been talking about it vs +40 damage aswell, but here im sticking with the damage.

Playered 03/31/07 11:37 PM

-removed-

Covertghost 04/01/07 12:41 AM

Quote:

Originally Posted by Playered (Post 315770)
81 +Healing vs 3.3MP5(*5 = 16.5MP5 over the group, or per person if whole group has it) assuming it procs 2x per min.


Where's this math coming from? the 3.3MP5 that is? It's 50 mp5 for about 20s per 60, that should equate to ~ 15mp5 per person per minute.

smakback 04/01/07 12:45 AM

At this point in BC raiding tanks are not dying because healers are running oom. Between chugging mana pots, major mageblood, and resto flasks I find myself hard sometimes hard pressed to spend my mana.

Perhaps when our gear gets better and adding 70 mp5 from a flask won't make such a huge difference in our mana pools will spellsurge be better. But for the time being I believe 81 healing has the advantage. The only exception I forsee are paladins who can spam their heals, but with the amount of raiding shadowpriests most guilds end up tossing a couple pallies with one giving them a huge mana pool.

Covertghost 04/01/07 1:01 AM

Dunno about the 81 healing thing. I tried it, and atleast for a paladin it isn't quite as beneficial IMO as spellsurge. It might be just because none of our heals get 100% benefit of +heal, but tossing out a groupwide ~75 mp5 seems like it'd help more.

Though I do agree, my mana pool (though paladins are OP in efficiency) hasn't been taxed beyond MAYBE a mana pot.

Drekor 04/01/07 1:48 AM

Quote:

Originally Posted by smakback (Post 315788)
At this point in BC raiding tanks are not dying because healers are running oom. Between chugging mana pots, major mageblood, and resto flasks I find myself hard sometimes hard pressed to spend my mana.

Perhaps when our gear gets better and adding 70 mp5 from a flask won't make such a huge difference in our mana pools will spellsurge be better. But for the time being I believe 81 healing has the advantage. The only exception I forsee are paladins who can spam their heals, but with the amount of raiding shadowpriests most guilds end up tossing a couple pallies with one giving them a huge mana pool.

Well on the same point I've had no trouble with the raw power of my healing even at only 1100 healing. Tanks die to burst between my heals and getting more +heal does nothing for that. At this point I find it a much better option to get spellsurge and then you can stop chugging mana pots and using magebloods. Will save a fair chunk of money on consumables. Although given that I'm also usually in a group with a shadowpriest nobody in the group runs out of mana so both enchants are lack luster for me, although if I can ever get lucky enough to get an epic healing weapon drop for me(or get to exalted shatar) I'd put spell surge on it as my normal 5 man has no shadow priests and 2 elemental shamans that I'm sure would be thankful for it.

Playered 04/01/07 7:38 AM

Quote:

Originally Posted by Covertghost (Post 315786)
Where's this math coming from? the 3.3MP5 that is? It's 50 mp5 for about 20s per 60, that should equate to ~ 15mp5 per person per minute.

Sorry, math after midnight is obviously a very bad point for me, ty for the heads up ;)

felixjendrusch 04/12/07 3:37 PM

Today we were able to build our first group consisting of 5 healers with Spellsurge. I've counted all our Spellsurge procs during the Magtheridon encounter with an addon.

Quote:

Spellsurge: You have gained 9800 Mana by Spellsurge (98 procs) in 17 minutes and 58 seconds.

sp00n 04/12/07 5:40 PM

Quote:

Originally Posted by felixjendrusch (Post 325333)
Spellsurge: You have gained 9800 Mana by Spellsurge (98 procs) in 17 minutes and 58 seconds.

That's 45.45 mp5.

Quasar 04/12/07 5:45 PM

Quote:

Originally Posted by sp00n (Post 325498)
That's 45.45 mp5.

Divided by 5 people, since everyone in the party had Spellsurge. Effectively, it offered 9.09 mp5 per person to the group.

dukes 04/12/07 6:01 PM

Quote:

Originally Posted by Quasar (Post 325510)
Divided by 5 people, since everyone in the party had Spellsurge. Effectively, it offered 9.09 mp5 per person to the group.

9.09 mana per enchant per person, to be pedantic. Worth it even if no-one else has it unless you really have no mana problems ever (entirely possible with currently consumables).

felixjendrusch 04/12/07 6:18 PM

Just to clarify: EVERYBODY of the group gained 9800 Mana during the encounter.

Zaroua 04/12/07 6:34 PM

Keep in mind that you can't just assign a value to Spellsurge's proc unless you have a specific group make-up used in a specific fight. That's mainly because Spellsurge only works if you're actually casting: a Priest/Druid regaining mana outside the 5 second rule will, for example, get a lot less mana returns from Spellsurge compared to a Paladin spamming FoL.


If someone really wants to figure out the efficiency of Spellsurge, I think that a spreadsheet would be best. Preferably one that includes things such as average time out of the 5 second rule, spells cast, spell "consistency" (can you get away using 1 or 2 spells the entire fight or is it a gimmick fight?), haste and all the such.



And regarding "Spellsurge: You have gained 9800 Mana by Spellsurge (98 procs) in 17 minutes and 58 seconds."; keep in mind that since there were 5 healers in the group, those 98 procs granted a total of 49,000 mana in 1078 seconds. 227.27mp5 for all 5 enchants and 45.45mp5 per enchant or 9.09 per person. But like I said, this number can fluctuate wildly depending on what's actually happening in the fight.



Now this is personal opinion but, just get a weapon with Spellsurge and a weapon with whatever enchant you prefer and use each of them for the situation that suits them best.

Quasar 04/12/07 6:42 PM

Quote:

Originally Posted by Zaroua (Post 325576)
Keep in mind that you can't just assign a value to Spellsurge's proc unless you have a specific group make-up used in a specific fight. That's mainly because Spellsurge only works if you're actually casting: a Priest/Druid regaining mana outside the 5 second rule will, for example, get a lot less mana returns from Spellsurge compared to a Paladin spamming FoL.

Spellsurge has a fairly decent procrate and a hidden 30s-ish cooldown. I find it fairly unlikely that a healer in a raid is going to go 30 seconds without casting a single heal.

Quote:

Originally Posted by Zaroua (Post 325576)
Now this is personal opinion but, just get a weapon with Spellsurge and a weapon with whatever enchant you prefer and use each of them for the situation that suits them best.

I agree with this. Personally, I am keeping my Sha'tar exalted mace (8mp5) with Spellsurge for longer fights (bosses typically), and once I acquire a high pure +heal mace (the +334 or so one), I'm going to slap +81 heal on it for shorter fights.


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