I suspect the first calculation should be:
(1092+1900(3/3.5)(61/70) ) *1.1 = 2762.3 / 440 mana
healing/mana = 6.28
Looking at different values of +healing, the point at which chain heal (rank4) becomes more HPM efficient than HW (rank8), is only +1100 healing. Without the chain heal totem it's at +1600 healing, and using the HW totem (+88) it's +2000 healing.
I suspect the first calculation should be:
(1092+1900(3/3.5)(61/70) ) *1.1 = 2762.3 / 440 mana
healing/mana = 6.28
Looking at different values of +healing, the point at which chain heal (rank4) becomes more HPM efficient than HW (rank8), is only +1100 healing. Without the chain heal totem it's at +1600 healing, and using the HW totem (+88) it's +2000 healing.
Oops yes I included purification in my calculation but did not write it in. Good catch.
(1092+1900(3/3.5)(61/70) ) *1.1 = 2762.3 / 440 mana
healing/mana = 6.28
is actually the untalented mana cost of HW. So I messed up here by not writing in purification multiplier (although I did include it in the calculation) AND the mana cost is actually 418.
Sooo the corrected form is:
The problem with putting values on stats is that it depends what you do. Unlike dps classes that usually have a set rotation they work through giving them a pretty good approx value of dif stats, healers do not have a set heal they always use or situation where more of a stat is always desireable.
+heal is always good but as things scale sometimes another stat can be better.
int is nice but once you have a good amount and are not running out of mana stacking more only really adds additional plus healing.
Spell crit. This can be usefull when healing tanks that aren't armor capped in addition to the extra healing done. If however you select a heal rank according to health defecit of the target a crit will mostly overheal.
Haste can be quite good if you have the mana regen to support it.
mp5 is great until you are no longer running out of mana. At which point it dramatically losses value.
Basically I could type in my typical scenarios and come up with value for me but it will vary greatly depending on your role and your gear. I stacked alot of mp5 till I have about ~200 mp5 regen(i'm accoutning mana saving effects such a fathom-brooch, and the additonal gains from potting with alchemist stone ) . I am no longer stacking any mp5 and I try for +heal and haste now (i'm sitting at 2k +healing and 35 haste rating). A shaman in blues ignoring mp5 for +healing and haste would be setting him self up for failure though.
If you want a typical value for a shaman doing heroics / kara/ ZA the values you posted seem reasonable. My values in mostly Hyjal/BT gear are very different though.
1: You can swap totems during spell casts to enhance the effect of spells with casting times without invoking the GCD e.g.
/cast Chain Heal
/equip Totem of Healing Rains
2: For macros such as the one below which you provided, you only need to have Lesser Healing Wave in there once. Just remove the ';' in the command, and it will stop at the first conditional which is true.
#showtooltip Lesser Healing Wave
/cast [modifier:alt,target=player] [target=mouseover,help] [help] [target=targettarget,help] [target=player] Lesser Healing Wave
/equip Totem of the Plains
This way fewer characters are being used for the actual healing spell portion of the macro allowing you to work within the 255 character limit and add in portions where you can equip a totem to add healing/reduce mana cost/etc and even activate a trinket like [Lower City Prayerbook] that you want to activate on every cooldown.
Originally Posted by DeeNogger
Every time I bite into an oatmeal raisin cookie mistaken for a chocolate-chip an angle loses its wings. Fucking trani's of the cookie world!
The new/old 2 pc t6 bonus or the current one? Since they seem to be going back to the 10% reduction to the cost of chain heal for 2 pc
The 10% reduction to Ch + 5% more healing. Even with 3 stacks of healing way, CH (on only 1 target) must be getting close to healing wave in terms of efficiency with that bonus.
The 10% reduction to Ch + 5% more healing. Even with 3 stacks of healing way, CH (on only 1 target) must be getting close to healing wave in terms of efficiency with that bonus.
with 2100 healing 0 haste +87 healing from relic (crit is not factored in)
As you can see with 4 pc t6 chain heal rank 4 is coming very close to healing wave rank 8 with 3 stacks of healing way. I picked 2100 +healing as a reasonable amount for a BT resto shaman. You could certainly hit 2300-2400 depending what you go for with full t6.
The crossover point is ~2200 with the +87 CH relic equipped for CHrank4 1target and 4 pc bonus.
As you can see with 4 pc t6 chain heal rank 4 is coming very close to healing wave rank 8 with 3 stacks of healing way. I picked 2100 +healing as a reasonable amount for a BT resto shaman. You could certainly hit 2300-2400 depending what you go for with full t6.
The crossover point is ~2200 with the +87 CH relic equipped for CHrank4 1target and 4 pc bonus.
I don't think heal/mana/sec have any practical nor theoretical meaning though. It just doesn't have any meaining... The "units" of this value are HP / (mana*sec) but mana*sec is a meaningless value.
I don't think heal/mana/sec have any practical nor theoretical meaning though. It just doesn't have any meaining... The "units" of this value are HP / (mana*sec) but mana*sec is a meaningless value.
It seems practical to combine both mana and time efficiencies into a single metric for sorting a table with a range of heal, mana and time values. Given two spells with similar heal/mana, the one with higher heal/time would generally be considered more useful wouldn't it? Obviously you can't ignore the other metrics when determining the ideal spell for a specific situation, but the principle seems sound for general ranking.
A simple exlanation for why I see no practical use for this stat is because I can't see a situation in which you will pick the heal with highest heal/(mana*sec) just because it's the highest heal/(mana*sec). While you need a good combination of heal/mana and heal/sec, the heal/(mana*sec) doesn't tell you that this is the heal you want.
If a heal heals for 1/2 for 1/2 the mana cost it would have exactly the same heal/(sec*mana) as the original heal, while being clearly inferior.
If anything maybe heal^2/(mana*sec) would mean something but TBH I doubt it. It would definitely be a better measurement than heal/(sec*mana) though.
The comparison between heal/sec and heal/mana is a lot more complicated and fight-dependant than this. Sometimes you need a lot of heal/sec more than heal/mana and sometimes the opposite. You always need both but how much gain in heal/sec is worth how much loss in heal/mana is very dependant on a lot of things, and a simple value like heal(sec*mana) or even heal^2/(sec*mana) will not due any good for helping you make your choice. At the end every fight has a heal/sec requirement and a heal/mana requirement, and you have to meet both - and looking at that measurement doesn't tell you anything that helps you see if you meet those requirements.
Fire Totems
Searing Totem was fixed so that it will not break crowd control spells. It costs very little mana, provides constant DPS, and with the changes in 2.3 providing spell power to healing gear, is a very useful totem.
Searing Totem also has one situational use that is a lifesaver. On fights where the boss has some kind of sudden aggro dump (such as Leotheras), the boss will quite often go after the Searing Totem if it is in range, giving the tank extra time to pick him up.
The part about not breaking CC is only slightly true. At this point, the totem will usually not target something that is already CCed and attack it, however, once it has a target, if it is CCed after the totem has "chosen" it, it will continue to attack it. As a general rule, I do not drop Searing Totem until CC has been established, as the random breaks here and there don't outweigh 1-2 extra bolts of damage.
Also, on the subject of Earth Shields, there is a lot we can do with this subject. Another thing to note is that the individual "procs" are treated as separate spells. Things such as the [Fel Reaver's Piston] will proc off Earth Shield if the person with the shield has it equipped (as you often will in a pvp type situation, and I've been known to throw it on myself during Nightbane air phases.)
You mention that the +heal is calculated when cast, which is true, it might be helpful to note the trinkets that are useful for "super-charging" it.
[Xi'ri's Gift]: While on face a damage trinket, the +heal is actually more than most of the lower level trinkets like [Oshu'gun Relic] [Zandalarian Hero Charm]: while level 60, still has more +heal than most (if not all) trinkets we have available to us for this single purpose.
NOTE: I am not suggesting using this during fights, but precharging the shield before a fight is not necessarily trivial.
Heal/s/mana is not meant to be a single stat I look at. I actually hardly ever look at it but I added it one day on a whim. It is simply meant to be something I can look at other that weights heal/mana and heal/s. I don't really understand why you complain about this single stat then go on to say you have to take other things into account.. well of course you do the same as you cannot only take heal/s and heal/mana into account solely into account. Otherwise healing wave rank 1 with ssc relic would be the best heal in the game. Mostly its use is for is 2 spells are the same heal/s or the same heal/mana to tell which is more efficient. If you don't feel its not useful for you feel free to ignore it I was just pasting out of my spread sheet.
The part about not breaking CC is only slightly true. At this point, the totem will usually not target something that is already CCed and attack it, however, once it has a target, if it is CCed after the totem has "chosen" it, it will continue to attack it. As a general rule, I do not drop Searing Totem until CC has been established, as the random breaks here and there don't outweigh 1-2 extra bolts of damage.
Also, on the subject of Earth Shields, there is a lot we can do with this subject. Another thing to note is that the individual "procs" are treated as separate spells. Things such as the [Fel Reaver's Piston] will proc off Earth Shield if the person with the shield has it equipped (as you often will in a pvp type situation, and I've been known to throw it on myself during Nightbane air phases.)
You mention that the +heal is calculated when cast, which is true, it might be helpful to note the trinkets that are useful for "super-charging" it.
[Xi'ri's Gift]: While on face a damage trinket, the +heal is actually more than most of the lower level trinkets like [Oshu'gun Relic] [Zandalarian Hero Charm]: while level 60, still has more +heal than most (if not all) trinkets we have available to us for this single purpose.
NOTE: I am not suggesting using this during fights, but precharging the shield before a fight is not necessarily trivial.
One thing to note is that [Oshu'gun Relic]
and [Heavenly Inspiration] stack with other trinkets while zhc does not. To my knowledge they are the only use +heal trinket that stack,
I usually stack [Heavenly Inspiration] and [Essence of the Martyr] for the super earth shields because the oshagun relic looks like an ankh and thats gotten me into trouble thinking I had ankhs in my inv when I didn't.
Bear in mind, I am by no means suggesting every resto shaman should go run ZG to get this trinket so they can add a few points to their initial Earth Shield cast (I did, but not explicitly for the trinket, we were just bored). But, there probably are a few shaman that have it in the bank that have discounted it.
Another aspect of Earth Shield is that it has 30% spell interruption protection. If you have a caster type tanking anything, remember this aspect, and remind your raid leader, that there is this aspect of ES (not sure how it stacks with Concentration Aura however).
What I'm saying is that you can combine the info from heal/sec and heal/mana into something useful, but heal/(sec*mana) doesn't add any information whatsoever, because it means nearly absolutely nothing about the heal. You *need* a certain amount of heal/sec. You *need* a certain amount of heal/mana. You *don't need* any certain amount of heal/(mana*sec), nor even heal^2/(mana*sec).
It's not that it bothers me it's on the spreadsheet, I just don't want people getting mislead by it and thinking that a heal is good at combining hp/s and hp/mana because it has high hp/(sec*mana).
I use Grid along with Clique. However, I have this macro bound to a mouse button. I use Pitbull for raid frames and usually set my focus to the tank I have ES up on. For some reason it now will only go 'off' on the focused player, regardless of who I might be targetting.
I tried removing the /stopcasting lines, then it will only pop the trinket.
Any ideas as to why this has started happening & more importantly how to fix it?