Introduction:
After a long time of the other paladin thread's main post not updating, and same questions popping up over and over again without anyone actually making up anything new, I figured I'd some up what I came to theorycrafting on paladin healing, based on my and other EJ posters' experiences - figuring out a way for putting it all into numbers, giving stats an actual quantitive value.
I will not go into actual formulas. I'm assuming everyone know how to calculate healing done by a spell, mana costs, mana regened in a fight etc. And besides, I'm hoping to get some community help here to get a user-friendly working spreadsheet, as while I know what I'd like to be in there, I don't have the excel background to make anything beyond some clumsy non-user-friendly sheet that is based on my own stats and needs major updating when my stats are changing.
Note that all this is about how a small change in stats will make a small change in your healing. Comments like "but you cannot heal without crit" or "you need 120 mp5 or you go oom" need not apply, as they're completely irrelevent. I'd probably even drop my mp5 and crit all the way to 0 if I could get 5k +healing... However I'm talking about realistic tradeoffs and their effects, and how to calculate them based on your current stats. Therefore comments like "my mp5 is low so I think I need more" or "I'm good on +healing" need not apply either - the "lowness" of your mp5 or anything of that sort is already modeled in this post and will hopefully be included in the spreadsheet if I receive the appropriate help.
What I'm actually trying to do:
As a healer there are actually 2 things that are important, and mathematically each is actually served differently by the different stats. At first I'll actually look at each one seperately:
1. Maximizing your burst healing ability to minimize possibility of deaths due to excessive damage taken.
2. Maximizing the amount of healing you can do in a given fight, utilizing all your mana.
Both of these need to take many assumptions, however all of these assumptions are not too hard to measure in game or estimate based on the fight you know you're going to do and your group composition.
I'll start with the first one - not becuase I think it's any more important, but because it's simpler to explain for a starter:
-Healing
Bigger heals make it less likely for someone to die, obviously. Doesn't matter if you're spamming FoL, HL or spamming FoL and HLing on emergency, or whatever. Healing will always increase your ability to prevent deaths. FoL and HL scale slightly differently with healing, although it's not something particularly hard to calculate.
Haste
Faster heals are always nice. Even neglecting the "faster reaction" you gain from haste, and even if you're a FoL spammer, if you ever cast HLs on real emergencies, haste will be a benefit to your burst you would use when said player needs to be saved from a death. Granted if you're not spamming HLs or sitting there waiting for HL to be needed, which is rarely the case, your FoLs will not gain from the haste, however haste will still be a big benefit as you ARE going to HL on an emergency right after your next FoL lands, which means even a FoL+HL combo is boosted by haste - and in fact if you do the numbers you'll see it's a significant increase. Basically multiply the healing done by HL by your haste and add the FoL healing to see how much your burst potential increases if you're "spamming FoL and HL on emergency".
Crit
This actually doesn't help at all here. Yes crit increases your healing done etc, however when someone is going to die, you don't want to rely on a crit. Just like the tank doesn't want to rely on a dodge if the next hit is going to kill him. Fact is even if you have some insane crit chance of 80%, still 20% of the times you will lose the player you were trying to save if your base heal isn't big enough, and if he dies it doesn't really matter how much your crit saved him earlier. Having a big/fast enough heal can actually get to the point where it saves him every time. Crit will never get you there unless you somehow reach 100% crit. Crit has other benefits, though, but not for this purpose.
Intelect
A small increase to +healing, and that's about as far as it goes.
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Anything regarding mana - not going to save anyone as when a person dies he doesn't care how much mana you have left, really. If you couldn't heal because you went oom, though, keep reading the rest of the thread, as maximizing HPS to save people is probably far from your main problem.
Calculations
Decide what burst is most important to you (as in, which one you actually use in the fight you're optimizing yourself for), and calculate how much each stat (healing and haste) increases those. It's easiest to look at a relative increase - as in how much haste rating you need to increase it by 1% and how much healing you need to increase it by 1%. Another way to look at it is by "healing equivalence points" - how much healing you would need to increase your burst by the same amount 1 haste rating would.
Part 2 - the more complicated calculation - how to maximize your healing done when using all your mana.
This part is based on several assumptions, which over a few months after I posted them the first time in the other thread had not gotten any concrete evidence for being incorrect:
-You cannot just spam FoL. If you could, it would've been the most mana efficient way to heal, to the point where you would be unable to run oom in certain setups. I assume that if you stick to FoL spamming as your only way of healing, people will die. For now I use %mana to HL VS % mana to FoL as a comparison since that's how the original spreadsheet worked, although it'd probably be more useful to look at it in terms of %time spent casting HL VS %time spent casting FoL, or %healing done by... Of course at the end I just look at what a certain mana distribution gives in with the other "measurements", although if someone with excel knoledge fells like editing the spreadsheet this is one of the things that oculd use a change.
-Since you only cast high rank HL at times when you would risk losing a player if you would've used FoL/downrankedHL due to FoL/downrankedHL's lower HPS, having additional HPS reduces your need for high rank HL and allow you to be more efficient and do more healing with the same mana. This gives an additional benefit to +healing, and even gives haste a (very small) efficiency gain as it still boosts the HPS of the HLs you cast and thus allows you to FoL/downrank more and use maxHL less. To figure out how much effective mana regen you gain from HPS, you will need to take your HL:FoL/downrankedHL ratio (explained above), your current stats, and calculate how much +healing you would need for FoL/downrankedHL to match maxHL's HPS. Then calculate how much extra +healing you would need to have the same burst if you drop a certain amount of FoL/downrankedHLs in favor of HLs, and then calculate how much mp5 you would need to actually do the same total healing (which will obviously be more than before, as maxHL is less efficient than FoL/downrankedHL). The easiest way to do it is see how much healing is needed to make FoL/downrankedHL match HL's HPS. While this is a huge number, the amount of MP5 you will need to make maxHL do the same healing in the same fight you would've done with FoL/downrankedHL is also pretty big. Divide the +healing needed by the mp5 needed and you get the
healing/mp5 value of additional HPS. Note that converting max rank HL to lower rank HL and then lower rank HL to lower rank HL etc and then to FoL will mathematically yield the same results as just converting your maxHL to the most efficient spell you use (generally FoL), which is quite easier to calculate.
To explain how I calculate things, I will first explain how the old, simplified spreadsheet works:
1. Calculate available mana. This is based on your stats, consumeables and group/party buffs. Of course some of those could use tweaking but I just put the stuff that are implemented improperly as simple +healing, mp5 or extra mana pots used. At the end it doesn't matter how you put it in there as long as it's taken into account. You can even add spiritual attunement mana if you actually have an idea how much you will get in a fight. This is before crits!
2. Calculate mana after crits. Since every cast on average returns 0.6*crit of its mana cost, and then that mana can be used to cast more spells which will then return (0.6*crit)^2 mana, etc etc you get 1+0.6*crit+(0.6*crit)^2+(0.6*crit)^3+...=1/(1-0.6*crit) multiplier to your mana (yes this infinite coloumn EQUALS it). The spreadhseet is actually slightly more accurate since HL has a little more crit than FoL, but the basic idea remains.
3. Calculate healing done. Basically the amount of mana you got divided by the mana cost multiplied by the healing done by the spell, distributed properly for HL and FoL.
4. Calculate extra healing done by crits.
Note that since crits often overheal, you will have to manually lower your crit value from 150%. Something like 120% is probably more realistic, however I have yet to find a way to just take a WWS and calculate how much your crits actually overheal. This is actually very complicated, so for now I'm settling with a rough estimation. Note that even if I set crits to never overheal, though, it still ends up weaker than healing (even if comparing epic crit gems to non-epic healing gems). Bottom line is just estimate it and look at the effect it has on results.
The original spreadsheet had already been doing 1 through 4.
However the spreadsheet was ignoring efficiency benefits from having higher HPS! Assuming your inputted spell distribution between HL and FoL is based on what you currently do, however, the HPS->efficiency only takes effect when you further improve your gear. The points from now on only refer when comparing upgrades and do not apply when calculating how much healing you can do with your current gear with current spell distribution. Note that this will have different results than just changing your stats and seeing how they'd affect your healing, as what I'm doing here is also considering the change to spell distribution as a result of the change to HPS:
Healing
in addition to what the spreadsheet would give you as extra healing done from having higher +healing, each point of healing will also give 1/(
healing/mp5 mp5 (healing/mp5 calculation explained earlier)! Add this mp5 value as additional mp5 on your gear to really see how much extra healing you would do when increasing your +healing by said amount. This mp5 value can then be added to see how much actual healing is gained.
Crit
After modifying the crit value, the old spreadsheet takes care of everything already. Only thing not taken into account is the extra HPS provided by crit. Granted at the "burst" section I ignored crit, but that was becuase crit doesn't help saving people. The effective healing of crit defintiely does help your efficiency, as it does more healing. Because of that, the added HPS of crits, while unreliable, still helps you HL less and FoL more some of the time, which results in additional efficiency. Figure out how much healing (X) is needed to increase HPS the same as 1 crit rating (also based on your spell distribution) and calculate X/(
healing/mp5) - this is how much additional mp5 you get per 1 point of crit rating, on top of what the spreadsheet tells you crit is worth. That mp5 value can then be added to see how much actual healing is gained.
Haste
While the effect of haste on efficiency is very small, and haste items will generally be terrible for efficiency, I figured I'd include it just for the sake of completeness. Haste increases HPS (granted only of HL so greatly depends on your spell distribution) and thus reduces the need for HL and allows more efficient casting of FoLs, so can be translated into +healing in terms of HPS and then into mp5 by the
healing/mp5 value. Since this is a small correction in relation to how stats actually increase your efficiency, though, haste will result as a very low efficiency increase for any paladin I can think of. But the added efficiency is there.
Int
while the spreadhseet properly takes the +healing, +crit and mana value of int, it ignores the small benefit it provides by giving extra mp5 via HPS that comes from both the crit and +healing int gives. These get added manually based on the calculations above.
The hardest part - Balancing #1 and #2
This is actually the most complicated part, as it's quite impossible to actually calculate and depends on what your raid actually needs. If you never go oom, additional efficiency (#2) will do nothing for you. If you always heal everyone to full before any other heal lands on them and before they have any chance to get killed, additional HPS (#1) will do nothing for you. Notice that it's much harder to satisfy #1 and make additional HPS useless while satisfying #2 is far from impossible. In fact, if it wasn't possible guilds would've not been clearing the game yet...
Note that even if your efficiency is too low for your taste, additional HPS might not be useless in certain fights. For example if the healing is easy most of the time and intensive in certain parts, you could safely "slack" on the easy parts to have the mana for the "hard" parts and actually have high HPS on them too. You will do less healing on the healing meter, but depending on the fight you might actually be more useful. And in other fights HPS might be completely useless if your efficiency is lacking (mostly in fights that require more "consistent" healing).
Then there's that middle point - you have "enough" efficiency to last through the fight, however you feel you're not going all out with your mana and still trying to conserve. This can actually be true at any level of "efficiency gear" as you will
never realisticly have the mana to spam HL for a full length fight, however there's a limit to how much healing people can take due to the limit to the damage they're taking.
At the end you just need to think what you need more - to do more healing when using all your mana, or screw mana and go for higher HPS to preven deaths during bursty moments. My advice is to look at every upgrade and see how much it increases/decreases your efficiency and how much it increases/decreases your burst ability, preferably in a relative sense (as in "this item is 1% more efficiency 1% more HPS, the other item is 2% more efficiency 0.25% more HPS).
Last section: Modifications I made to the spreadsheet and how you could make them more useful and user-friendly.
Note: Anything edited in spell data needs to be edited twice as the spreadsheet seems to have a "copy" of iteslef if you scroll right, and this does affect results.
-Fixed healing values. Spreadsheet assumed healing values for spells as if you've just trainted them, although at 70 they would actually heal for more as spells scale with your level until a new rank is available.
-Downrank penalty for BoL - used the spreadsheet's old downrank penalty for BoL as well - not sure this is accurate though, worth testing and fixing if it's not right.
-Adjustable crit value - added a box where you can set crit value (generally should be between 100% and 150%) that will be then used to determining how effective your crits are for all calculations.
-HPS from crits - calculating how much effective +healing in terms of HPS is gained from adding more crit rating, so that this can be used later to find the additional mp5 value of extra crit.
-HPS/mp5 calculation - while I would love this calculation to be dynamic based on your stats, I don't have the excel knoledge to do it, so I just put in the results I got by playing with it and figuring it out for my own stats.
-Healing equivalent points with/without shadowpriest+shaman - again these were calculated by using the item comparison boxes adding the mp5 value gained from additional HPS. I would love this to be dynamic and update based on your stats but do not have the excel knoledge to do so.
-Stat comparison boxes - unfortunately I don't know how to edit the spreadsheet to take the hps->mp5 benefit into account so I just add mp5 based on how much healing/int/crit I put in there. I would love those benefits to be already included so you can just compare stats in a simple manner.
The modified spreadsheet link: Paladin healing spreadsheet (rough)
Obviously this is the incomplete version - use at your own risk, this is mostly up here so people with better excel knoledge [i]or the original author i/i]to implement the theory in the spreadsheet and make it correct and user-friendly.
EDIT: Found the original author, Darion. Paladin Healing Calculator | World of Warcraft Tools | Curse is the link to his latest spreadsheet version.
Hope I can get some feedback here and possibly edit if I have anything wrong, and mostly hoping someone will implement those adjustments in the spreadsheet to make it easy to use.