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09/09/08, 12:50 PM
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#326 (permalink)
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World of Badgecraft Subscriber
Night Elf Druid
Ravencrest (EU)
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Just bug report it... the smart heal is ment to pick targets with the most need (aka the highest deficit) not the lowest current HP (which is solely current HP, regardless of being 100% of 25% health).
Also unless it is going to use a targeting circle then it should always heal the target of the spell and the rest of the choices should be 'smart'.
The heal amounts should be balanced around 2-3 ticks per 2 casts of CoH I believe in order to be the most fair (using the 4th tick value).
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09/09/08, 2:39 PM
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#327 (permalink)
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Glass Joe
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Looking at the Naxxramas 10 man gear the scaling issue that restoration druids will have as neither haste or spll crit have that great on an affect on our spells currently due to Regrowths high crit rate, NG being a tier 3, and also GoTM making haste even more unneeded for LB, and rejuv.
One idea that could help is making haste more beneficial to our HOTS.
Rejuvenation(Rank 15) 1690 over 15 secs as rejuv ticks once every 3 secs. It essentially ticks 5 times or 338 healing every 3 secs.
Regrowth (Rank 12) 2345 over 21 secs as regrowth also ticks once every 3 secs. It essentially ticks 7 times or 335 every 3 secs.
Lifebloom (Rank 3) 462 over 7 secs LB ticks every sec or 66 every 1 sec.
I'm not sure about the rate of Flourish ticks but going to assume its the same as Lifebloom once every sec.
Flourish(Rank 4) 4410 over 7 secs or 630 every 1 sec.
Basically Blizzard could have spell haste reduce the time between ticks for our HOT spells using the current spell haste formula. Where the time between ticks would replace base casting time.
New Tick Time = (Base Tick Time)/(1 + (% Spell Haste / 100))
So with 785 spell haste
Rejuv: 338 healing every 2 secs or 1690 over 10 secs
Regrowth: 335 healing every 2 secs or 2345 over 14 secs
Lifebloom: 66 healing every .66 secs or 462 over 4.6 secs
Flourish: 630 healing every .66 secs or 4410 over 4.6 secs
With 350 spell haste
Rejuv: 338 healing every 2.4531 secs or 1690 over 12.2656 secs
Regrowth: 335 healing every 2.4531 secs or 2345 over 17.1719 secs
Lifebloom: 66 healing every .8177 secs or 462 over 5.7239 secs
Flourish: 630 healing every .8177 secs or 4410 over 5.7239 secs
While the speed at which the HOTS would tick for wouldn't be huge they would give at least a small boost to druid from spell haste.
Also to have spell crit have more of an affect on resto druids Blizzard could change Replenish from its current poor stat and rather have a 2/2 talent called:
Replenish 2/2
Everytime you score a critical hit with Nourish or Healing Touch you have a 50/100% chance to double the healing done by all your HOTS currently on target for the next 3 secs. This effect cannot happen more than once every 6 secs.
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09/09/08, 3:50 PM
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#328 (permalink)
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Piston Honda
Tauren Druid
Illidan (EU)
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Spell haste reducing the time between HoT spells' ticks (and thus HoTs durations) is a very thoughtful implementation, since haste for casters is an increased output at an increased cost. However, Blizzard does not seem to want us to spam HoTs (introducing talents and glyphs adding durations to ours HoTs, giving us a hard cast flash heal equivalent, lowering the base cast time of HT).
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09/10/08, 1:24 AM
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#329 (permalink)
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Glass Joe
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I am pretty excited that we get another AOE heal, and the armor in tree form increase is intense! I can't even imagine fighting a tree 1 on 1 with this enhancement. *shakes head*
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09/10/08, 12:19 PM
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#330 (permalink)
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Glass Joe
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Originally Posted by Nitz
Spell haste reducing the time between HoT spells' ticks (and thus HoTs durations) is a very thoughtful implementation, since haste for casters is an increased output at an increased cost. However, Blizzard does not seem to want us to spam HoTs (introducing talents and glyphs adding durations to ours HoTs, giving us a hard cast flash heal equivalent, lowering the base cast time of HT).
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I would agree that Blizzard is trying to give us more options on what buttons to press but of our 6 healing spells (LB, Rejuv, Regrowth, Nourish, HT, and Flourish) 4 have a HOT component, 4 would, without GoTM, have haste only affect the GCD portion, and Regrowth would has NG up around 60% of the time even now (assumption 10% spll crit + 50% crit from talents).
I know this is a large assumption but a safe one that the majority of our healing is going to be coming from one of our HOTS, or from Regrowth. Which aren't that greatly affected by haste. Even now without GoTM, from my limited experience(Only killed Illidain), I primarily used haste to only cover my lag from HOTS, and it wasn't considered an important stat by any stretch of the imagination.
I'm happy that Blizzard is giving us new more direct heals but at the end of the day being a resto druid is about our HOTS and they need either haste or crit to effect them in some manner other than lower GCD for our gear not to have wasted itemization. Well I guess that's my opinion for whatever its worth.
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09/10/08, 2:49 PM
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#331 (permalink)
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Von Kaiser
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So in terms of the haste / crit debate.
I've put together 2 gear sets out of the Naxx 10 gear. The first is the healer set with all of the caster leather off-set pieces, and the rings, weapons and off-hands that have spirit but not hit. The second set prioritizes heal, then crit, then spirit and tries to avoid mp5, haste and crit. In terms of totals they have:
Healer set: 1365 spell power, 527 spi, 219 crit, 42 mp5, 265 haste (4.77% crit, 8.08% haste)
Crit set: 1365 spell power, 436 spi, 508 crit, 41 mp5, 64 haste (11.07% crit, 1.95% haste)
Now they're obviously identical in terms of casting hots with the healer set having slightly better regen. In terms of casting regrowth, I've assumed that the cost of regrowth is 567 mana which I seem to remember from the last time I logged on to beta and I've assumed an average unmodified initial hit of 6000 which is probably only reasonable if you have the regrowth glyph but it seemed like such a nice round number. If people have better data at hand I can plug those numbers into my little spreadsheet.
Hasted Cast Grace Cast Ave. Cast Average Hit Ave.w/Seed HPS HPM MPS
Crit 1.961 1.471 1.662 7831.990 9480.781 5703.673 16.721 341.109
Tier 1.850 1.388 1.597 7643.121 9121.931 5711.661 16.088 355.025
And in terms of Nourish I've estimated the average heal at 4500 but that's totally off the top of my head from a number I vaguely remember from beta. I have no recollection of the mana cost so I left HPM and MPS numbers off of this one.
Hasted Cast Grace Cast Ave. Cast Ave. Hit Ave. Hit w/Seed HPS
Crit 1.471 1 1.419 5873.992 7110.586 5010.529
Tier 1.387 1 1.369 5732.341 6841.448 4996.190
Generally it seems like either gear set is going to leave you in the same ballpark in terms of overall healing which actually surprised me a lot, I thought crit would actually pull ahead.
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09/10/08, 11:20 PM
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#332 (permalink)
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pres butan roll lifebloom
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Some changes to deep Restoration talents in 8926.
Gift of the Earthmother is now: Reduces the base global cooldown of your Rejuvenation and Lifebloom spells by 2/4/6/8/10%, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target.
Replenish is now: Your Rejuvenation spell has a 5/10/15% chance to restore 8 Energy, 4 Rage, 1% Mana or 16 Runic Power per tick.
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CONSERVE YOUR RAGE AND LUST
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09/11/08, 4:43 AM
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#333 (permalink)
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Don Flamenco
Tauren Druid
Neptulon (EU)
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With new replenish & gotm versions it might be reasonable just to skip replenish altogether and go get celestial focus instead. Depending on personal healing style it might also be reasonable to just skip improved tree of life and to pick up replenish instead. This is of course really only feasible if they don't increase healing spell costs and keep putting high amounts of intellect/spirit on our gear.
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09/11/08, 9:16 AM
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#334 (permalink)
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Moo
Tauren Druid
Black Dragonflight
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Is anyone else having as difficult a time as I am picking talents for levels 70 and 80? We have too many tempting talents! I suppose that's Blizzard's goal to some degree, but I'm having a much harder time with my resto druid than with my mage and hunter alts, and I'm having a much harder time with a resto spec than with feral or balance specs. It begs the question: is the resto tree too heavy?
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09/11/08, 9:33 AM
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#335 (permalink)
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World of Badgecraft Subscriber
Night Elf Druid
Ravencrest (EU)
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5/0/56 seems to be the best option for 70 as the second tier of Balance pale in comparison to the gains elsewhere.
Imp ToL > Moonglow.
Anything > 4% Critical Strike on Healing Touch (you are not able to get Nourish at 70).
If you really want to stick to your guns and role 10second Lifeblooms then I guess you could skip Flourish.. but personally its such a great skill (and useful for BT/Sunwell) that I would think you were mad for doing so :P
Im glad GoTE got " nerfed " because now Haste has gained usefulness again, that said - Replenish needs something else to make it attractive as right now it seems.. rather poor for that level in the tree (it did before the nerf too).
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09/11/08, 9:34 AM
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#336 (permalink)
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Piston Honda
Night Elf Druid
Grim Batol (EU)
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Originally Posted by Heffro
Is anyone else having as difficult a time as I am picking talents for levels 70 and 80? We have too many tempting talents! I suppose that's Blizzard's goal to some degree, but I'm having a much harder time with my resto druid than with my mage and hunter alts, and I'm having a much harder time with a resto spec than with feral or balance specs. It begs the question: is the resto tree too heavy?
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I just played around a bit with the calculator, but I don't find it that way. It's true that you can't take all the talents you'd want, but by dropping Replenish, Living Seed, Imp Tranquility and Nature/Master Shapeshifter (which all seem not that useful, save for the 4% healing from Master Shapeshifter), I do get everything that I want. Not sure how useful HT is though, if it's as crappy as it is now you can easily shift out some of those talents for those "nice to have but not game-breaking" talents like Replenish/Living Seed.
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GG Blizz!
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09/11/08, 10:07 AM
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#337 (permalink)
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Glass Joe
Tauren Druid
Neptulon (EU)
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GotEM regens 5% of the base mana, a question about that, base mana is before talents? original spell cost? or after?
For example, would having the HT glyph (reduces manacost by 25% iirc) and the tranquil spirits talent (additional 10% reduce), will it regen 5% mana of the total 100% of the spell? or 5% from the 65% after talents?
and the GotEM nerf makes it a really desireable talent I think,but gotta remember, the more haste you have the less effective the talent is. (thinking at 1.5 gcd-unhasted it reduces it to 1.35 total 0.15 secs off, a hasted 1.4 gcd would become 1.26 totalling to a 0.14 secs off, and it will only become lower and lower). need to make GotEM effect flourish aswell!
**Another question, does it counts other people's hots aswell? theoretically druids could hit far more mana efficiency then holy paladins at the patch pre-wotlk (talents releases).
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09/11/08, 10:25 AM
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#338 (permalink)
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Glass Joe
Night Elf Druid
Onyxia (EU)
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Originally Posted by Playered
Im glad GoTE got " nerfed " because now Haste has gained usefulness again,
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GotEM went from a playstyle changing talent to "5 points better spent elsewhere" in 0.35 seconds
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09/11/08, 10:40 AM
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#339 (permalink)
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Piston Honda
Night Elf Druid
Echo Isles
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Originally Posted by kalgan
Don't get too used to it though, this is beta! The next build will feature [...] a significant change to Shadowmeld...
"Shadowmeld: Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect."
Yes, it can be used in combat. Yes, the effect is very similar to what was previously "The Fall of Humanity". The cooldown is 3 min.
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Does this mean that non-melee night elves can survive raid wipes?
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09/11/08, 10:59 AM
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#340 (permalink)
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Von Kaiser
Night Elf Druid
Arthas (EU)
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Originally Posted by Playered
Im glad GoTE got " nerfed " because now Haste has gained usefulness again, that said - Replenish needs something else to make it attractive as right now it seems.. rather poor for that level in the tree (it did before the nerf too).
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Haste didn't gain usefulness. We now end up with the same effect for haste on Regrowth/HT/Nourish, but end up with a higher GCD for LB/Rejuvenation. The only positive of this reduction is, that we could trade some of the stats on our gear for haste, which would have little to no effect on HoTs, but a bigger one on direct Heals. Right now the only thing this change does is to make HoTs obsolete sooner or later, because they don't scale well with haste.
Originally Posted by manatee
and the GotEM nerf makes it a really desireable talent I think,but gotta remember, the more haste you have the less effective the talent is. (thinking at 1.5 gcd-unhasted it reduces it to 1.35 total 0.15 secs off, a hasted 1.4 gcd would become 1.26 totalling to a 0.14 secs off, and it will only become lower and lower). need to make GotEM effect flourish aswell!
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It's base gcd according to the talent descriptions, so it will stay at 0.15 seconds reduction
I still wonder, why they did nerf replenish. The talent was hardly useful before, and now in it's nerfed form, with the addition of the higher GCD on Rejuvenation, will be even less useful
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09/11/08, 11:16 AM
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#341 (permalink)
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sure plays a mean pinball.
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Originally Posted by StormGust
Right now the only thing this change does is to make HoTs obsolete sooner or later, because they don't scale well with haste.
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Yeah, sooner or later. How much sooner or later? Let's take some ballpark figures for easy calculation:
7k healing touch, cast time 3s talented. Apply 33% haste for a 2s cast time: Healing/second = 3.5k
1k rolling Lifebloom, cast time 1.5s. Apply 33% haste for 1.0s cast time. Each refresh of the Lifebloom stack provides 6k in healing, so healing/second = 6k.
So if HT scales with haste and Lifebloom doesn't (past reduction to 1.0), how much more haste do we need for the healing/second of HT to pass refreshing a Lifebloom stack? The piddling amount of 71.4% haste, on top of the existing 33%. So you're correct about Lifebloom eventually becoming obsolete... at over 104.4% haste. Let me know when you get there.
In conclusion: it doesn't matter whether hots scale with haste because they're still worth casting.
edit: by the way, these numbers become even more ridiculous if you include Nature's Splendor
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09/11/08, 11:40 AM
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#342 (permalink)
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Piston Honda
Night Elf Druid
Grim Batol (EU)
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Originally Posted by StormGust
Haste didn't gain usefulness. We now end up with the same effect for haste on Regrowth/HT/Nourish, but end up with a higher GCD for LB/Rejuvenation. The only positive of this reduction is, that we could trade some of the stats on our gear for haste, which would have little to no effect on HoTs, but a bigger one on direct Heals. Right now the only thing this change does is to make HoTs obsolete sooner or later, because they don't scale well with haste.
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So making GotEM reduce the gcd to 1.0 would make HoTs scale better with haste?  HoTs always scaled crappy with haste, I think the talent like this is okay. I also think haste will get a different role in WotLK, since with HT in ToL, Nourish and "overpowered" Regrowth all open up a lot of direct healing. Add in the fact that the time-window of Lifebloom can be expanded by a lot (glyph, talent), it might be pretty much possible that druids will be throwing more direct heals compared to now, making haste a more desirable stat.
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GG Blizz!
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09/11/08, 11:53 AM
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#343 (permalink)
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Von Kaiser
Night Elf Druid
Arthas (EU)
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Originally Posted by malthrin
Yeah, sooner or later. How much sooner or later? Let's take some ballpark figures for easy calculation:
7k healing touch, cast time 3s talented. Apply 33% haste for a 2s cast time: Healing/second = 3.5k
1k rolling Lifebloom, cast time 1.5s. Apply 33% haste for 1.0s cast time. Each refresh of the Lifebloom stack provides 6k in healing, so healing/second = 6k.
So if HT scales with haste and Lifebloom doesn't (past reduction to 1.0), how much more haste do we need for the healing/second of HT to pass refreshing a Lifebloom stack? The piddling amount of 71.4% haste, on top of the existing 33%. So you're correct about Lifebloom eventually becoming obsolete... at over 104.4% haste. Let me know when you get there.
In conclusion: it doesn't matter whether hots scale with haste because they're still worth casting.
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1) HT talented is 2.5 seconds.
2) Lifebloom has to be stacked first, and may last up to 10 seconds.
3) You made up the 1k for the rolling Lifebloom, as well as the 7k for Healing Touch, i.e. you ignored the spellpower scaling. (Lifebloom will not reach the 1k ticks before T8 content, if at all in wrath)
4) healing/second does not equal healing/gcd
In conclusion: your reasoning is flawed, in more than one way.
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09/11/08, 1:31 PM
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#344 (permalink)
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Don Flamenco
Tauren Druid
Neptulon (EU)
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Originally Posted by StormGust
3) You made up the 1k for the rolling Lifebloom, as well as the 7k for Healing Touch, i.e. you ignored the spellpower scaling. (Lifebloom will not reach the 1k ticks before T8 content, if at all in wrath)
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Lifebloom ticks for >1k at Naxxramas entry level with raid buffs & full talents.
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There is no feasibly reachable point in time when haste makes hots obsolete. Until 50% total haste both lifebloom and rejuvenation scale at exactly same HPSC as healing touch. Just because haste doesn't speed up hots doesn't mean it won't increase our throughput with them through lowering the casting time.
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09/11/08, 1:52 PM
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#345 (permalink)
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World of Badgecraft Subscriber
Night Elf Druid
Ravencrest (EU)
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Healing Touch is also healing 6.8k without any talents enhancing it and not even max rank too... will people honestly spec into all the HT talents though? I wouldn't contemplate it due to the restrictions in the Resto Tree now that we have worthy talents in Balance.
The use of Regrowth and Nourish isn't fully known yet in raiding terms either so we cannot compare how much benefit Haste attributes to them and how much to other spells (RJ/LB).
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09/11/08, 2:12 PM
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#346 (permalink)
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Glass Joe
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With the change to GoTM with 5/5 in it the base GCD becomes 1.35.
So does that change the formula to:
GoTM GCD = (1.35/(1+(spell Haste % / 100)))
or
Spell Hasted GCD = (1.5/(1+(spell haste % /100)))
GoTM GCD = Spell Hasted GCD - (Spell Hasted GCD *10%)
If we assume its the first, which I think it is, then we would need around 375-400 spell haste to reduce the GoTM GCD down to around 1 sec.
375 spll haste = 23.8854% spell haste
GoTM GCD = (1.35/(1+(23.8854/100))) = 1.090 sec.
Regular GCD for other casts would be 1.211 sec.
Healing Touch talented would be = 2.0180 secs.
Regrowth would be = 1.6144 secs.
Nourish would be = 1.211 secs.
With cast times that lowm and assuming NG will be up 60% of the time minimum for regrowth which would result in a 1.211 sec cast time it would be safe to assume that druids would cap out at around 375-400 spell haste. After which point spell haste would only help talented HT for the most part.
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09/11/08, 2:38 PM
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#347 (permalink)
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Von Kaiser
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The healer set from 10 man Naxx has 273 haste or thereabouts (including the more obviously healery weapons / offhands / rings). It really shouldn't be terribly difficult to reach the 1.0s mark if that's a goal for you.
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09/11/08, 3:32 PM
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#348 (permalink)
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Don Flamenco
Undead Warrior
Ravencrest
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Originally Posted by Ends Fire
With the change to GoTM with 5/5 in it the base GCD becomes 1.35.
So does that change the formula to:
GoTM GCD = (1.35/(1+(spell Haste % / 100)))
or
Spell Hasted GCD = (1.5/(1+(spell haste % /100)))
GoTM GCD = Spell Hasted GCD - (Spell Hasted GCD *10%)
If we assume its the first, which I think it is, then we would need around 375-400 spell haste to reduce the GoTM GCD down to around 1 sec.
375 spll haste = 23.8854% spell haste
GoTM GCD = (1.35/(1+(23.8854/100))) = 1.090 sec.
Regular GCD for other casts would be 1.211 sec.
Healing Touch talented would be = 2.0180 secs.
Regrowth would be = 1.6144 secs.
Nourish would be = 1.211 secs.
With cast times that lowm and assuming NG will be up 60% of the time minimum for regrowth which would result in a 1.211 sec cast time it would be safe to assume that druids would cap out at around 375-400 spell haste. After which point spell haste would only help talented HT for the most part.
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It's actually irrelevant which equation you use if you're trying to reach a 1 second GCD. Either way the answer is exactly 35% haste.
Equation 1:
1.35 / (1 + 35%/100%) = 1 second
Equation 2:
1.5 / (1 + 35%/100%) = 1.11.. seconds
1.11... - 1.11... * 10% = 1 second
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