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12/17/09, 3:40 PM
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#1171
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Piston Honda
Night Elf Druid
Magtheridon
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Originally Posted by Norfair
If 33% of your healing is RJ healing, then it will increase your output by 4%. This of course, assuming that none of the procced RJs snipe away any healing of your own. Therefore, your formula should just be 12*R.
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The math on this is quite simple, but the RNG is almost too much to "rely" on this. Look at Lunar Eclipse and Wrath crits. RNG happens a lot their, and now that 2% is factored in our healing, it is a completely unreliable resource of healing. Not to mention if it jumps to a target that may or may not be rejuvenated. The set bonus is a "bonus" and that is all it is. We should not change our play style/gearing around it like we would 4PC T7/8/9.
The question I have about this is if it will carry over the original rejuvenation's stats. IE: a Val's proc on a rejuvenation will give it absorb effect on the whole 18 seconds, as would a spell power proc. Would a Rejuvenation "jump" keep this stat? and if it doesn't, does it go off your current buffs/stats? Not that I dislike the set bonus, it could be very good. I just dislike the RNG associated with it, and the openhandedness of it, like the "smart heal" or the overriding of a previous rejuvenation. My ignorance is my biggest deterrence of this set bonus.
Restoration druid healing for a while has been talked about as overall throughput. While that is great, there are also times when we could rely on this being a "5%" increase to healing, but never get the proc when we could use it, like the last phase of Steelbreaker HM.
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Artificial Intelligence usually beats real stupidity.
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12/17/09, 5:21 PM
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#1172
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<Druid Trainer>
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Obviously all discussion of the set bonus so far is based on a lot of assumptions. But doing the best we can, a basic estimate of the throughput increase is easy:
Average procs per full Rejuv: 0.02*6 = 0.12. No need to break down the binomial distribution term-by-term. But since it can probably chain proc, the actual expected number of Rejuvs you get from a single manual cast is not 1.12, but rather the sum of an infinite geometric series: 1/(1-0.12) = 1.136.
So that's the first result, which I think is pretty clear-cut. A 13.6% increase in the raw throughput of your Rejuv casts. For comparison, your Rejuv crit chance is probably less than 27%, making this nominally stronger than 4T9.
The question this leaves open is the effectiveness ratio of the procced Rejuvs as opposed to your manual ones. Now, I'm a pretty oneminded Rejuv spammer at most fights, so I'm inclined to view this favorably. Half the time the choice of target is near-random anyway; I'm just keeping the raid loaded up. All this does is let me do so more efficiently. In some situations there's a more clear subset of proper Rejuv targets (e.g. Saurfang) and randomly added ones are weak, but in other situations (e.g. Twins), any Rejuv is just as good as any other, and this bonus is probably even more efficient than 4T9.
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12/17/09, 9:28 PM
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#1173
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Glass Joe
Night Elf Druid
Ravencrest
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The problem with assuming that it is a 12% increase to rejuv is that, you, as a healer, are likely to choose targets where rejuv will actually heal for a decent amount of it's potential. The rng proc, presumably, will not be as smart as you, and so is likely to overheal for more than a rejuv which you cast, which is why I say that the 12 procs are worth about 6.6 casted rejuvs, because I made the assumption that your typical rejuv overheals 55%, while the procced rejuv will overheal 75%.
Also there's certainly no need to break it down like that if you're just interested in working out expected throughput, it's just there for reference.
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12/18/09, 10:37 AM
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#1174
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Piston Honda
Night Elf Druid
Magtheridon
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Originally Posted by Arawethion
The question this leaves open is the effectiveness ratio of the procced Rejuvs as opposed to your manual ones. Now, I'm a pretty oneminded Rejuv spammer at most fights, so I'm inclined to view this favorably. Half the time the choice of target is near-random anyway; I'm just keeping the raid loaded up. All this does is let me do so more efficiently. In some situations there's a more clear subset of proper Rejuv targets (e.g. Saurfang) and randomly added ones are weak, but in other situations (e.g. Twins), any Rejuv is just as good as any other, and this bonus is probably even more efficient than 4T9.
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As am I. To a certain point. I have another tree with me in the raid on progression, well on fights where healing is needed, like Twins. Before they reset WMO top scores, I was #3 or 4 in the world on Jarraxus for HPS (not EHPS) and the same goes for normal Jarraxus and a bunch of Ulduar fights. I rejuve people like every fight is IC Hardmode. I am going to use Twins, because it is the only fight I heal for in toc anymore.
We have 2 druids, 1 H Pally. 1 Disc Priest, 1 Resto Shaman, 1 Holy Priest. our setup runs:
12 Light, and 13 Dark. The Holy Paladin is our extra Dark, as he bubbles/sac during Light Vortex. I am Light, and the other Tree is dark. I do 5 rejuve-> WG this fight, but in a different way. I heal the dark group/colors. It leaves 2 open globals for swiftmend or lifebloom or something on a DOT'd target. The more direct throughput on my assignment I have, the better for me. I am spoiled with my 4PC T9 in the direction I get used. I have thought a bit about it, and if the new 4PC isn't a smart heal, and is completely random like Holy Light Glyph, then 4PC 258 might be my way to go, until maybe I can get 4PC 264/277 mix. It is not about the math, it is about the utility. I would just rather have something that helps me in my assignment, because our healers are the best part of our guild.
I am sitting at 24% crit raid buffed, and once I make the crafted boots, I can drop the 7 extra points in balance and pick up my NP, ET, and Imp Barkskin again.
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Artificial Intelligence usually beats real stupidity.
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12/18/09, 10:59 AM
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#1175
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Glass Joe
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Norfair,
If you get a chance could you update your initial post on this thread with the new Haste softcap numbers. Finding it in the middle of the thread is getting messy even when you know what you're looking for (aka searched). I snagged Cuddlekin's post of the new numbers from page 41 here:
3.3 Haste Soft Cap
back on topic...
To continue on Kaeya line of though I'm also kind of interested if the 'spawned' rejuvs will keep the appropriate buffs we have. The T8 Rejuv bonus that gave it an initial tick was okay, but it didn't take into account several of our talents to buff the strength of it. The justification for this was because it wasn't 'periodic' but I'm curious if anyone has heard about the talent / temporary buffs / etc for the T10 spawned Rejuv's.
Will they simply show up in the combat log as a Rejuv from us is another curiosity? (Eg Atepa’s Rejuvenation heals Tank for 3557)
Has anyone heard about the range for this Rejuv proc? I've gone hunting through MMO and Wowhead's item database and the spell mechanic for the bonus doesn't have any details for range. (or smart heal but people have already brought that part up). Standard for this kinda stuff seems to be 15 yards normally.
When I was reading through things someone had mentioned about if it would override current Rejuv on a target, or act as their own (so you could have 2 on one person) to add to that:
Would it override another Tree’s Rejuv? (I would think, no)
Will we still be able to Swiftmend it since it should technically just be a Rejuv on a target? (I would think, yes)
Something else that concerns me is how much Raid healing emphasis there is in this tier of loot; [Trauma], [Althor's Abacus], our Tier bonus (passes Rejuv around freely) the Shaman/ Priest tier bonus (leaves HoTs on CH crit/33% of the time off of Flash Heal) all of these seem to be hinting towards massive Raid damage being taken. While I'll admit that Sindragosa has a fair bit, I don't really see all of this being justify for that single fight, or even the couple others that have some raid damage going out (thinking Festergut). Now granted none of us know what the Lich King will be like fight wise… but still I can’t help but wonder, they aren’t preparing us for the next tier because there isn’t one, so what is with all this raid healing power.
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12/18/09, 3:45 PM
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#1176
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Glass Joe
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Kaeya, continuation from Resto (PvE) Healing Discussion Thread I didn't want to get in trouble for talking itemization too long, heh.
Originally Posted by Kirbie44
Battle Master trinket is a great alternative to our haste problem. 128 haste, and its use isn't that bad. Neither is the ilvl 213 Wintergrasp Haste PVP trinket. I use the spellpower one on NRB and FC, as it is 1 SP better than my 2nd trinket (Sif's). Restoration Itemization See this post I made about this trinket.
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I had forgotten all about the Battle Master trinket, which would be a helpful alternative, especially considering its on use for health intensive content. However, you still end up in a situation where you are locked into a Haste trinket when so many alternatives with spellpower on them are on hand.
For Rejuv/WG raid buffers CF is the easy win at the moment it seems from what I've been reading of your explanation and others.
For Tank/Nourish healers CF costs a lot of bonus the to Nourish and LS. so getting it through gear seems to be the safest route.
The reason I suggested breaking T9 for haste is because the Rejuv crits, get weaker and weaker as time go on. People get better gear and more of it turns to overheal it seems, atleast in my experience. I went hunting through the two resto thread trying to find the actual values for the throughput increase but didn't have any luck.
Right now I am comparing the T9 Bonus vs a trinket slot, personally I desperate need to replace one of my trinkets, and maybe that's why I am leaning towards breaking T9 so much. In addition breaking the set early to reach haste cap it is giving me a reason to drop another piece when I get the badges for a quick T10 (gloves) piece. But there are definitely other routes as well.
When 3.3 came out I only had three crit items left, T9 head / gloves, and my off-hand.
The easily accessible gloves / off-hand haste items both have hit on them, which just becomes wasted itemization. Although I will admit that the off-hand gives you an extra place to shove a 20 Haste gem if needed. It's worth 71 haste
The non-hit gloves require killing Heroic Anub which is still a feat for most guilds in addition to still costing you the T9 4p as well. It's worth 86 haste (assuming Reckless in the red socket)
The head piece was 75 Triumph Emblems which are now useless with Frost emblems out. It's worth 94 haste
Is Rejuv crits really worth 153-179 spellpower (depending on trinket)? And whichever trinket effect you lose as well.
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12/18/09, 5:22 PM
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#1177
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Von Kaiser
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I'm hoping I'm not asking a previously-asked question (I searched a bit for the answer) but is there a definite cap on the amount of haste that will effect the time between ticks of rejuv with Glyph of Rapid Rejuvenation? I'm assuming its 100%, making rejuv tick 5 times every 1.5 seconds, but maybe I'm wrong.
Last edited by Drane : 12/18/09 at 5:28 PM.
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12/18/09, 7:07 PM
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#1178
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Glass Joe
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Originally Posted by Drane
I'm hoping I'm not asking a previously-asked question (I searched a bit for the answer) but is there a definite cap on the amount of haste that will effect the time between ticks of rejuv with Glyph of Rapid Rejuvenation? I'm assuming its 100%, making rejuv tick 5 times every 1.5 seconds, but maybe I'm wrong.
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I haven't heard of any such point, but haste becomes much less valuable after reaching the 1.0 GCD cap. I can't imagine it being anywhere close to worthwhile to continue gearing haste past this point.
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12/18/09, 9:47 PM
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#1179
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Glass Joe
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4 pc T10
From the healing forums:
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People were able to test the set bonus at the last stage of the PTR and that is how the effect worked. When it procs the rejuv was consumed on the target (have fun swiftmending that tanking when the rejuv magically goes away). It's an extreme case, but it can happen.
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World of Warcraft - English (NA) Forums -> Rejuvenation Critting
Is there any validity to this claim? I was going to go for the 4 pc T10 but if this is the case I won't bother.
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12/19/09, 12:26 AM
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#1180
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<Druid Trainer>
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Originally Posted by ununium
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I hadn't seen anything specific, and that thread didn't have any details. If it is true, though, it does undermine the value of the set bonus heavily.
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12/19/09, 2:23 AM
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#1181
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Von Kaiser
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Regardless of whether the T10 Rejuve-POM consumes the hot or not, I don't think it's a very good set bonus. From 6 ticks, each rejuv cast has a 12% of "budding" a new rj, meaning roughly 1/8 casts will result in a jump. So under the most ideal circumstances, in which the hot actually goes to somebody who needs it, you'll see 12% more healing from your rejuv. This is why I'm sticking with t9 and itemizing for the spiritless haste/crit SP gear. I'm sure by the time heroic icc is available I'll be back up to ~35% buffed crit, with over 800 haste. Keep in mind haste and spellpower are still vastly more valuable than crit, but crit is better than spirit at this point. This assumes your mana isn't the limiting factor.
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12/19/09, 6:18 AM
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#1182
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Glass Joe
Night Elf Druid
Emerald Dream (EU)
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nvm :p
Last edited by Atheen : 12/19/09 at 7:08 AM.
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12/19/09, 7:28 AM
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#1183
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Von Kaiser
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Originally Posted by Drane
I'm hoping I'm not asking a previously-asked question (I searched a bit for the answer) but is there a definite cap on the amount of haste that will effect the time between ticks of rejuv with Glyph of Rapid Rejuvenation? I'm assuming its 100%, making rejuv tick 5 times every 1.5 seconds, but maybe I'm wrong.
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Using PI, Bloodlust, Nature's Grace, applicable haste buffs, and about 2200 haste, I was able to get 6 rejuv ticks (nature's splendor) in under 5 seconds. So yes, you can clip below 1.0/1.5s per rejuv tick, good luck getting there!
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12/20/09, 6:05 AM
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#1184
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Piston Honda
Night Elf Druid
Grim Batol (EU)
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Originally Posted by eluv
The problem with assuming that it is a 12% increase to rejuv is that, you, as a healer, are likely to choose targets where rejuv will actually heal for a decent amount of it's potential. The rng proc, presumably, will not be as smart as you, and so is likely to overheal for more than a rejuv which you cast, which is why I say that the 12 procs are worth about 6.6 casted rejuvs, because I made the assumption that your typical rejuv overheals 55%, while the procced rejuv will overheal 75%.
Also there's certainly no need to break it down like that if you're just interested in working out expected throughput, it's just there for reference.
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I apologize, I did not read your post correctly and drew conclusions too quickly, which usually isn't my style. You are right, the "procced" RJs are likely to overheal more than "manual" ones, although this may heavily depend on the fight (as Arawethion pointed out, Twins is a typical example where any RJ is as good as another).
Also, if the post on the WoW forums is true (meaning that the bonus will only let the RJ jump, instead of spawning an entirely new one), then this set bonus is something I will probably avoid.
Finally, I have been away from the game for a few months and returned just recently, so I haven't been around to update the first post. I will update it with the current haste caps.
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12/20/09, 8:18 AM
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#1185
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Von Kaiser
Night Elf Druid
Ravencrest (EU)
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Curious to hear what people think about [Val'anyr, Hammer of Ancient Kings] when compared to ICC weapons.
Will you replace it? with what?
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