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Old 01/12/10, 10:37 AM   #1291
Kirbie44
Piston Honda
 
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Night Elf Druid
 
Magtheridon
Originally Posted by Fallenangel View Post
Going by the non-heroic versions of [Trauma], [Sundial of Eternal Dusk] and [Dying Light], the tradeoff is 42 SP and the proc for 61 haste, 61 spirit and 34 int. There's no way that the added stats are worth anything close to 2% healing. In addition, in its current ICD-free incarnation this weapon is better for a resto druid than any other healer class. The only thing that doesn't make it a clear-cut druid weapon is the awful itemization holy paladins have for weapons - basically maces and +hit swords.
1 thing to notice about Holy Paladins is that it does NOT proc of JoL. We gave it to a HP for all of trash, making sure he was the only one who judged light, and a few boss attempts and it did not proc once. Really bad RNG or just true. JoL procced EH over 5k times, with no proc.

34 Stamina and Intellect, 64 Haste and Spirit. These are not stats just to be thrown away. Sure it as a direct HPS to our rejuve and wild growth spells, and the loss of the fountain, which may not be optimal for Sindragosa, or Heroic Twins and fights of the like. I agree with most of what you say, but there is a way it would come close. This haste could allow you to drop CF, and pick up a more powerful Nourish with ET and LS. The extra intellect and spirit give us regen (and about 12 SP) with the extra Stamina which is useful, especially on fights like Putricide. I gemmed some stamina just for this fight. Not all fights are about HPS as they are survival. The healing done (outside of P3) includes healing up targets who have taken damage, where healing them up in a timely fashion is wanted, but an extra 100 tick on your rejuve or WG isn't NEEDED on this fight. If anything, extra power in Nourish is helpful on the Green Ooze target. Extra health and mana are never bad (except maybe HP on Anub). They may not directly effect our HPS, but I KNOW that my extra 6k health the other night kept me alive at least once.

Not saying your wrong with your stat analysis, as you are very right. HPS wise, MH/OH will almost always win out. But those are also 2 drops compared to one. 30 more SP and a proc. Rejuve/WG rotation this is best.

Artificial Intelligence usually beats real stupidity.

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Old 01/12/10, 12:55 PM   #1292
Cyndessa
Glass Joe
 
Tauren Druid
 
Arathor
Originally Posted by Kirbie44 View Post
This is as close as we will get to a Best Case Scenario for the proc on the mace. At most, I had a parse with 5.1% of their healing done, saying the used the door strategy. The door strategy consists of everyone in the entrance door, and 2-3 people out collecting all opposite color orbs. 22 people dark, 3 light (usually hunters for deterrence vortex). 22 people withing range of fountain of light, and it had about 50% over heal. 5% direct heals from the mace + the SP upgrade. Not a great proc, and it may not be worth losing that much haste over
Last night the mace provided 3.4% of my healing done during heroic twins on 25. We used the door strat. My total was ~9600hps. (5Rejvx1WG)

On other fights I have seen FoL below 1% of my total healing done.

Is the census that this is BiS?

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Old 01/12/10, 1:01 PM   #1293
♦ Carebare
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Tauren Druid
 
Mal'Ganis
Just to put this out so there is no question when I start warning/infracting. Your results with [Trauma] should include a combat parse, or at the very least a break down of your healing like this. I would like to keep this from being anecdotal and make it an actual investigation of real scenarios -- it benefits everyone much better that way.

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Old 01/12/10, 2:08 PM   #1294
Greenpower
Banned
 
Tauren Druid
 
Nordrassil
Cyndessa, I would say it is clearly BIS if you are still haste capped with it, once you break t9 4 piece. When you break t9 and don't need crit, and get haste capped, the proc will be worth more then the stats you lose. Until then its debatable.

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Old 01/12/10, 3:15 PM   #1295
Ogbar
Von Kaiser
 
Tauren Druid
 
Wildhammer
Originally Posted by Fallenangel View Post
Going by the non-heroic versions of [Trauma], [Sundial of Eternal Dusk] and [Dying Light], the tradeoff is 42 SP and the proc for 61 haste, 61 spirit and 34 int. There's no way that the added stats are worth anything close to 2% healing. In addition, in its current ICD-free incarnation this weapon is better for a resto druid than any other healer class. The only thing that doesn't make it a clear-cut druid weapon is the awful itemization holy paladins have for weapons - basically maces and +hit swords.
Referring to the buff as 2% healing is inaccurate. That 2% scales inversely with gear so what is 2% now will be less as you obtain more ICC gear. It's much better to try to boil it down to a hps (or ehps if you prefer) number so that it can be added to spreadsheets.

The original numbers we had of 1% proc and 0 ICD cooldown haven't been confirmed but they offer a theoretical uptime in the 60% range. I've been seeing closer to 30% in all of my log analysis (though rotations are not pure 5x1). It would be very helpful if someone with trauma could do some isolated testing to get the proc rate, because it seems less than 1% (based on the limited data I've seen).

Back to a post earlier in the thread hps= 217*uptime*#Of Raiders hit
Its unclear if the buff can clip itself, however 1 person can be healed by multiple fountain buffs at the same time (based on logs) for now I'll assume no clipping because it simplifies things. For a 25man the logs I've seen tend to show an average 4 people hit per tick on putricide fights (Twins is optimal, I'm looking for typical). And if you'd like (though we don't do this for other things in simulation or spreadsheet) half it based on currently seen over heal, since folks are very concerned about just how much overheal this proc is producing.

Expected for perfect 5x1: 217*.6*4=520 hps...260.4 ehps

Currently seen: 217*.3*4=260.4 hps...130.2 ehps

The 130.2 lines up fairly close to what I'm getting for the ehps on the logs, though for actual number I'm seeing closer to 120. Which suggests slightly less than 4 people getting hit per tick on average.

However, the 520 hps or 260 hps numbers can be easily compared to the effects of talent and gear shuffling in wrath calc to determine if trauma is worth it vs. other gearing. And obviously replace 217 with 245 in the calculations for the heroic version.

On a another interesting note in considering the hps to plug into something like wrath calc it occurred to me that as this is free healing it would also be an HPM increase. Modeling that seems a bit complex, but I believe you'd take every spell and add: .01*(number of ticks) * [217*4]. 4Being the assumed hit targets and 1% being the closest thing to a confirmed proc rate we have.

So rejuv: +52.08 HPM, Wild growth: 303.8 +HPM (347.2 glyphed).

Last edited by Ogbar : 01/12/10 at 4:16 PM. Reason: Added hpm comment

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Old 01/12/10, 7:56 PM   #1296
goodolarchie
Von Kaiser
 
Tauren Druid
 
<tys>
Spirestone
Pugged 25 TOC, I was about 29% of the total healing. Trauma amounted to 1.5% healing, not terrible but not great. Twins came out to 2.5% effective which I guess is best case scenario. The biggest problem with Trauma is the group restriction. Its horrible and unless blizzard changes the proc to be raid-wide I doubt anyone would use this over an arthas weapon. Most procs only hit 2-3 raid members and occasionally a pet.
Spell Detail:
World of Logs - Real Time Raid Analysis
Log Events:
World of Logs - Real Time Raid Analysis


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Old 01/12/10, 11:58 PM   #1297
Feya
Piston Honda
 
Blood Elf Paladin
 
Mal'Ganis
So when I posted my results yesterday, I wanted to add more "theory" to it, but didn't have the time to do so.

My problem with Trauma has been that many of the fights require 11 yard gapping between raiders or risk spreading unnecessary damage to others. With the proc being limited to 10 yards its highly ineffective in many fights, including the one I took my parse from.

Seeing as how few fights penalize Melee, it seems as if there are two approaches to this weapon;
a.) Druid covering of raid with HoTs would maximize uptime and the number of procs possible from Trauma
b.) Paladin or single target healing on melee would maximize the proc itself.

This should be common sense, but at least in my own raids our ranged rarely stack on each other. This would mean that in the majority of fights if a Trauma proc occurs it will not affect its maximum number of targets effectively lowering any theoretical healing gains. What I lack is the ability to monitor how many of the procs end up as overheal in a real raid situation. Regardless, it makes more sense to see this in the hands of a Holy Pally in my opinion as they frequently use beacon on a tank and transfer there holy lights (with splash effect from glyph) from the melee. A proc on melee would basically guarantee the proper number of targets in range thus maximizing the procs that do occur.

Ultimately it comes down to play style and gear choices. I think the argument for avoiding this weapon as it currently rests and using hasted/spirit 1h or 2h weapon would be a more effective means of delivering heals to the targets that need them. This is rarely the goal of a druid healer, however, as in my own guilds perspective druids merely provide a buffer to allow other healers to get to them.

Thoughts on these two mindsets?

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Old 01/13/10, 5:07 AM   #1298
Jezz
Von Kaiser
 
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Troll Druid
 
Sunstrider (EU)
Originally Posted by Feya View Post
So when I posted my results yesterday, I wanted to add more "theory" to it, but didn't have the time to do so.

My problem with Trauma has been that many of the fights require 11 yard gapping between raiders or risk spreading unnecessary damage to others. With the proc being limited to 10 yards its highly ineffective in many fights, including the one I took my parse from.

Seeing as how few fights penalize Melee, it seems as if there are two approaches to this weapon;
a.) Druid covering of raid with HoTs would maximize uptime and the number of procs possible from Trauma
b.) Paladin or single target healing on melee would maximize the proc itself.

This should be common sense, but at least in my own raids our ranged rarely stack on each other. This would mean that in the majority of fights if a Trauma proc occurs it will not affect its maximum number of targets effectively lowering any theoretical healing gains. What I lack is the ability to monitor how many of the procs end up as overheal in a real raid situation. Regardless, it makes more sense to see this in the hands of a Holy Pally in my opinion as they frequently use beacon on a tank and transfer there holy lights (with splash effect from glyph) from the melee. A proc on melee would basically guarantee the proper number of targets in range thus maximizing the procs that do occur.

Ultimately it comes down to play style and gear choices. I think the argument for avoiding this weapon as it currently rests and using hasted/spirit 1h or 2h weapon would be a more effective means of delivering heals to the targets that need them. This is rarely the goal of a druid healer, however, as in my own guilds perspective druids merely provide a buffer to allow other healers to get to them.

Thoughts on these two mindsets?
While you are probably correct in-that if you could proc it as a holy paladin as much as a druid or if it was made more like most traditional procs with a much higher chance to activate but an ICD, a holy paladin could have an argument for it being better on them.

However, at least as far as I am aware, Trauma does not proc off the splash effect of the holy light glyph, meaning that if the maximum effect they could get out of Trauma would be the chance to proc it twice every second (spamming FoL with beacon) it just doesn't compare with our potential to proc it 6 times a second even if some of the procs are wasted.

Even if this weapon was only accounting for 1% of our total healing, that is going to be more throughput than we would get out of haste past the soft-cap and some crit. If we were sacrificing spell power on the weapon it may be a different story, but as has been said before, if you can comfortably maintain enough haste while loosing it from your weapon then Trauma will be best-in-slot.

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Old 01/13/10, 5:10 AM   #1299
Fallenangel
Don Flamenco
 
Tauren Druid
 
Chromaggus (EU)
Heals from JoL and the HL glyph can't cause a proc since they're not spells. A pally would therefor have the lowest uptime on the proc.
As for it scaling inversely with gear, that is true but tends to apply to every stat boost. In any case, parses of the proc will only get interesting once the heroic mode opens up.
The group only / range issue is a concern, and I do expect it to be changed as they have played with other proc weapons. If for trees it's probably BiS but pretty marginally so, for other classes it should be downright bad.

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Old 01/13/10, 10:23 AM   #1300
CrazyScot
Von Kaiser
 
Blood Elf Paladin
 
Kilrogg (EU)
Originally Posted by Fallenangel View Post
Heals from JoL and the HL glyph can't cause a proc since they're not spells. A pally would therefor have the lowest uptime on the proc.
As for it scaling inversely with gear, that is true but tends to apply to every stat boost. In any case, parses of the proc will only get interesting once the heroic mode opens up.
The group only / range issue is a concern, and I do expect it to be changed as they have played with other proc weapons. If for trees it's probably BiS but pretty marginally so, for other classes it should be downright bad.
I would say the paladin having the lowest uptime also depends on whether the [Glyph of Holy Light] activates the proc, again more testing is needed before comments like that come up. Bear in mind that there are so few weapons for the paladin to pick up.

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Old 01/13/10, 10:29 AM   #1301
Kirbie44
Piston Honda
 
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Night Elf Druid
 
Magtheridon
Originally Posted by CrazyScot View Post
I would say the paladin having the lowest uptime also depends on whether the [Glyph of Holy Light] activates the proc, again more testing is needed before comments like that come up. Bear in mind that there are so few weapons for the paladin to pick up.
It doesn't of JoL, and he also mentioned that of HL Glyph it does not. Not trying to say you don't deserve it, as this is a great weapon for you, but the proc rate for Paladins for this has been super low (so far).

But, as much as blizzard is liking this whole proc on weapons deal, I think they may buff it to a PPM type of effect.

Artificial Intelligence usually beats real stupidity.

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Old 01/13/10, 10:36 AM   #1302
Ogbar
Von Kaiser
 
Tauren Druid
 
Wildhammer
Originally Posted by goodolarchie View Post
Pugged 25 TOC, I was about 29% of the total healing. Trauma amounted to 1.5% healing, not terrible but not great. Twins came out to 2.5% effective which I guess is best case scenario. The biggest problem with Trauma is the group restriction. Its horrible and unless blizzard changes the proc to be raid-wide I doubt anyone would use this over an arthas weapon. Most procs only hit 2-3 raid members and occasionally a pet.
Spell Detail:
World of Logs - Real Time Raid Analysis
Log Events:
World of Logs - Real Time Raid Analysis
I must admit, your numbers are the most miserable I've seen, your players hit numbers are very bad. I'm thinking this is because I've been focusing on ICC parses where there are fewer fights that require the raid to spread.

Since the effectiveness of the mace is all determined by uptime and targets hit the fight mechanics are king, and evidence supports ToCs fights currently being worse for the mace than ICC. I'd strongly encourage folks to focus testing on ICC fights.

Last edited by Ogbar : 01/14/10 at 8:35 AM.

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Old 01/13/10, 10:46 AM   #1303
Arentios
Wisdom as dump stat
 
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Tauren Druid
 
Lightning's Blade
You'd expect Trauma to be weaker in fights such as Beasts and Jaraxxus, which are largely healing trivial fights where most healers are simply sniping heals. Similarly with Anub where you really want to be healing as little as possible while still keeping people alive. Fights like these also lower the value of the sacrificed stats such as haste.

Better fights to analyze the full value of the proc are fights where healing is at a premium, such as Festergut, or some of the yet unreleased encoutners (and hard modes).

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Old 01/14/10, 1:18 AM   #1304
 Hamlet
<Druid Trainer>
 
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Tauren Druid
 
Mal'Ganis
Got this tonight, threw it on for Putricide, here's the parse:
World of Logs - Real Time Raid Analysis

Not sure how to go about testing this one in more detail. With Nibelung at least I could use a target dummy. Tomorrow I'll see if I can pick out anything interesting in the log.

e: healed for 239/240 each tick. So it's affected by Master Shapeshifter and Tree of Life aura (217*1.04*1.06=239.2).

e2: procs 3s apart. No ICD.

e3: hard to tell exactly, but I think I see around 25 procs. And there are just about 2500 HoT ticks in the fight. So maybe this isn't too complicated.

e4: It's hard to see how this could be at all good for any other class.

Last edited by Hamlet : 01/14/10 at 1:30 AM.


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Old 01/14/10, 1:41 AM   #1305
Kermit
Von Kaiser
 
Tauren Druid
 
Aggramar (EU)
I also picked up Trauma last night. It was the last kill for the day (except for some playing around in Ulduar that I don't have logs from). Like the above poster, I'm not sure how to go about testing it in more detail, but I can supply some logs from future raids if that helps. From what I could see yesterday it seems to add up to an average of about 2% of total healing done.

On another note - I noticed that [Nevermelting Ice Crystal] only decreases crit on direct spells (ie, not HoT's). Did anyone try this together with the 4pc T9 bonus? I guess it would make a nice healer use-effect since all rejuvenations cast in those 20 seconds would have a massively increased critrate.

Last edited by Kermit : 01/14/10 at 2:55 AM.

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