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Old 02/04/11, 8:38 AM   #376
Azshira
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Human Paladin
 
Kazzak (EU)
Originally Posted by Shockadin View Post
@Nodrak: Although we're used to use Judgement as first cast in combat you should think about starting a combat with three HoPo. Before every pull I'm used to Shock anyone in the raid (except me and the beacon due to gaining conviction-procs more often) to gain 3 HoPo at pull and having conviction stacked up.
I've been doing pretty much the same as you. Entering the fight with 3 HP ready to be used and hopefully at least 1 proc of conviction be nice also

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Old 02/04/11, 10:25 AM   #377
Connorus
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Blood Elf Paladin
 
Anub'arak (EU)
/edit: Nevermind, overread the on use effect.

Last edited by Connorus : 02/04/11 at 10:35 AM. Reason: Delete me

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Old 02/04/11, 11:17 AM   #378
CaseyTheRetard
Von Kaiser
 
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Orc Shaman
 
Stormreaver
Originally Posted by aggixx View Post
Tear of Blood was calculated as a 60s ICD, Fall of Mortality was a 90s ICD, Heroic was a 75s ICD.
I assume you are averaging the procs as Value = Buff * Duration / (ICD + Time-to-Proc), so that Time-to-Proc = Buff * Duration / Value - ICD. That gives:

NameBuffDurationValueICDTime-to-Proc
[Tear of Blood]171015400.78604.000
[Fall of Mortality]192615269.647532.143
[Fall of Mortality]192615269.649017.143
[Witching Hourglass]171015324.68754.001

I see a couple of issues:
  • I'm not sure what the chance to proc from crits is for Tear of Blood, but I know our crit chance is fairly low. Are you sure that 4 seconds is a reasonable expectation for average time to proc? Is that number pulled from logs?
  • It would appear to be an error in your original table that normal and heroic Fall of Mortality are valued the same despite the difference in ICDs.
  • Both versions of Fall of Mortality and the Witching Hourglass have procs that read similarly ("Your spells", "Your healing spells") and show as a 10% proc chance in Wowhead, so one would expect them to have the same time-to-proc. It would appear that you are not using the same method to evaluate these three trinkets.

Last edited by CaseyTheRetard : 02/04/11 at 11:52 AM. Reason: Minor expansion. I swear I'll stop editing now.


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Old 02/04/11, 12:04 PM   #379
Papapaint
Glass Joe
 
Human Paladin
 
Garona
Originally Posted by CaseyTheRetard View Post
I think the larger question that must be answered to determine the relative worth of a pure regen trinket like Jar is, what does regen really do for us? Assuming that raid geared paladins have enough regen to cast Holy Radiance and Holy Shock on cooldown spamming HL in between, more mana only allows us to (a) upgrade more Holy Lights to Divine Lights, or (b) maintain the same casting strategy with additional haste.
While I believe there's no set answer to this, I do know that progressing into Hard Modes has had me pushing out far more Divine Lights than Holy Lights, particularly on tank healing and in conjunction with ToR. Considering how poor our spell coefficients are right now, until the change to mana tide and Divine Plea, I'm running with Jar for the additional regen.

Unfortunately, I despise archaeology, so I'll never get Tyrande's. Seems like my next best choices are Fall of Mortality and DMC: Tsunami.

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Old 02/04/11, 12:25 PM   #380
CaseyTheRetard
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Orc Shaman
 
Stormreaver
Originally Posted by Papapaint View Post
While I believe there's no set answer to this, I do know that progressing into Hard Modes has had me pushing out far more Divine Lights than Holy Lights, particularly on tank healing and in conjunction with ToR. Considering how poor our spell coefficients are right now, until the change to mana tide and Divine Plea, I'm running with Jar for the additional regen.
Without detailed math, it's not obvious how converting more HL->DL with the additional mana from JAR compares to healing a little more with all spells due to the additional Intellect from Core, just to pick an example. My hunch is the opposite of yours - my Jar sits in the bank while I use Core/DMC:T - but I won't attempt to claim that it's more than simply a hunch.

I think playstyle is also a significant factor in the comparison. Relative to the other paladins in my raid, I spend a lot more time in melee range getting mana from SoI and HP from Crusader Strike. I have a larger proportion of DL and HP heals while they use more HL. We end up with similar healing output overall, but with my playstyle I see mana as being a little more easily available and HP heals (mana-free) contributing a larger proportion of my total healing. Consequently, I value Intellect slightly higher vs. Spirit than they would.

Offtopic: I wonder if it's by design that the acronym for Jar of Ancient Remedies is JAR.


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Old 02/04/11, 1:56 PM   #381
Papapaint
Glass Joe
 
Human Paladin
 
Garona
Originally Posted by CaseyTheRetard View Post
Without detailed math, it's not obvious how converting more HL->DL with the additional mana from JAR compares to healing a little more with all spells due to the additional Intellect from Core, just to pick an example. My hunch is the opposite of yours - my Jar sits in the bank while I use Core/DMC:T - but I won't attempt to claim that it's more than simply a hunch.

I think playstyle is also a significant factor in the comparison. Relative to the other paladins in my raid, I spend a lot more time in melee range getting mana from SoI and HP from Crusader Strike. I have a larger proportion of DL and HP heals while they use more HL. We end up with similar healing output overall, but with my playstyle I see mana as being a little more easily available and HP heals (mana-free) contributing a larger proportion of my total healing. Consequently, I value Intellect slightly higher vs. Spirit than they would.

Offtopic: I wonder if it's by design that the acronym for Jar of Ancient Remedies is JAR.
Well, I'm at work right now, but I can try some quick napkin math:

Coefficients:
Holy Light = 0.33

So working with Holy Light:

321+(321*.05)=337.05+337.05*.05=353.09+353.09*.06=374 Spellpower from a single 359 ilevel trinket raid buffed


374*.33=123 additional healing to holy light, so we can figure that it would take 4163/123=33.8 holy lights until you've effectively healed the base value of a single holy light--that is to say, the trinket has allowed you to save one Holy Light cast--roughly 2k mana. My holy light is ~1.7s cast speed without IoL procs, so that's 57 seconds of casting or 175 Mp5 based on mana saved IF you are able to avoid casting one holy light because of the ones you have cast.

Now, the problem is that this doesn't apply properly. Over a minute of a fight, you're casting several spells with higher mana costs, some with higher coefficients, and it's rare that you'll ever be able to not cast a spell because your int trinket has added on 400 healing to your divine light, especially on heroic mode encounters, where (it seems to me so far) the amount you heal with a single heal is less important than your ability to sustain heavy healing during or after major fight events--AoE, boss damage increases, etc.

I say there's no set answer, because I'm certainly of the opinion that I'd rather have increased regen. I can freecast holy light non-stop in combat with full buffs and never go oom, so it's a matter of increasing my divine light casts.

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Old 02/04/11, 2:54 PM   #382
CaseyTheRetard
Von Kaiser
 
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Orc Shaman
 
Stormreaver
Originally Posted by Papapaint View Post
Well, I'm at work right now, but I can try some quick napkin math:
Your argument is:
  1. A little Intellect provides a small amount of healing if you spam HL
  2. Heroic mode encounters require a lot of healing.
  3. Therefore Spirit is somehow unquantifiably better than Intellect.

It's certainly not a compelling comparison of how well our overall healing performance scales with Spellpower vs. Regen or Intellect vs. Spirit.


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Old 02/04/11, 4:32 PM   #383
LPrime
Glass Joe
 
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Human Paladin
 
Whisperwind
Originally Posted by CaseyTheRetard View Post
Your argument is:
  1. A little Intellect provides a small amount of healing if you spam HL
  2. Heroic mode encounters require a lot of healing.
  3. Therefore Spirit is somehow unquantifiably better than Intellect.

It's certainly not a compelling comparison of how well our overall healing performance scales with Spellpower vs. Regen or Intellect vs. Spirit.
I think your earlier post had the right answer to this :

I think playstyle is also a significant factor in the comparison.
All this complex math won't take into account the other healers, the encounter itself, etc.. So far none of the 6 heroic encounters I healed had me going oom (at least after I learned when and where to use what cooldowns) but I find it impossible to get into any sort of a spell "rotation". As long as I don't overreact to incoming damage and start panic healing my mana is fairly stable and I never had to swap in a spirit trinket.

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Old 02/04/11, 6:59 PM   #384
aggixx
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Tauren Druid
 
Hyjal
Originally Posted by CaseyTheRetard View Post
I assume you are averaging the procs as Value = Buff * Duration / (ICD + Time-to-Proc), so that Time-to-Proc = Buff * Duration / Value - ICD. That gives:

NameBuffDurationValueICDTime-to-Proc
[Tear of Blood]171015400.78604.000
[Fall of Mortality]192615269.647532.143
[Fall of Mortality]192615269.649017.143
[Witching Hourglass]171015324.68754.001

I see a couple of issues:
  • I'm not sure what the chance to proc from crits is for Tear of Blood, but I know our crit chance is fairly low. Are you sure that 4 seconds is a reasonable expectation for average time to proc? Is that number pulled from logs?
  • It would appear to be an error in your original table that normal and heroic Fall of Mortality are valued the same despite the difference in ICDs.
  • Both versions of Fall of Mortality and the Witching Hourglass have procs that read similarly ("Your spells", "Your healing spells") and show as a 10% proc chance in Wowhead, so one would expect them to have the same time-to-proc. It would appear that you are not using the same method to evaluate these three trinkets.
First off, I estimated the time to proc on Witching Hourglass to be 4 seconds, I personally use this trinket so I will go and retrieve some logs and verify that.

The proc on Tear of Blood is (supposedly) 30% on crit, and I originally estimated buffed crit to be 30%, which sounds a bit high. I will revise that to 22%, which gives any given spell a 6.6% chance to proc the trinket. Witching Hourglass has a 10% of any spell to proc, so I can scale Tear of Bloods time-to-proc based on what I find with the Hourglass.

Those numbers with Fall of Mortality look pretty messed up, so I'll redo those calculations, hopefully with some logs.

Edit: Time to proc based on 9 procs from Cho'gall and Val & Ther for Witching was 7.222 seconds, which puts Tear of Blood at 10.942 seconds.
Time to proc for Fall of Mortality based on 8 procs from Maloriak, Magmaw, and Omnotron was 7.159 seconds, with the ICD of normal and heroic both being 75 seconds. The proc value, duration, ICD, and chance for heroic vs. normal are identical.

Updated table is below:
NameIntSpiritHasteEP Value
[Shard of Woe] 1400322.5192861
[Tyrande's Favorite Doll]321590 111284
Vibrant Alchemist's Stone35122519498846
[Jar of Ancient Remedies] 893.63 98298
[Fall of Mortality]363351.63 91133
[Darkmoon Card: Tsunami]321400 90384
[Jar of Ancient Remedies] 792.58 87138
[Fall of Mortality]321351.63 85064
[Core of Ripeness]321321 81694
[Tear of Blood]285361.56 80954
[Witching Hourglass]285 311.9678773
[Figurine - Dream Owl]285237.5 67307

Last edited by aggixx : 02/04/11 at 7:56 PM.

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Old 02/04/11, 7:53 PM   #385
Yakobo15
Glass Joe
 
Night Elf Death Knight
 
Bronzebeard (EU)
Originally Posted by aggixx View Post
The proc on Tear of Blood is (supposedly) 30% on crit, and I originally estimated buffed crit to be 30%, which sounds a bit high. I will revise that to 22%, which gives any given spell a 6.6% chance to proc the trinket.
PotI crits double that and LoD/HR pushes it much further up, noticed this procs very fast even with my low-ish 18% cirt.

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Old 02/04/11, 8:00 PM   #386
aggixx
Von Kaiser
 
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Tauren Druid
 
Hyjal
Originally Posted by Yakobo15 View Post
PotI crits double that and LoD/HR pushes it much further up, noticed this procs very fast even with my low-ish 18% cirt.
LoD/HR/PotI is a moot point due to Witching Hourglass having the same feature (and all other trinkets). Although 2pc T11, Infusion of Light, and Divine Favor could potentially decrease time-to-proc, so that is something to keep in mind.

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Old 02/04/11, 9:15 PM   #387
Yakobo15
Glass Joe
 
Night Elf Death Knight
 
Bronzebeard (EU)
Originally Posted by aggixx View Post
LoD/HR/PotI is a moot point due to Witching Hourglass having the same feature (and all other trinkets). Although 2pc T11, Infusion of Light, and Divine Favor could potentially decrease time-to-proc, so that is something to keep in mind.
Doesn't quite even out though as BoL cannot crit (assuming it can even proc them?!).

Working with the Tear proc & 22% crit you end up with approx 11.4% chance to proc when healing a target other then yourself.

((1-(0.78^2))/2)*0.3 = x
(1-((1-x)^2))*100 = 11.40%

(If anyone can simplify/show any errors in that please do, my brain is a mess and tried to model each crit/chance to proc separately per cast)

With the 10% on the others you reach approx 27.1% chance. (Assuming a non-beacon-target, non-self heal).

(1-(0.9^3))x100

(tried to think of any reason that wouldn't be accurate, unless I missed something it seems fair)


Also, the no. of targets seems to make much less of a difference than I thought with reference to the tear, if you work out the chance to get a proc on each crit inside each cast.

Working with a 6 target LoD and a PotI proc I got a result of 22.2% chance to get a proc... whereas, with beacon transfer raising that to 14 heals, the others would reach 77%.


EDIT: After a few hours sleep and a re-read I just wanted to try and sort out what I was trying to do with the tear part.

Started out just by working out the chance to get a crit from both the heal and PotI and *0.3. Then I realised that getting a proc FROM the crit was similar to getting a crit itself (can't just use the sum of the whole, 50% chance to crit over 2 casts has a 75% chance to get a crit, not a 100% chance).

X is just the chance to get a proc - off the avg chance to get a crit from a 2 cast situation /2 to seperate them to allow the second part to be worked out, which is the sum of the whole which is (hopefully :p ) the chance to proc from the chance to crit in the 2-cast situation.

I apologise for both the complete mess of my maths and the perhaps over-simplified explanation, was never good at showing my method and I know some people who come here don't instantly grasp some of the concepts behind the maths.

Last edited by Yakobo15 : 02/05/11 at 5:31 AM. Reason: Re-read and wanted to try and clarify tear calc.

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Old 02/05/11, 5:27 AM   #388
dcemuser
Glass Joe
 
N/A
Blood Elf Death Knight
 
No WoW Account
You guys needed Tear of Blood times to Proc, right?
I have some logs if that will help your math at all. I've been using Tear in raids for like 4 weeks now (in fact, so has the other Holy Paladin too, if you care to dig through her data).

World of Logs - Real Time Raid Analysis
The buff is called Cleansing Tears.

My gear is pretty bad, mostly blues, yes, but honestly? Who else would be using Tear of Blood anyway? I'd say it is a fair comparison given that people like me are going to be the people using it.

Halfus 10N Kill
Edit: Proc prior to fight
First proc: [19:42:37.052] (TtP: N/A)
Second proc: [19:45:26.537] (TtP: 109.485 sec)

Valiona and Theralion 10N Kill
Edit: No procs within minutes of fight start
First cast: [20:12:27.677]
First proc: [20:12:28.365] (TtP: 0.688 sec)
Second proc: [20:13:54.162] (TtP: 25.797 sec)
Third proc: [20:15:22.865] (TtP: 28.703 sec)

Not counting Argaloth because it is a joke fight that I probably wasn't casting half the fight on and Magmaw because it has a huge regen phase where I didn't cast either.

Omnitron Defense System 10N Kill
Edit: No procs within minutes of fight start
First cast: [21:11:08.615]
First proc: [21:11:22.443] (TtP: 13.828 sec)
Second proc: [21:13:12.349] (TtP: 49.906 sec)
Third proc: [21:14:56.709] (TtP: 44.360 sec)
Fourth proc: [21:16:14.537] (TtP: 17.828 sec)

Maloriak 10N Kill
Edit: No procs within a minute of fight start
First cast: [21:31:54.256]
First proc: [21:31:54.724] (TtP: 0.468 sec)
Second proc: [21:33:50.943] (TtP: 56.219 sec)
Third proc: [21:35:06.974] (TtP: 16.031 sec)
Fourth proc: [21:37:46.287] (TtP: 99.313 sec)

Chimaeron 10N Kill
Edit: No procs within a minute of fight start
First cast: [22:36:39.521]
First proc: [22:37:40.193] (TtP: 60.672 sec)
Second proc: [22:39:10.912] (TtP: 30.719 sec)
Third proc: [22:40:28.365] (TtP: 17.453 sec)


Average time to proc over listed encounters: ~38.098 seconds

Originally Posted by aggixx View Post
You shouldn't be measuring first cast - first proc, unless you know that you didn't cast for 60+ seconds before the pull. I'm assuming this is the case?
Oh, derp. Let me fix it.

Edit: Done. Only Halfus had a proc before the fight.

Last edited by dcemuser : 02/05/11 at 3:47 PM.

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Old 02/05/11, 12:54 PM   #389
aggixx
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Hyjal
You shouldn't be measuring first cast - first proc, unless you know that you didn't cast for 60+ seconds before the pull. I'm assuming this is the case?

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Old 02/05/11, 3:09 PM   #390
Nodrak
Piston Honda
 
Human Paladin
 
Khaz Modan
Originally Posted by aggixx View Post
Updated table is below:
Asside from using what I consider to be 'incorrect' stat weights, your table is missleading at best. You have chosen an arbitrary Int value, to determine the effective value of spirit for mana based trinkets, and then applied a spirit weight to that, when all these values varry with Int.

The Doll for example is 321 Int plus 4200 mana per 1 min. While the Core is 321 Int + 1926 Spirit for 20s/120.

So lets consider a 2 min segment, so 8400 mana from the Doll. Core gives 20s of 1926 extra spirit. The core will become a better trinket at 17,000 int. Obviously this is not a realistic situation, but it still shows how the trinkets will vary in stats when some are based on non-scaling returns.

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