Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Paladins

Closed Thread
 
LinkBack Thread Tools
Old 05/03/08, 5:29 PM   #1051
vorda
Bald Bull
 
vorda's Avatar
 
Blood Elf Paladin
 
Jaedenar (EU)
Usually best paladin in raid group is always in top 3. On trash shammies go up, on bosses where not much aoe going around paladins climb back. In our raid group druids can rarely get into top 5, not because they are bad, but because of right healing organization I believe.
Pitty there arent any of those left in the current end game content. For us, our super druid almost always wins on bossfights in sunwell (kalecgos meters are off, brutallus has 2 tanks + 1-2 burns which he rolls lifeblooms on, same for Twins) the not-so-good druid score around the middle where usually our paladins are aswell.

If your shamans arent all above your paladins and in most cases, above your CoH priests they either suck or your raid assignments are off.

Offline
Old 05/03/08, 5:43 PM   #1052
Anedris
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
On healing meters:

Someone has to heal the tank. This is a rather important job. It is a job that paladins are well suited for. Unfortunately, it is a job that almost inevitably entails high amounts of overhealing due to the need to compensate for the unpredictable damage from the boss's melee. It is also a job that entails using single-target heals that will generally not have the HPS of AoE heals. Thus, however heals the tank should be fairly low on the healing meters (unless all the healing in the encounter is tank healing).

Ergo, in a typical encounter paladins will tend to do poorly on the healing meters if the paladins are appropriately assigned to tank healing and if the other healers are doing their jobs. Does this make paladins worse healers? Of course not. If the paladins weren't healing the tank the priests or shaman would be, and then they would be lower on the meters.

Ergo, anyone who wants to top healing meters should not have rolled a paladin.

Offline
Old 05/03/08, 5:53 PM   #1053
Sterlin
Von Kaiser
 
Human Paladin
 
Spinebreaker
You judge healing by keeping your assignments alive. PERIOD. WWS records on "who healed whom" gives a great insight as to what people were doing. As a paladin, your primary job is usually to keep the tank alive. My guess is, if a tank dies and it wasn't due to some tank failure... its because a paladin got caught on trying to heal someone else and the tank got hit with a quirky spike. Its soooo tempting as a paladin to toss a heal ... but it comes with big risks.

My biggest pet peeve comes from pallies that just spam FoL ... you can spam FoL till the tank dies. Learning how to be a pro cancel healer will be much better for you as you enter Sunwell.

Offline
Old 05/04/08, 12:44 AM   #1054
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by vorda View Post
Pitty there arent any of those left in the current end game content. For us, our super druid almost always wins on bossfights in sunwell (kalecgos meters are off, brutallus has 2 tanks + 1-2 burns which he rolls lifeblooms on, same for Twins) the not-so-good druid score around the middle where usually our paladins are aswell.

If your shamans arent all above your paladins and in most cases, above your CoH priests they either suck or your raid assignments are off.
Paladin healers (especially with a shadow priest) should be able to destroy meters on Brutallus. It is such an ideal fight for Pally tank healing. The only healer that can beat you assuming similar skill/gear/group is the raid healer who is healing slashes.

Here is the WWS from our Brutallus kill this week Wow Web Stats. Where over the fight I do 520k effective healing.

Tanks just need to get topped off extremely quickly for Druid healing on tanks to do anything nearly substantial. Our pure out burst hps destroys shaman and priest single target healing. With a shadow priest you can sustain it for most of the fight, especially during stomp.
Originally Posted by Sterlin View Post
You judge healing by keeping your assignments alive. PERIOD. WWS records on "who healed whom" gives a great insight as to what people were doing. As a paladin, your primary job is usually to keep the tank alive. My guess is, if a tank dies and it wasn't due to some tank failure... its because a paladin got caught on trying to heal someone else and the tank got hit with a quirky spike. Its soooo tempting as a paladin to toss a heal ... but it comes with big risks.

My biggest pet peeve comes from pallies that just spam FoL ... you can spam FoL till the tank dies. Learning how to be a pro cancel healer will be much better for you as you enter Sunwell.
If a tank dies because the paladin assigned to him was healing someone else and not the tank then that paladin is a total failure. I agree with the FoL spam, in Sunwell spamming FoL is far below your potential. But, I don't think cast canceling is the right way to go. Intelligent switching between FoL and HL (max, 9, etc) will lead to far greater results.


Offline
Old 05/04/08, 1:03 AM   #1055
Andrast
DFTBA
 
Andrast's Avatar
 
Draenei Shaman
 
Frostmourne
Originally Posted by Endoscient View Post
If a tank dies because the paladin assigned to him was healing someone else and not the tank then that paladin is a total failure. I agree with the FoL spam, in Sunwell spamming FoL is far below your potential. But, I don't think cast canceling is the right way to go. Intelligent switching between FoL and HL (max, 9, etc) will lead to far greater results.
I strongly agree with this and will add that with increased latency canceling casts becomes increasingly dangerous. I only cancel my casts when I'm really running on fumes. This means I'm sitting on LoH, canceling every 2nd cast and watching my pot timer. Usually this situation occurs when I make an error earlier on in the fight and get a bit happy chain casting HL11.

I've actually had to beat it into my tank healers heads that we are no longer raiding MC and overhealing is what keeps tanks alive. I realise this is an over-simplification but its useful for me to tell my team this so they don't get too uppity about effective healing and minimising overhealing.

Australia Offline
Old 05/04/08, 1:30 AM   #1056
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by kidvid View Post
Here's my math so far on how that would work out in healing per minute, with unlimited mana, which I don't think is an unreasonable thing to use in the calculation, since the goal is to try and find the patterns.
...
I think the gear levels you used was way too low, you don't even assume 2pc T6 for Holy Light. Remember by the time S4 comes out and people grind up to 2050, they should have a hefty chunk of Sunwell gear, if not close to all of it. With using a +healing mace you had 2500 healing and 28% holy crit buffed (reasonable for mid sunwell) it should push the pure hps numbers in favor of +haste. But I think an integral part of deciding wether or not haste is worth it is analyzing the amount of extra healing done with the extra mana a +healing mace didn't use compared to the +haste mace.

Say if you found a gear setup that did the slightly more HPS with a +haste mace then a +heal mace. How would you evaluate the worth of the extra mana used? What I would do is determine how many Holy Lights you would be able to cast instead of Flash of Lights while using the same mana as the haste mace. Then show how much extra healing that would add.

I will run the numbers on this when I get home tomorrow. To make it equal, I will compare using my gear with full 22 healing gems and with full 10 haste gems.

Last edited by Endoscient : 05/04/08 at 1:37 AM.


Offline
Old 05/04/08, 2:44 AM   #1057
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Are the numbers in the first post for ilevels of mp5 and spell crit rating correct?

I'm looking to find the point where spell crit becomes better than mp5 for mana regeneration. Using the values in the first post (1 mp5 = 2 spell crit rating), I find that the crossover point comes when you spend 368 mana per second. If you are spending more than 368 mps, spell crit is better, if you spend less, mp5 is better.

The only thing is that number is fairly high. You're basically looking at spamming HL11. All lower ranks have a lower mps (pre-haste). And if you mix HL11 and FoL7, you need to cast about 3.6 HL11 for every 1 FoL7 to reach that level of mana consumption.

Can someone else take a look at this and see if they get the same result?

Canada Offline
Old 05/04/08, 6:35 AM   #1058
Palados
Don Flamenco
 
Human Paladin
 
Shadowsong (EU)
You are wrong, since fight length doesn't enter your calculations. And it makes probably the biggest impact on comparing crit and mp5. Use spreadsheet where you can choose all parameters including fight length, there numbers are correct (first post has averaged numbers).

iLvL wise 1 mp5 = 2.5 crit rating.

Offline
Old 05/04/08, 6:45 AM   #1059
Palados
Don Flamenco
 
Human Paladin
 
Shadowsong (EU)
Since Galg isn't visiting these forums anymore it seems, I am going to do 'his' job and remind that crit is simply increasing your effective mana pool. Reasoning: you are only interested in crit vs mp5 conversion if you go oom during the fight or can go oom. Thus, crit potential is used fully for such comparison. Crit influences your mana pool by:

new_mana_pool = non_crit_mana_pool/(1-0.6 x crit_%)

thus crit adds 0.6 x non_crit_mana_pool x crit_%/(1-0.6 x crit_%) extra mana. No matter how big fight length is, only assuming you use your mana fully. So you can see, that in 6 min fight crit is twice as good if we look at his comparison with mp5 compared to 12min fight and 3 times as good compared to 18min fight.

Mp5 on other hand is better with increasing fight length. So to compare those two you should choose the desired fight length and then do your calculations.

Last edited by Palados : 05/04/08 at 7:04 AM.

Offline
Old 05/04/08, 9:13 AM   #1060
Alunra
Glass Joe
 
Draenei Paladin
 
Eredar
META Gem questions here. Someone had mentioned to me that I need to be extra careful socketing my gems; DUH, but that over socketing would also result in the gem NOT working. Meaning if the requirement is 2Y, 2R, & 2B, if I have 3B gems that it wont work either. That the requirements are absolutes NOT minimums...??? this true?

Offline
Old 05/04/08, 9:15 AM   #1061
Andrast
DFTBA
 
Andrast's Avatar
 
Draenei Shaman
 
Frostmourne
Originally Posted by Alunra View Post
META Gem questions here. Someone had mentioned to me that I need to be extra careful socketing my gems; DUH, but that over socketing would also result in the gem NOT working. Meaning if the requirement is 2Y, 2R, & 2B, if I have 3B gems that it wont work either. That the requirements are absolutes NOT minimums...??? this true?
IIRC this was the case in 2.0 but got quickly changed.

[Insightful Earthstorm Diamond] is generally what I use and the requirements are minimum gem numbers as indicated by the "at least" phrase.

Australia Offline
Old 05/04/08, 10:47 AM   #1062
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by Palados View Post
thus crit adds 0.6 x non_crit_mana_pool x crit_%/(1-0.6 x crit_%) extra mana. No matter how big fight length is, only assuming you use your mana fully. So you can see, that in 6 min fight crit is twice as good if we look at his comparison with mp5 compared to 12min fight and 3 times as good compared to 18min fight.
Uhh, no. Yes, crit effectively increases your mana pool by that amount (or reduces heal costs by .6*crit) but your mana pool increases as the fight goes longer. You can use more mana potions and 250mp5 from gear/buffs. The only part of your mana pool that doesn't scale with fight length is your base mana pool from int.

Last edited by Endoscient : 05/04/08 at 11:08 AM.


Offline
Old 05/04/08, 12:52 PM   #1063
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Originally Posted by Palados View Post
Mp5 on other hand is better with increasing fight length. So to compare those two you should choose the desired fight length and then do your calculations.
When you change fight length, you are implicitly changing the rate at which you spend mana. A shorter fight implies a higher mana consumption rate than a long fight, given a static mana pool. If you have 10000 mana and a 6 min fight, you are consuming mana at a net rate of 27.8 mps. If the fight is 12 min, you need to have a net rate of 13.9 mps.

Thus you reach my conclusion that spell crit is more valuable for higher rates of mana consumption, and mp5 for lower rates. My approach is pretty much the same thing you are proposing, only looking at it on a per-second basis. Which I find to be a little more useful than having to figure out the fight length first.

Canada Offline
Old 05/04/08, 3:14 PM   #1064
Malleus
King Hippo
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by GSH View Post
When you change fight length, you are implicitly changing the rate at which you spend mana.
Only if you purposefully cast in such a way as to exhaust your mana pool on every fight. Otherwise, all you're changing is the amount of mana you have to spend.

Offline
Old 05/04/08, 3:48 PM   #1065
GSH
King Hippo
 
Human Paladin
 
Gorgonnash
Originally Posted by Malleus View Post
Only if you purposefully cast in such a way as to exhaust your mana pool on every fight. Otherwise, all you're changing is the amount of mana you have to spend.
Yes, I was referring to Palados' response specifically. He makes that assumption ("assuming you use your mana fully").

Canada Offline
Old 05/04/08, 10:38 PM   #1066
Apollion
Von Kaiser
 
Draenei Paladin
 
The Venture Co
Originally Posted by GSH View Post
When you change fight length, you are implicitly changing the rate at which you spend mana. A shorter fight implies a higher mana consumption rate than a long fight, given a static mana pool. If you have 10000 mana and a 6 min fight, you are consuming mana at a net rate of 27.8 mps. If the fight is 12 min, you need to have a net rate of 13.9 mps.

Thus you reach my conclusion that spell crit is more valuable for higher rates of mana consumption, and mp5 for lower rates. My approach is pretty much the same thing you are proposing, only looking at it on a per-second basis. Which I find to be a little more useful than having to figure out the fight length first.
There is no one number that gives an exact relation between crit and mp5, the reason is the more crit you have the more effective more MP5 will be because it will give its normal amount of mana from the MP5 and then the current crit you have will increase that amount as well. If you have a ton of crit and not much MP5, MP5 starts to look really really good. The reverse is true as well for pretty much the exact same reason.

I dont think that its impossible to show the relation between the two stats, but for it to be 100% accurate (in my eyes thats what TCing is all about) any equation would have to include current MP5, current crit, current base mana and even additional stuff like shadow priests and shamen will make a difference as well.

Offline
Old 05/04/08, 11:36 PM   #1067
Blish
Glass Joe
 
Human Paladin
 
Dath'Remar
Spell Haste vs Crit

I'm knew to posting on these forums and love them btw and have learned quite a bit tbh. I know there was some talk quite a few pages back about spell haste and someone said they where going to do some testing with it, has the test be done yet?

Wish you guys where on my realm so hard to find skilled raiders on Aussie servers. Anyway going to keep reading these threads.

Offline
Old 05/05/08, 1:48 AM   #1068
weco
Glass Joe
 
Human Paladin
 
Lightbringer
Originally Posted by Endoscient View Post
That is because it is currently just in the versioning repository. So, you would need to checkout the code and compile it yourself. It should be included in Rawr when the next version is released. But, I'll upload what I have currently. Here is the link.

Rawr.zip - FileFront.com

This is the latest from the codebase so it might not be totally bug free, and the Healadin module isn't totally done yet either. Still need support for equipment procs, DI, DF, and downranking. Doesn't work properly if you can't sustain FoL spam for the full duration. These should be fixed sometime next week.
Thanks for uploading what you currently have. Are the throughput/longevity filters working as intended? I'm kind of confused how they are graphed. I'm really excited to see this module in its finished state. There doesn't seem to be much ongoing discussion on the module here, so if there is somewhere else where this is being discussed, can you point me in the right direction?

Offline
Old 05/05/08, 2:17 AM   #1069
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by weco View Post
Thanks for uploading what you currently have. Are the throughput/longevity filters working as intended? I'm kind of confused how they are graphed. I'm really excited to see this module in its finished state. There doesn't seem to be much ongoing discussion on the module here, so if there is somewhere else where this is being discussed, can you point me in the right direction?
Oh no, I am kind of stuck how to exactly implement throughput/longevity. Basically, currently I have the final value I want for what I support. But I would like to somehow break it down how what the extra healing was done by having more mana so you can holy light more and what was done by having your healing spells do higher hps. Longevity and throughput respectively. I am not sure exactly how to compute that at the moment with the data that is given though.


Offline
Old 05/05/08, 2:40 AM   #1070
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Upon doing calculations +healing will always do more total healing then haste under most realistic gearing situations. Some exceptions:
  • You have a really low amount of mana so you are spamming FoL most of the time.
  • You have a huge amount amount of mana so you never Flash of Light
  • You have a huge amount of +healing, ~3500 depending on your mana pool

Here is the excel spread sheet I made that can easily calculate this for your gear level haste-vs-heal.xls - FileFront.com. Fill in the values for your gear level in the orange cells. Crit chance is base crit, not counting any talents. Mana pool is how much mana you have for the fight, without illumination. Base mana pool, mana gained from mp5, mana pots, etc. It assumes a few things:
  • Target has BoL
  • Using Libram of Souls Redeemed
  • 4 piece T6
  • Use max rank Holy Light

To determine how it uses the mana it computes the maximum amount of Holy Lights you can do while going OOM when the fight is over. It uses this formula:
HL_Time = (Mana_Pool - Length * FoL_Mps) / ( HL_Mps - FoL_Mps)
And then computes the total healing done based on that. So even though typically +haste increases the Hps more then +healing, you can cast 10-20% more Holy Lights with the +healing setup.

I can modify this later to also compare to spell crit if people want later.

Last edited by Endoscient : 05/05/08 at 3:24 AM.


Offline
Old 05/05/08, 7:52 AM   #1071
Palados
Don Flamenco
 
Human Paladin
 
Shadowsong (EU)
Well, I agree with your results, but what kills a tank usually is not a lack of heals in average, but lack of burst HPS.
Haste helps with burst HPS much better than +healing or crit. Let druids/priests/shamans do more total healing, while we make sure MT never dies while we are alive :P.

Offline
Old 05/05/08, 8:16 AM   #1072
KnThrak
Piston Honda
 
KnThrak's Avatar
 
Gnome Warlock
 
Emerald Dream (EU)
Originally Posted by Palados View Post
Well, I agree with your results, but what kills a tank usually is not a lack of heals in average, but lack of burst HPS.
Haste helps with burst HPS much better than +healing or crit. Let druids/priests/shamans do more total healing, while we make sure MT never dies while we are alive :P.
This is ~impossible to model though, as reactions to incoming spike heals cannot be mathed.
But it is a very valid point that compared to higher raw +healing, higher spellhaste might offer less output, but better reactiontimes when necessary.

Also, might I remind everyone that healing meters are at best a loose indication of who heals badly. They cannot indicate who heals well. Mathmatical modelling of healing is fine, but comparing simple healmeters to the "quality" of someone's healing cannot be done, depending on the encounter it can be compared to the quantity however.

SQUEAK.
-- (The Death of Rats, Terry Pratchett, Soul Music)

Offline
Old 05/05/08, 12:12 PM   #1073
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by Palados View Post
Well, I agree with your results, but what kills a tank usually is not a lack of heals in average, but lack of burst HPS.
Haste helps with burst HPS much better than +healing or crit. Let druids/priests/shamans do more total healing, while we make sure MT never dies while we are alive :P.
You know what also kills tanks? Casting Flash of Light instead of Holy Light when they need it. With the +healing setup you can cast ~10 more Holy Lights over a 6 minute fight, that is a much bigger on demand burst HPS increase then +haste provides. Sure, on a fight like Brutallus where it is known almost every time your tank takes a lot of burst haste might be better for that. But, I would call that fight an exception.

How often do tanks die when you spamming max rank Holy Light on them?


Offline
Old 05/05/08, 1:05 PM   #1074
cammauta
Glass Joe
 
Blood Elf Paladin
 
Vek'nilash (EU)
some mats about illumination

I've done some calcul about illumination, i'd like to have your opionin... i hope maths/hypotesis are correct.

If i spent 840 mana with a 20% crit, the mana i get back is not 840*0.20*0.6=100.8 (average).
i have then to calculate that, casting a spell with the mana i get back in this way, i can crit and get some other mana back from illumination.
In this case, i'll get back 100.8*0.20*0.6=12,096...and then i have also to calculate the amount of mana i get back from crits average in this 12 mana, and so on.

So the mana i get back is: summ of i , 1 to 99999 of : used_mana*(crit_chance*0.6)^i.

the result of this is: mana_used(1-crit_chance*0.6/(1-crit_chance*0.6)).


so if i assume that i'll use all my mana available i have:

mana_used = starting_mana_pool + mana_regen + mana_used(1-crit_chance*0.6/(1-crit_chance*0.6))

so:

mana_used = starting_mana_pool + mana_regen / (1-crit_chance*0.6/(1-crit_chance*0.6))

1 / (1-crit_chance*0.6/(1-crit_chance*0.6)) is the mana pool multiplier from illumination.

this is:

crit chance//mana pool multiplier from illumination
0,05 1,031914894
0,1 1,068181818
0,15 1,109756098
0,2 1,157894737
0,25 1,214285714
0,3 1,28125
0,35 1,362068966
0,4 1,461538462
0,45 1,586956522
0,5 1,75
0,55 1,970588235

so what i think is that, if one want to go for crit, he has to stack it because the benefit for crit on mana efficency is not linear.
unfortunatly this is only a multiplier and one need to have a good starting_mana_pool and mana_regen (which one is better depens from length of boss). if one can't get a good mana regen from outside (shadow priest, flask, pots every 2 min) then best thing is to leave crits and go for mp5 / heal / haste.

Offline
Old 05/05/08, 1:27 PM   #1075
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by cammauta View Post
I've done some calcul about illumination, i'd like to have your opionin... i hope maths/hypotesis are correct.
...
Read back for 5 or 6 pages this was covered already. One problem with formula like yours though is that it doesn't take into account the different crit rates of Flash of Light or Holy Light. So it is much easier then to think of Illumination as reducing the mana cost of heals by .6 * CritChance. But yes, crit scales geometrically not linearly.

The correct formula is 1 / ( 1 - .6*CritChance) since it is the infinite geometric series. Sum from k = 0 to infinity of R is 1 / 1 - R

Last edited by Endoscient : 05/05/08 at 5:36 PM.


Offline
Closed Thread

Go Back   Elitist Jerks » Paladins

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
The WWS Thread Praetorian Public Discussion 4068 08/04/09 2:03 PM
A THREAD thegreathio The Dung Heap 1 05/23/06 5:27 PM