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04/21/09, 6:26 PM
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#151
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Glass Joe
Blood Elf Paladin
Sargeras
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Originally Posted by Endoscient
Int is better then SP on an item point to item point comparison. The problem is that they don't have any Int enchants that have anywhere near the same amount of items points of the sp ones. Take the 16 int and to 30 sp bracer enchant, 16 int is 16 items points, and 30 sp is 26 item points. While int is better the sp, in most gear it isn't that much better.
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If this is the case, then why in the holy paladin thread are we advocating the 30 int to weapon enchant instead of the 63 sp to weapon? Am I missing the point here when it comes to int vs sp? I was gathering from the other posts that int was better all around, and at the very least, with double sp because not only does it provide longevity but it provides crit as well wheras sp only provides the boost in what our heals heal for and nothing else.
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04/21/09, 6:29 PM
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#152
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King Hippo
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Originally Posted by Avarraela
If this is the case, then why in the holy paladin thread are we advocating the 30 int to weapon enchant instead of the 63 sp to weapon? Am I missing the point here when it comes to int vs sp? I was gathering from the other posts that int was better all around, and at the very least, with double sp because not only does it provide longevity but it provides crit as well wheras sp only provides the boost in what our heals heal for and nothing else.
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Pretty sure people were just advocating that at low gear levels during the start of the expansion. SP starts scaling up well the more gear you have. Its totally useless to compare what stats provide qualitatively you need to compare them quantitatively, or its the numbers that matter.
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04/21/09, 8:15 PM
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#153
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Bald Bull
Blood Elf Paladin
Darksorrow (EU)
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The int enchants give more efficiency and less burst, in both cases. If you value 1% burst healing the same as 1% efficiency, the sp enchants are better. If you're having severe efficiency problems, though, burst doesn't matter (since you can't afford to use it when it's needed anyway), and you're better off with the int enchants, even though they're quite a lot less item points.
It's less about the "what's your gear level", and more of a "do you need efficiency or burst more?". If you're consistently finding yourself being able to pull off enough total healing done to get through a fight, but rarely find your HL spam being too weak, then you should use a much lower scale on burst compared to efficiency.
Burst VS efficiency is also why haste is usually prefered over mp5 - the burst gain is usually worth the efficiency loss. This isn't a rule of thumb, though, and gear that has mp5 instead of haste has its uses (though gear having haste and mp5 but no crit is wasting itemization points and should only be used if a similar ilvl item is not available).
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04/23/09, 9:19 PM
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#154
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Von Kaiser
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Hallo,
i am not sure if it is of intrest, but Armbraces of the Vibrant Flame - Item - World of Warcraft seem to be missing in the item list.
As for wishes for upcoming rawr healadin versions:
I would love to see an overheal modell for HL and a Button for manual adjusting the ratio of HLs vs. FoLs used.
Here is my general train of thought on this subject.
Razorblade or XT are pretty good examples for this problem, due to the extensive healing breaks in which you can actually enter melee and use JoW for mana regeneration, I use HL the whole fight long. This typically leads to huge overheal amounts. This in turn strongly reduces the effectivness of SP and crit., since those stats do not produce any more healing in most cases , while haste rating becomes a great stat for those fights.
Generally it is pretty safe to assume that FoL and HS do not produce any overheal, or only small amounts, while HL tends to produce overheal, espacially when it crits and the Glyph of HL and BoL even more so.
This is why I would love to see a overheal scale for HL, BoL and Glyph of HL and a manual way to adjust the ratio of HLs and FoLs used instead of simply reducing fight length.
Introducing overheal should reduce the the effectivness of crit rating and SP for HLs while mp5 and haste rating should be stronger than modelled so far.
A last but minor issue is the introduction of a "plate" filter, just for those who love it heavy metall.
Last edited by Drully : 04/23/09 at 9:34 PM.
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I guess this signature will remind me of...
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04/23/09, 9:51 PM
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#155
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King Hippo
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For most fights the activity setting can accomplish what you are looking for mana wise. Though I do need to add the ability to model the fights like Deconstructor where you can very easily melee with SoW.
I choose to not implement a overheal estimator, because I don't feel I can do so and make it useful. While you will be able to go into your WWS/WMO reports and enter in the overheal amounts for certain spells, there is no way to tell how changing your gear (adding haste, sp, etc) is going to effect that. So I think it is better to not have one in place, instead having one that doesn't give correct results.
There currently is a filter to select what armor types to list. You can find it by selecting the "Refine Types of Items Listed..." entry in the Tools menu.
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04/24/09, 12:22 AM
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#156
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Von Kaiser
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Ups, sorry for that heavy metall issue...
Back to overheal. I see your point and I will have to put some more thinking into this, but here are some first thoughts anyways.
Obviously any overhealing modell will have to operate with estimates and rules of thumb, while this is a problem, not accounting for a known effect at all is too.
The way i play my healadin i end up with around 50% overheal, if not more. I will use the logs of our last ulduar 25 Razorscale kill as an example.
My crit HLs averaged about 4,9 k healing, and the normal hits about 4,7 k. Droping the 0.2 diffrence for the argument all i got of my 60% crit rate was a nice amount of mana, but no healing at all!
Considering that a HL heals about 4,9 to 5,4 without any SP, even the SP wasn´t worth much of its i lvl point.
Now, I am not quit sure if mp5 gives more mana than crit rate per i lvl point with my gear/raidbuffs in a 10 minute fight, in which i didn´t run into much mana problems anyways, but soft caping haste rating would have been worth it for sure.
For me, haste seems to be immun to any overheal argument, as is mp5. Crit. and SP effectivness could be modelled by average healing. Let us say my gear averages 10 k non crit HLs while in the considered boss fight i only average 6 k.
The question would now be, how to evaluate the SP accounting for HLs over 6k. This could be done by any distribution, i would probably use a "normal" distribution (this is a direct translation from german, since we call it the "normal Verteilung", it has a bell form, graphically.).
This could be done analog for crit. rating, but since a crit. is usually not the live safer in fights where it is often overheal anyways, one may use a more agressive formula. I would advise using simply the healing set by the average crit. heal relativly to the average non crit.
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I guess this signature will remind me of...
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04/24/09, 1:06 AM
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#157
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King Hippo
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You have no basis besides your feelings for how different levels of spell power/crit/haste will effect your overheal rate on your different spells. You can't make a mathematical formula for an arbitrary gear set like that. How much they are effected by gear changes is based on a great many factors, the fight itself, your tanks gear, how many healers you have, your healers assignment, etc, that it is impossible to model it any useful manner. Even if you do manage to create a really complex model to accurately show it benefits, its only valid for one really small and specific case that likely varies by week to week and fight to fight that wouldn't be useful in gear comparison.
Haste is not overheal immune either, imagine because of haste your heal landed .1 sec earlier before the boss hit the tank, it would be total overheal now compared to if you didn't have that extra haste.
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04/26/09, 10:52 PM
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#158
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Glass Joe
Blood Elf Paladin
Sargeras
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Can someone please tell me why Rawr is modeling the Ghostflicker Waistband as an upgrade for me from the Tainted Girdle of Mending? Even with the Belt Buckle and two int gems like I have, I'm still down about 200 mana and no makeup from anywhere else. Are my settings off? I don't see how this could matter w/ burst or extended healing since it's not an upgrade in any way.
Free file hosting by Savefile.com
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04/26/09, 11:07 PM
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#159
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by Avarraela
Can someone please tell me why Rawr is modeling the Ghostflicker Waistband as an upgrade for me from the Tainted Girdle of Mending?
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Ghostflicker is the superior item (not by much). Since Int is the best stat to stack, the Ghostflicker has two gem slots (for two 16 Int gems) while the Tainted only has one. That said, I would use the Tainted because the upgrade is small and I like wearing plate armor over leather.
Note pre-3.1 Ghostflicker was under budget, but since then it is itemized correctly.
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04/30/09, 6:27 PM
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#160
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Don Flamenco
Blood Elf Paladin
Lightning's Blade (EU)
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I haven't seen a mention of this: Pandora's Plea's proc is actually 751 spellpower instead of 850. Source: char sheet with proc up and down, tooltip of the buff.
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04/30/09, 10:26 PM
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#161
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by DiamondTear
I haven't seen a mention of this: Pandora's Plea's proc is actually 751 spellpower instead of 850. Source: char sheet with proc up and down, tooltip of the buff.
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Wowhead says that as well, maybe on the PTR the tooltip was fixed. It is still the best  .
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05/04/09, 12:12 PM
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#162
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Piston Honda
Human Paladin
Blackmoore (EU)
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Found a little bug in v2.2.2:
For the trinket "Spark of Hope" the blue part of the bar goes some pixels left of 0 (so it's negative) and the the fight rating is higher than the overall rating.
My character XML file
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05/04/09, 5:36 PM
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#163
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Von Kaiser
Blood Elf Paladin
Dunemaul
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Can you add the +16 crit enchant from Nitro Boots (Engineering)?
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05/04/09, 6:04 PM
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#164
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Von Kaiser
Blood Elf Paladin
Dunemaul
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Originally Posted by Drully
Hallo,
i am not sure if it is of intrest, but Armbraces of the Vibrant Flame - Item - World of Warcraft seem to be missing in the item list.
As for wishes for upcoming rawr healadin versions:
I would love to see an overheal modell for HL and a Button for manual adjusting the ratio of HLs vs. FoLs used.
Here is my general train of thought on this subject.
Razorblade or XT are pretty good examples for this problem, due to the extensive healing breaks in which you can actually enter melee and use JoW for mana regeneration, I use HL the whole fight long. This typically leads to huge overheal amounts. This in turn strongly reduces the effectivness of SP and crit., since those stats do not produce any more healing in most cases , while haste rating becomes a great stat for those fights.
Generally it is pretty safe to assume that FoL and HS do not produce any overheal, or only small amounts, while HL tends to produce overheal, espacially when it crits and the Glyph of HL and BoL even more so.
This is why I would love to see a overheal scale for HL, BoL and Glyph of HL and a manual way to adjust the ratio of HLs and FoLs used instead of simply reducing fight length.
Introducing overheal should reduce the the effectivness of crit rating and SP for HLs while mp5 and haste rating should be stronger than modelled so far.
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I've healed in 25-man Ulduar in fights where I've done nothing but FoL HS and overhealed by 65%. You can never assume that FoL HS won't overheal. Someone with less latency than you or an instant heal vs your casted one or who has more haste than you could heal someone immediately before you do. The hit that requires the heal might hit right after your heal lands. You could be FoL spamming the tank, HS random ppl in raid, and tossing a HL only when you see the tank has dmg and still OH 50-60%. There are any variety of healing assignments or raid situations where you can overheal using any spell. Usually, there is less OH from Flash spam than HL spam, but not always. It just depends.
I'm not sure that OH settings would reduce the effectiveness of crit rating that much, since the crit is more of a mana conservation thing than a healing effectiveness thing in many cases. I CAN cast more Flash now because I have a high crit % and spell power.
That said, I think little gauges for HL/FoL mix + average OH % (since I know given X people in a raid I'm going to OH probably by Y amount - it's really consistent) is a good idea. However, I've personally found that RAWR gets within about 200k of my actual healing output on an 8min fight - which is pretty amazing. Also, most of that 200k is the difference between RAWR calculating the amount of damage absorbed by Sacred Shield as a healing amount - which clearly does not appear on meters/web stats.
The fights where it is really far off are the ones where we really have too many healers and I'd be just as useful, if not more useful, by not being there.
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05/06/09, 4:33 PM
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#165
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King Hippo
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Originally Posted by cremor
Found a little bug in v2.2.2:
For the trinket "Spark of Hope" the blue part of the bar goes some pixels left of 0 (so it's negative) and the the fight rating is higher than the overall rating.
My character XML file
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This is caused because with the Spark of Hope you have a slightly lower uptime on your Egg of Mortal Essence proc, which reduces HL hps. As you gain more effective mana your average spell cast time increases, because you are casting 2 sec HLs over 1.5 sec FoLs. So the average time in between procs for trinkets like [The Egg of Mortal Essence] increases also, which reduces the average value of its proc. While this is very non obvious when thinking about it (hell it took me a while to figure it out), I think it is acting correctly. You will lose a very small amount of burst healing if you put on the Spark of Hope.
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