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Old 02/21/09, 12:59 PM   #101
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Because there is no easy way with how it is set up now to not make them show up for healers only. It is really easy to not click them, and isn't really worth the effort to change it.

Last edited by Endoscient : 02/22/09 at 1:01 AM.


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Old 02/22/09, 12:34 AM   #102
 frmorrison
Protector
 
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Ashstorm
Human Paladin
 
No WoW Account
Originally Posted by cremor View Post
Have I missed something or why are these debuffs on a target effecting the spell crit chance of healing spells?
  • Heart of the Crusader
  • Master Poisoner
  • Totem of Wrath
  • Winter's Chill
  • Improved Scorch
If those affect Healing spells in Rawr (which don't in-game), just make sure those boxes are not clicked. Rawr is a model that covers all ten classes, so there may be some incorrect or not applicable options.

I'd rather Endo fix the Ret module (by adding 2 and 4 piece) than fix this issue. The coding time is not worth the effort.


Edit: I should have read all the posts first.

Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 02/22/09, 4:48 AM   #103
cremor
Piston Honda
 
Human Paladin
 
Rexxar (EU)
Ok, no problem if this is intended.
I just thought it might be a bug

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Old 02/24/09, 2:19 AM   #104
Capstone
Piston Honda
 
Human Paladin
 
Lightbringer
Originally Posted by frmorrison View Post
Assuming you only cared about healing (not survival), the spirit one would be better with imp Divine Spirit. However, I would always use the stamina.

Remember Rawr is a tool to help you decide what to do, and it will never be perfect. Make sure you get the stamina version .

This is actually incorrect; IDS only supplies spellpower proportional to the spirit buff it grants. Consequently a paladin should never choose the spellpower/spirit spellthread.

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Old 03/01/09, 10:25 AM   #105
Mox
Piston Honda
 
Human Paladin
 
Azjol-Nerub (EU)
Endo, hows the 2.2 version coming along? Is it planned to be up before 3.1 launches on live servers? would really like to see how the mana-regen/class changes effects gear choices for ulduar.

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Old 03/02/09, 2:36 PM   #106
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
2.2 is estimated to come out shortly before 3.1 hits live. You can download a beta of 2.2 until then from Codeplex.


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Old 03/05/09, 2:59 PM   #107
 Zurm
The Ultimate in /facepalm Technology
 
Zurm's Avatar
 
Worgen Rogue
 
Bonechewer
It looks like, in the short-term at least, I will once again be picking up the Retribution model. Ermad and I play together and are in the same guild, so if you guys have issues with any of the 3 spec modules let either of us know.

Going to start updating for 3.1 this weekend.

Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.

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Old 03/06/09, 1:26 PM   #108
TimWischmeier
Piston Honda
 
Blood Elf Paladin
 
Kult der Verdammten (EU)
Originally Posted by Zurm View Post
It looks like, in the short-term at least, I will once again be picking up the Retribution model. Ermad and I play together and are in the same guild, so if you guys have issues with any of the 3 spec modules let either of us know.

Going to start updating for 3.1 this weekend.
I would like to make a feature proposal for Rawr.Healadin:

Currently, you tell Rawr your gear, buffs, the fight lengths, and partially your actions (how many DP, etc). Then it tells you what to do to maximize your healing (efficiency or burst).

It would be a neat addition if you tell rawr your gear, buffs and actions (HL / FoL per sec, for example) and it tells you how long you will be able to sustain that.



I also have a question: You cannot tell Rawr "I cast 70% HL and 30% FoL". Instead, it will tell you your HoL Rotation time and FoL rotation time. I would interpret this as "cast HL for 200 seconds, then cast FoL for 20 seconds2 (values from my char in rawr). I may well misunderstand this due to lacking knowledge, but how do those values translate into actual play? Because in a patchwerk fight I would rather try to mix HL and FoL.

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Old 03/06/09, 3:36 PM   #109
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Obviously it's 200 seconds total spent on HL casting, not 200 seconds of HL spamming (although you could do that if you wanted to, since they cost the same mana no matter when you cast them). The idea behind setting the fight length is that as a healer you have no control over it, and can only do your best within the given fight duration. If you're looking for whether or not you can do good enough for a given fight, you can set the duration you think that fight will take and see how much total healing you can do in such a fight, and then decide whether or not that healing is enough to cover the damage taken by the raid/tank/whoever you're healing.

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Old 03/06/09, 4:59 PM   #110
 Zurm
The Ultimate in /facepalm Technology
 
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Worgen Rogue
 
Bonechewer
Originally Posted by TimWischmeier View Post
It would be a neat addition if you tell rawr your gear, buffs and actions (HL / FoL per sec, for example) and it tells you how long you will be able to sustain that.
I am looking at the feasibility of showing "time till oom" for the retribution module (still determining how it would work and if anyone would really want it) but it's possible we could bring it to the healadin module as well, depending on interest and feasibility.

Formally Xyrm/Zurm, the Ret Pally. Now playing my rogue, Zyrm, more casually with RL friends.

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Old 03/06/09, 5:14 PM   #111
Roknroll
Von Kaiser
 
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Human Paladin
 
Tichondrius
On a similar note as Tim, I'd also be interested in setting the FoL/HL cast ratio in the options section. Currently, it takes the length of fight, total mana, and total mana returns (DP, crits, replenishment, SA, etc), and it calculates the maximum posssible healing you can put out. It automatically determines what the best ratio of FoL:HL is to get the most healing.

However, no one ever knows 1) how long the fight will really be and 2) what their optimal ratio of FoL and HL is. Spell choice when healing is usually not dictated by maximizing total amount healed for the fight, but by who needs a heal for how much this second. But if you look back at a few weeks worth of WWS reports, everyone has a pretty good idea of their playstyle and how much of HL and FoL they are doing. I think that would give better data for determining optimal gear.

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Old 03/06/09, 6:30 PM   #112
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
The duration of a fight isn't exactly know down to the second, but you have a pretty good idea though. I don't see any benefit to Rawr telling you how long you can maintain spell cycle, that is not a realistic scenario. In any fight, your job is to keep certain people alive until the fight is over, which is of fixed time that your gear won't change. How much HL:FoL you cast varies drastically with your gear, and fight parameters.

Your spell choice in extreme cases won't change based on gear. Tank is topped and unlikely to take burst, use FoL. Tank is low and taking a lot of damage, use HL. What your gear (and how much mana you have) changes is the cutoff points at which you switch from FoL to HL.


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Old 03/09/09, 6:59 PM   #113
thenamir
Glass Joe
 
Human Paladin
 
Vek'nilash
Difference between WoW Armory and Rawr mana/stam calc

Please forgive a newb question, but I did scan the entirety of the thread without seeing this question referenced. I'm wondering why the WoW armory page shows my health/mana at 10117/9798 while Rawr (with all available buffs/glyphs and anything else I could think of unchecked or removed) shows 13764/11494? Just wondering how the figures are calculated in Rawr and how that differs from and compares to the WoW armory calc. XML can be found here. Thanks!

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Old 03/09/09, 7:35 PM   #114
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Rawr only supports level 80 characters.


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Old 03/15/09, 12:45 PM   #115
bamina
Glass Joe
 
Tauren Druid
 
Thrall (EU)
While trying to optimize my holypaladin, i noticed a , imho, wrong behaviour of rawr.
Version is 2.2.0b3.

I tried to restrict the enchants to

Offhand (Shield):

Major Intellect
Greater Intellect


Mainhand ( mace)

mighty spellpower
major spellpower
exceptional spellpower

Weaponenchants cannot be casted on shields and the other way round neither.
But Rawr seems to link both , mainhand and offhand, together and interferes with my selection.
In the end the optimizer tells me to enchant my shield with [Formula: Enchant Weapon - Mighty Spellpower] .
This doesnt look right, does it?

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Old 03/16/09, 6:50 PM   #116
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Rawr currently doesn't correctly enforce enchant item type requirements on off hand items, I will try to get this fixed for next version.


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Old 03/19/09, 2:27 PM   #117
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
I'd love it if rawr did something to help decide when to DP by telling you how much efficiency (total healing done) you're losing by delaying it, as with the 50% nerf you're not losing nearly as much as before by not using it. There are probably other useful things it can tell you as well, though I'm not sure what exactly would be best. Basically it ends up being a tough call whether to just use it during times where 50% of HL spam is enough and just spam HL through it, or wait for a time where very little healing is needed (which can be a short or long time depending on the fight etc).

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Old 03/25/09, 7:30 AM   #118
cremor
Piston Honda
 
Human Paladin
 
Rexxar (EU)
The release notes of v2.2.0b5 mention "Rawr.Healadin: Support for more 3.1 changes." but none of the previous beta versions mentioned 3.1 changes for the Healadin module.

So my question is: What version of Rawr.Healadin is correct for Patch 3.0.9? Does v2.2.0b4 contain any 3.1 changes?

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Old 03/25/09, 11:20 AM   #119
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by cremor View Post
The release notes of v2.2.0b5 mention "Rawr.Healadin: Support for more 3.1 changes." but none of the previous beta versions mentioned 3.1 changes for the Healadin module.

So my question is: What version of Rawr.Healadin is correct for Patch 3.0.9? Does v2.2.0b4 contain any 3.1 changes?
There have been very few changes in 3.1 for PvE Healadin besides a couple of glyph changes. Use 2.2 if you want use the new Rawr features (gemming system, etc.) otherwise you can use 2.1.9.


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Old 03/30/09, 5:48 PM   #120
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Will we be able to choose glyph of beacon (which will save mana based on uptime % and fight duration), mostly in order to compare it to the other not-very-useful glyphs?

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Old 03/30/09, 5:56 PM   #121
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by galzohar View Post
Will we be able to choose glyph of beacon (which will save mana based on uptime % and fight duration), mostly in order to compare it to the other not-very-useful glyphs?
Yes, and I added a nice chart to easily compare glyphs.


Note Holy Shock is shown as 0 since it will increase your Holy Shock usage, which will decrease your overall fight healing. I am going to trying to find a good way to model Holy Shock into burst healing rating, because that is what it is used for.


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Old 03/30/09, 6:16 PM   #122
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Isn't burst healing calculating just max HL HPS? After all that's what I'll have casted on the tank if I didn't mess up, holy shock is only "I messed up and he'll die if he doesn't get a heal NOW" or "he messed up and will die if he doesn't get a heal NOW" or "I have to move and need an instant" kind of spell. Lowering its cooldown only does anything if you spend a huge amount of time moving around. Maybe set HS to a "every X seconds" rather than a % so it doesn't scale with the glyph though.

I'd love it if we could set what rawr treats as "burst healing", personally I would set it to how well it scales non-crit HL HPS.

Just to make sure, does rawr compare burst to efficiency by relative gains compared to current stat? That is, if I set burst to "50%" will it count 1% burst as equal to 1% efficiency?

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Old 03/30/09, 6:32 PM   #123
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Good point about Holy Shock, in most situations the Glyph won't change how often you use it for Burst Healing as opposed to I am moving and have nothing else to do. I am just going to leave Burst Healing as it is now.

I don't see the merit of discounting crits in Burst Healing, what is your argument for it?

Yes that is how Fight/Burst scaling works, this is the exact code.
calc.FightPoints = calc.AvgHPS * (1f - calcOpts.BurstScale);
calc.BurstPoints = calc.HLHPS * calcOpts.BurstScale;
calc.OverallPoints = calc.FightPoints + calc.BurstPoints;


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Old 03/31/09, 12:42 PM   #124
Kandiru
Banned
 
Blood Elf Paladin
 
Agamaggan (EU)
Most of the time a crit HL will be overhealing so increasing spellpower will only really benefit you by boosting the non-crit HL rather than the crit HL.

Very fight dependant though.

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Old 03/31/09, 2:40 PM   #125
Endoscient
King Hippo
 
Blood Elf Paladin
 
Illidan
Originally Posted by Kandiru View Post
Most of the time a crit HL will be overhealing so increasing spellpower will only really benefit you by boosting the non-crit HL rather than the crit HL.

Very fight dependant though.
Most of the time a non crit Holy Light will overheal too. The times that you care about your max HL HPS a crit will probably not overheal.


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