Originally Posted by Arrelliana
When I was referring to 1 shot mechanics I was referring to a mechanic like the iceblocks on maloriak hard mode that instantly take a person low and if not topped up quickly the next damage kills them......
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Strictly speaking Maloriak has no kill mechanics. Freeze does 50-70k dmg and you get another 50k when the ice breaks so you can just delay breaking the ice. There should be no other dmg flying around during blue vial. Perhaps its diff on hc.
So far on normal content I have not found a single encounter where I need more throughput. I always need more regen, but that is just my experience. So I stack just int, spirit and mastery. (4:3 int/spi).
I dont understand why you think mastery is useless for emergency heals. You typically have a 4-6s window to land heals and the end result is someone who is seriously injured so mastery ticks during the window and ticks after the window very useful for topping them up. Fractions of a second hardly make a difference, except when you must snipe heals from other healers or for tank healing, but having mastery buys you much more time than the time you save with haste IMO. Haste reduces HPM for every heal except renew, because you could replace that haste with mastery. So it had better have a pretty big advantage in HPS for stacking haste to matter, unless ofc mana is not an issue.
Perhaps in hc encounters throughput is an issue, but I am not convinced that haste is better than mastery for throughput. I will have to run the numbers.
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Warning: Lots of maths incoming
I wanted to have a look at spirit versus intellect regen as the values posted here seemed to not match up with my game experience. I made a series of formulas that work for me.
Spi = spirit value on character screen
Itl = intellect value on screen

= Spirit value on gear/consumables

= intellect value on gear/consumables

fraction of spirit regen that is active in combat
"Int()" --> integer operator returns the integer portion of the number in the parenthesis
C = non spirit value of 1 G_i (shadowfiend, HoH, replenishment, mana pool)
k = 0.016725
T = fight time (seconds)
Overall regen (non combat) =

Overall regen (combat)
Assuming 5% stat buff (kings/motw) and 5% int from mysticism -- note human priests must add 3% to spirit
value of
Value of
Value of
These formulas will give the exact value for regen of any consumable/gem/gear difference based on your current values of int from your character screen (these should include mysticism and motw/kings). Unfortunately fractional itl and spi values after application of all % buffs to the base values are ignored, which means its not possible to get a 100% accurate value for 1 point if int, spi. So will approximate it
value of 1
value of 1
As we have discussed before that means intellect has diminishing returns, while spirit value increases linearly
Therefore maintaining a spirit/intellect ratio is going to be optimal for regen
If the optimal ratio is R then
Calculating C
1 G_i with buffs and 3% max mana metagem gives 16.8 mana
replenishment = 0.005*16.8 = 0.084 mp5
HoH = (0.02*16.8 + 0.02*3*16.8*1.15)*5*n/T*P, where n is the number of uses per fight and P the proportion which is not wasted
Thus: HoH = 7.476*n/T*P
Assuming you chain fiend and HoH then you get lose 3.5 sec before HoH ticks in so 2 attacks are without HoH (Haste does not really affect this because it reduces the 3.5 the same amount as the sfiend attacks).
sfiend = [0.06*16.8+0.03*1.15*16.8*(8+int(Haste%/10%) )]*5*n'/T*P', where n' is the number of uses per fight and P is the proportion of mana return that is not wasted.
Thus : sfiend = (28.224 + 0.5796*int(Haste/10))*n'/T*P'
sfiend = 28.224*n'/T*P' for <10% haste
sfiend = 31.122*n'/T*P' for 10%<haste<20%
sfiend = 34.02*n'/T*P' for haste >20%
C = 0.084 + 7.476*n/T*P + (28.224 + 0.5796*int(Haste/10))*n'/T*P' + 16.8*5/T
At 0% haste with 1 full use of HoH and fiend each C = 0.446727273 for T = 330s (5min 30 sec) (I personally use 2x fiends in most cases)
Mana tide boosts spirit regen but I am not taking it into account here since its not always available. Its a straight % factor added to spirit value so its v easy to add to the formulas.
Here are a few tables.
Gs value at Itl between 4k and 6k
| Gs value | Intellect |
| 0.999603874 | 4000 |
| 1.01202179 | 4100 |
| 1.024289168 | 4200 |
| 1.036411356 | 4300 |
| 1.048393388 | 4400 |
| 1.060240017 | 4500 |
| 1.071955732 | 4600 |
| 1.083544779 | 4700 |
| 1.095011181 | 4800 |
| 1.10635875 | 4900 |
| 1.117591107 | 5000 |
| 1.12871169 | 5100 |
| 1.139723772 | 5200 |
| 1.150630468 | 5300 |
| 1.161434747 | 5400 |
| 1.172139441 | 5500 |
| 1.182747254 | 5600 |
| 1.19326077 | 5700 |
| 1.203682459 | 5800 |
| 1.214014687 | 5900 |
| 1.224259718 | 6000 |
1Gi value at spi between 2k and 4k and at different Itl values
| 4k int | 5k int | 5.5k int | Spirit |
| 0.697241656 | 0.680876341 | 0.669980766 | 2000 |
| 0.709767376 | 0.692583795 | 0.681143441 | 2100 |
| 0.722293095 | 0.704291248 | 0.692306115 | 2200 |
| 0.734818814 | 0.715998702 | 0.70346879 | 2300 |
| 0.747344533 | 0.727706155 | 0.714631465 | 2400 |
| 0.759870252 | 0.739413609 | 0.725794139 | 2500 |
| 0.772395971 | 0.751121062 | 0.736956814 | 2600 |
| 0.784921691 | 0.762828515 | 0.748119489 | 2700 |
| 0.79744741 | 0.774535969 | 0.759282163 | 2800 |
| 0.809973129 | 0.786243422 | 0.770444838 | 2900 |
| 0.822498848 | 0.797950876 | 0.781607513 | 3000 |
| 0.835024567 | 0.809658329 | 0.792770187 | 3100 |
| 0.847550287 | 0.821365783 | 0.803932862 | 3200 |
| 0.860076006 | 0.833073236 | 0.815095537 | 3300 |
| 0.872601725 | 0.844780689 | 0.826258211 | 3400 |
| 0.885127444 | 0.856488143 | 0.837420886 | 3500 |
| 0.897653163 | 0.868195596 | 0.848583561 | 3600 |
| 0.910178882 | 0.87990305 | 0.859746235 | 3700 |
| 0.922704602 | 0.891610503 | 0.87090891 | 3800 |
| 0.935230321 | 0.903317957 | 0.882071585 | 3900 |
| 0.94775604 | 0.91502541 | 0.893234259 | 4000 |