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Old 03/01/09, 5:33 AM   #151
Promethia
Piston Honda
 
Blood Elf Priest
 
Kilrogg
Originally Posted by Thistlebee View Post
You bring up a great point with this and I would love to see some numbers on haste vs crit as far as mana regen in concerned.
Originally Posted by Havoc12 View Post
I think people should rexamine the uptime formula very carefully

 1 - (1-C)^{n}

Both n and C have diminishing returns, but the diminishing returns applies to both values.
If we redefine n to be the number of (crit capable) casts in the last 8 seconds prior to any haste, then we could use

HC_{uptime} =  1 - (1-C)^{n(1 + H)}

where C is the crit percentage and H is the haste percentage. That allows us to consider the effects of adding haste as well. We can then take a few (partial) derivatives to see how changing crit, haste, and n affect HC uptime. In particular:

\displaystyle{\frac{\partial HC}{\partial C} = n(1 + H)(1-C)^{n(1 + H)-1}}

\displaystyle{\frac{\partial HC}{\partial H} = -n\ln(1 - C)(1-C)^{n(1 + H)}}

\displaystyle{\frac{\partial HC}{\partial n} = -(1 + H)\ln(1 - C)(1-C)^{n(1 + H)}}

So the above formulas show how changing crit, haste, and n respectively affect HC uptime. Just on inspection, it is apparent that changing crit has a bigger effect on HC uptime than changing haste. The (1 - C) term is <1 so having one less of them in a product is a good thing. But more formally, if we look at the effect of haste relative to crit on HC uptime, we get:

\displaystyle{\frac{HC_{haste}}{HC_{crit}} = -\frac{(1 - C)\ln(1 - C)}{1 + H}}

The above expression will always be less than 1, although that's maybe not obvious:

\displaystyle{\text{Let }R = \frac{1}{1 - C}\text{, then}}

\displaystyle{\frac{HC_{haste}}{HC_{crit}} = \frac{\ln(R)}{R}\frac{1}{1 + H}}

Since ln R is strictly less than R for all R, ln(R) / R is less than 1. Similarly, 1 / (1 + H) is always less than one, so the product of the two fractions is also less than one as well. Or if that doesn't convince you, plug a bunch of numbers into a spreadsheet and test it out.

Bottom line: haste is never better than crit for improving HC uptime.


Originally Posted by Havoc12 View Post
Well its been confirmed and its 100% proc on crit plus it also includes renew!, thus the new regen formula for spirit regen for priests is

 R= 0.005 + k'*(1-0.5*FSR)*(1+0.5*(1-(1-C)^{n}) )*Spi*\sqrt{Int}
I was wondering where the 0.005 came from. Anyone know?

Also, since the tooltip language is a bit ambiguous, I'm wondering if anyone has verified the effects of HC on mana regen. Specifically:

1. Does it only affect mana regen from spirit (similar to meditation)? I've heard that, but has it been proven?

2. If so, does it affect regen additively or multiplicatively. For instance, while inside the five second rule, does HC work to increases the mana regen while casting to 100% (50% from meditation plus another 50%) or to 75% (multiplying the meditation bonus by 150% as reflected in the above formula)?

Last edited by Promethia : 03/26/09 at 6:44 AM. Reason: silly typos
 
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Old 03/01/09, 7:35 AM   #152
Bjork
Piston Honda
 
Human Priest
 
Sylvanas (EU)
Originally Posted by typobox View Post
I mathed Serendipity out here, although I did forget to account for GCD capping on the FHx3 rotation. Short story is that FHx2->GH is definitely a large improvement over straight GH spam or FH->GH, and FHx3->GH is likely a small improvement over that. (Feel free to point out any other glaring errors.)
Thanks.

So what we're looking at is - at best (and that's 100% wrong because you didn't adjust for the GCD gap) - a 12% increase in single target HPS from pure GH-spam to 3*FH+GH. That 12% increase came at a very, very high cost as we've lost our old Serendipity. What we've gained is peak-HPS roughly every 6-7 seconds - isn't that what paladins have had with Holy Shock and druids with Swiftmend all along just that these things are instant?

So now people think holypriests are amazing tankhealers because we've got a weak version of Holy Shock, we're still miles behind on pure single target power and we also have the worst mana efficency on single target healing. Hallelujah.

Only valid reason for having a priest on tankhealing is Inspiration and then you should be disc. Or you just bring a restoshaman doing the same job and you have Mana Tide.

Don't get me wrong, new Serendipity is amazing, it makes holypreists extremly good healers and it's a fun mechanic, but we're still gimp tankhealers compared to any other healer.
 
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Old 03/01/09, 8:15 AM   #153
maldran
Glass Joe
 
Undead Priest
 
Burning Legion (EU)
Originally Posted by Promethia View Post

Also, since the tooltip language is a bit ambiguous, I'm wondering if anyone has verified the effects of HC on mana regen. Specifically:

1. Does it only affect mana regen from spirit (similar to meditation)? I've heard that, but has it been proven?

2. If so, does it affect regen additively or multiplicatively. For instance, while inside the five second rule, does HC work to increases the mana regen while casting to 100% (50% from meditation plus another 50%) or to 75% (multiplying the meditation bonus by 150% as reflected in the above formula)?
HC gives you a 1.5 multiplier to the regen formula for 8 seconds.
I've tested it out on the PTR, my regen changes from 336(oo5s)/168(i5s) to 505(oo5s)/252(i5s) (not using any mp5 pieces).

The spirit and int values stay the same, only the effective regen out of it is changed. If you crit a second time during the HC buff its duration resets to 8 seconds. Leaving the 5second rule or not doesn't change the buff either obviously.
If I buff myself with spirit while HC is up, its effects get immediately applied to my regen. I suppose trinket procs would work similar.
 
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Old 03/01/09, 8:29 AM   #154
MavSteele
Von Kaiser
 
Human Priest
 
Turalyon
Originally Posted by Bjork View Post
Thanks.

So what we're looking at is - at best (and that's 100% wrong because you didn't adjust for the GCD gap) - a 12% increase in single target HPS from pure GH-spam to 3*FH+GH. That 12% increase came at a very, very high cost as we've lost our old Serendipity. What we've gained is peak-HPS roughly every 6-7 seconds - isn't that what paladins have had with Holy Shock and druids with Swiftmend all along just that these things are instant?

So now people think holypriests are amazing tankhealers because we've got a weak version of Holy Shock, we're still miles behind on pure single target power and we also have the worst mana efficency on single target healing. Hallelujah.

Only valid reason for having a priest on tankhealing is Inspiration and then you should be disc. Or you just bring a restoshaman doing the same job and you have Mana Tide.

Don't get me wrong, new Serendipity is amazing, it makes holypreists extremly good healers and it's a fun mechanic, but we're still gimp tankhealers compared to any other healer.
Fair enough, but with dual specs (and depending on your raid composition) I'm not sure that it matters much. If you're going to be healing a tank full time then a holy paladin or disc priest is better suited for the job because of mana efficiency and burst healing on a short CD. Depending on how the LB "change" works out, resto druids may still be up there slightly ahead of holy priests, but we'll see on that one.

Additionally, if BH is going to continue to give two stacks of serendipity, we have the ability to trade efficiency for burst pretty easily through BH->GH combos.
 
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Old 03/01/09, 8:39 AM   #155
Bjork
Piston Honda
 
Human Priest
 
Sylvanas (EU)
Originally Posted by MavSteele View Post
Fair enough, but with dual specs (and depending on your raid composition) I'm not sure that it matters much. If you're going to be healing a tank full time then a holy paladin or disc priest is better suited for the job because of mana efficiency and burst healing on a short CD. Depending on how the LB "change" works out, resto druids may still be up there slightly ahead of holy priests, but we'll see on that one.

Additionally, if BH is going to continue to give two stacks of serendipity, we have the ability to trade efficiency for burst pretty easily through BH->GH combos.
Our restodruid was actually slightly above holypaladins on the Patchwerk dummy last night. The dummy that doesn't do hatefuls and increase damage over time on one tank only. Holypriests not even close (neither of us had optimal specs though).

E: That was a lot of sniping going on though, as he starts hitting very weak.

Last edited by Bjork : 03/01/09 at 8:45 AM.
 
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Old 03/01/09, 8:49 AM   #156
Elimbras
Don Flamenco
 
Dwarf Priest
 
Eitrigg (EU)
Originally Posted by Dagma View Post
Now, this isn't a completely general model. I solved with a fixed n = 4 (2 second cast intervals), and this model assumes even cast intervals. We can't be sure that the quality of the estimate doesn't depend strongly upon n, until we solve for either a more general model or more other n values. Thankfully, that's not a hard task. But a model of uneven cast intervals would be a little trickier, perhaps.

But absent the additional modeling effort, I am at least comfortable to conduct rough theorycraft using the 1-(1-c)^n approximation. It seems pretty good, to get a sense of the uptime.
Yeh, the formula [latex]1 - (1-C)^n[\latex] is exact for the steady state, when your spell inter-time is such that it divides 8 sec. And the steady state approximation is really good for any fight where mana regen is important (this excludes shorts fights, but manapool is the main component there).

If you want to deal with uneven cast intervals, it's pretty easy.
Just use the probability to have the buff at time t (assuming t > 8s) :
 P_{HC}(t) =  1 - (1-C)^{N(t)}, where N(t) is the number of spells that can trigger HC in the last 8 seconds.
Then, you can compute the mean HC uptime :
 HC_{Uptime} = \frac{1}{L} \int_0^L P_{HC}(t) dt = \sum_{i=0}^8 (1 - (1-C)^i ) P(N = i) ,
where P(N=i) is the probability to have i spell that can triggers HC in the last 8 sec
(P(N=i) = \frac{1}{L} \int_0^L 1_{N(t)=i} dt).

So, basically, all what you need is the distribution of N(t), instead of the mean value N.
And anyway, you may have an acceptable approximation using the mean value N directly.

The difference between the exact formula and the mean-value formula is :
diff = (1-C)^{\sum p_i * i } - \sum p_i * (1-C)^i = 1 - \sum p_i * (1-C)^{i - N_{mean}}

Note that the function x -> a^x is convex, so the mean value of the function is less than the function taken at the mean value. So, diff is negative, and using the mean value formula is overestimation.

Worst case is when P(N=0) = 0.5, and P(N=8) = 0.5.
Then the mean value formula gives HC = 1 - (1-C)^4
The real uptime is 0.5 * (1 - (1-C) ^ 8 ).
For the following values of crit rate, we get :
Crit rate Exact Uptime "Mean value" uptime difference
10 % 28.5 % 34.4 % 
15 % 36.4 % 47.8 % 
20 % 41.6 % 59 % 
25 % 45 % 68.4 % 
30 % 47.1 % 76 % 
35 % 48.4 % 82.1 % 

For low crit rate, the difference is not such big. For high crit rate, it's more important, but that's basically because the real HC uptime is capped by one half (it can't proc half of the time).
If you take less variance in N(t), the approximation would be quite closer.

Last edited by Elimbras : 03/01/09 at 9:17 AM.
 
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Old 03/01/09, 1:55 PM   #157
Safiyania
Von Kaiser
 
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Troll Rogue
 
Zul'Jin
Having spent some time trying out Empowered Renew on my priest alt I found that my renew ticks were ticking for a lot less than I had expected them to be assuming the formula for determining healing per tick is as follows:

(Improved Renew)*(Twin Disciplines)*(Spiritual Healing)*(Glyph)*(Base+Spellpower*C*(Empowered Renew))

After quite a bit of jumping off of high places I have found that the spell formula for renew ticks is actually a better fit to the following:

(Sum of Improved Renew,Twin Disciplines, Spiritual Healing and Glyph Effects)*(Base+Spellpower*C*(Empowered Renew))

Having stripped my toon of all gear and talents I have confirmed that Base = 280. By throwing gear on but having no talents and glyphs I tentatively determined C to be approximately 0.376. Through gradual addition of the talents and the glyph of renew to the mix I found that Improved Renew, Twin Disciplines, Spiritual Healing and the glyph of renew appear to be additive rather than multiplicative in their effects. Empowered Renew is indeed a spellpower coefficient modifier as is clearly indicated by the tooltip information.

For my priest, with 2231 Spellpower, including Inner Fire but no Divine Spirit active (to compare to live) the formula, as derived from my empirical testing yields the following prediction for a renew tick:

(1+0.15+0.05+0.1+0.25)*(280+2231*0.376*1.15)=1929.26.

In PTR, observed renew ticks were 1929-1930. Upfront healing component was on the order of 1213-1214 (more on this to come)

Stripping off gear to a lower spellpower amount of 963 (an order of magnitude difference) yields:

Predicted tick: 1079.42
Observed range:1079-1080, Upfront component: 679.

With regards to the Upfront healing component of an Empowered renew it appears that it is currently being determined as follows:

Upfront Healing=0.15*(Total Amount Healed by 5 Unglyphed Renew ticks)

Again, for 2231 Spellpower, if Upfront healing were determined by the ACTUAL amount of total healing done by my glyphed renew it would be in the range of:

0.15*1929*4<=Observed Upfront Healing<=0.15*1930*4 -> 1157.4<=Observed Upfront Healing<=1158, which clearly it was not from my testing.

But what if it were calculating based on 5 ticks, not 4? Then the observed range should have been on the order of
1446.75<=Observed Upfront Healing<= 1447.5. So clearly the actual healing done by your glyphed renew ticks is not how the upfront component is being calculated.

Now, what if we remove the glyph effect from the healing? Going back to my predictive model for renew ticks I estimate an unglyphed renew tick at 2231 spellpower to be 1618 (which also appears to correspond with observed ticks for fully talented but unglyphed empowered renew). 5 ticks @ 1618 healing = 8090 Healing Done, 15% of which is 1213.5 which falls within the observed range of the Upfront healing component of Empowered Renew. At 963 Spellpower, 5 unglyphed ticks should yield ~4527 total healing done, 15% of which would be 679, again corresponding to the observed upfront healing component.
 
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Old 03/01/09, 6:45 PM   #158
Tainter
Don Flamenco
 
Undead Priest
 
Frostwhisper (EU)
There's something funny about the Renew glyph. It's meant to increase healing per tick, but with the same total healing. Somehow the way it works is screwed up though and while it does increase the tick size the total healing is currently less than for a non-glyphed Renew.

Edit: On Live anyway.

If you can't join them?
Beat them.
 
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Old 03/01/09, 7:48 PM   #159
Sinndir
King Hippo
 
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Night Elf Priest
 
Medivh
Originally Posted by Tainter View Post
There's something funny about the Renew glyph. It's meant to increase healing per tick, but with the same total healing. Somehow the way it works is screwed up though and while it does increase the tick size the total healing is currently less than for a non-glyphed Renew.

Edit: On Live anyway.
How do you figure? If your renew healed for 10,000 health (ticks of 2000) then the glyph would change it to 12,500 (ticks of 3125)


[edit]
Fair enough lets try this another way (also not that I do not current have the glyph of renew, just using a hypothetical situation.

Renew that heals for 10,000 health (ticks of 2000)

Glyph changes the ticks to be 2500, but only have four of them. Still manages to be 10,000 ?

Last edited by Sinndir : 03/01/09 at 8:19 PM.

 
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Old 03/01/09, 7:48 PM   #160
constantius
Soda Popinski
 
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Nidaba
Undead Priest
 
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Playing around with the Patchwerk test, and our tank healing (as Holy) has taken a huge hit to the regen nuts. I simply can't sustain tank healing anymore. It used to be, with careful use of IHC, I *could* spam GHeal at the same rate as paladins and their HL. On PTR (with current build), it's not even close. The paladins can sustain a mixed healing for the entire duration of 30 million HP ... I cannot.

I'd try Disc, but I'm not Glyph'd.

[e] @ Sinn: no, he's right. The math doesn't work out. The glyph is supposed to increase each tick by 25%, and reduce total ticks by 1. But the total healing goes down -- something's wrong with their implementation. You don't get (healing from a 5-tick renew) over (4 ticks). You get slightly less.

[e2] Alright, tried some more pulls. With 4-piece T7, two regen trinkets, and a druid keeping Rejuv (Revivify) up on me, I could get through a fight without sucking fumes. Much. When HC proc'd in that gear, it gave me the type of regen I enjoy on live. When it was down, I was hurting pretty bad.

Here's hoping they avoid Patchwerk-style stand-and-nuke-heal fights for Ulduar, because Holy is pretty bad at them now. Disc seems to be ok, though, so dual-spec, go.

Last edited by constantius : 03/01/09 at 8:45 PM.

Anyone who cannot cope with mathematics is not fully human. At best he is a tolerable subhuman who has learned to wear shoes, bathe, and not make messes in the house. - R.A. Heinlein
 
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Old 03/01/09, 9:44 PM   #161
toth
Von Kaiser
 
Blood Elf Priest
 
Dragonmaw
I was thinking today that especially with what we're seeing on the PTR, mp5 cloth needs to go in 3.1. It's polluting the loot tables with stuff nobody wants.

Nidaba has some points in this post about mp5 vs. spirit for mana regen. My take on it is that spirit gives you almost the same static mana regen assuming 100% I5SR. In addition holy priests gain a portion of spirit as spellpower and mp5 gains no benefit under the new Holy Concentration while spirit regen does. This means that spirit allows our mana regen to scale with crit rating.

Clearly mp5 is wasted itemization for mages, warlocks and shadow priests. I believe it is also wasted itemization for holy priests. You can make an argument that mp5 is better than spirit for disc priests but even then it's pretty marginal.

I'd personally like to see Blizzard replace mp5 with spirit on future cloth drops. For me, mp5 cloth is something I grab until I get a replacement with spirit simply because nobody else wants it.
 
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Old 03/01/09, 9:45 PM   #162
Sarkli
Glass Joe
 
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Blood Elf Priest
 
Arygos
Ok.. to talk about some of the things this new patch is going to bring forth that has either tickled the anger nerve in my brain or had a question about. All in all i really have no complaints about what they are doing to Priests. They are finally getting rid of pointless spells and talents, buffing or giving us other ones and definitely giving us more to have fun with.


Based on MMO-Champion


With how easily fear can be interupted, trinketed out of or be immune to i see nothing but a waste of effort been put into <Glyph of Psychic Scream -- Increases the duration of your Psychic Scream by 2 sec. and increases its cooldown by 8 sec. (Old: Increases the duration of your Psychic Scream by 1 sec.)> Maybe its just me.. but what id rather see is a cooldown reducer put in for this fear glyph instead of having the duration lengthened. Anyone else agree? I mean i dont ever see myself using this glyph ESPECIALLY putting an 8sec INCREASE on its CD.

Blackout: This talent has been removed. Did anyone else catch this? I had to do a double-take..why is this being removed? I havent read up on much around the forums lately about possible changes etc etc but it seems to me that this is a big mistake on Blizzards part to remove this talent. IMO its one of the biggest pains in the ass to have happen to you in a pvp setting and is awesome for a pvp Spriest to have available to him. Only thing i can think of to why they are getting rid of it is because of diminishing returns. Is it currently affected by that? If so why cant they just do to it what they're doing to a warriors charge?

PvP Trinkets will now break Shackle Undead. Question on this one. What is it used on other than a pet of sorts? DK w/ Lichborne?
 
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Old 03/01/09, 10:17 PM   #163
cs-cam
Von Kaiser
 
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Undead Priest
 
Nagrand
Originally Posted by Sarkli View Post
Blackout: This talent has been removed. Did anyone else catch this? I had to do a double-take..why is this being removed? I havent read up on much around the forums lately about possible changes etc etc but it seems to me that this is a big mistake on Blizzards part to remove this talent. IMO its one of the biggest pains in the ass to have happen to you in a pvp setting and is awesome for a pvp Spriest to have available to him. Only thing i can think of to why they are getting rid of it is because of diminishing returns. Is it currently affected by that? If so why cant they just do to it what they're doing to a warriors charge?
Most RnG-based stuns have been removed due to PvP implications, it was Blackouts turn to go.
 
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Old 03/01/09, 10:32 PM   #164
Iluminati
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Earthen Ring
That's true, however mages still have impact and shadow priests are much worse than mages in pvp, so there must be some other logic behind the removal. It's possible they were just shuffling talents and didnt want to put it back after the darkness change.

As for psychic scream:

"Psychic Horror: Has been redesigned and is now a 1-pt talent. You terrify the target, causing them to tremble in horror for 3 sec. and drop all weapons (disarm effect: including bows) for 10 sec. 1 minute cooldown. Instant cast. The horror effect can be dispelled, but the disarm cannot."

It's up on mmo-champion but not in their talent calc. Can anyone confirm/deny this change?
 
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Old 03/01/09, 11:29 PM   #165
Yaltus
Bald Bull
 
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Blood Elf Priest
 
Mal'Ganis
Impact is almost certainly on the way out as well, it's just that Blizzard has to figure out something else to put there before they want to yonk it. Since they were already messing with the shadow tree, they took advantage of this chance to remove blackout.

World of Warcraft - English (NA) Forums -> Remove RNG stun = buff damage?

Mon centre cède, ma droite recule, situation excellente, j'attaque.
 
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Old 03/01/09, 11:46 PM   #166
Safiyania
Von Kaiser
 
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Troll Rogue
 
Zul'Jin
Originally Posted by Tainter View Post
There's something funny about the Renew glyph. It's meant to increase healing per tick, but with the same total healing. Somehow the way it works is screwed up though and while it does increase the tick size the total healing is currently less than for a non-glyphed Renew.

Edit: On Live anyway.
Yes, the total healing done does go down, but the HPS of renew ends up increasing. That's the tradeoff.

At 2231 spellpower an unglyphed, but otherwise fully talented renew ticks 5 times at about 1618.1 a tick for 8090.5 total healing by the periodic healing effect, which is spread over 15 seconds for a HPS value of 539.4. When glyphed, the tick increases to 1929.26 for 4 ticks giving a total periodic healing amount of 7717 healing done by the periodic effect, which is spread over 12 seconds for a HPS value of 643.1.

So in this particular case the glyph results in 4.3% less total healing done per cast, but increases the HPS of each cast of renew by 19.2%
 
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Old 03/02/09, 12:42 AM   #167
oolon
Von Kaiser
 
Draenei Priest
 
Haomarush
Originally Posted by Bjork View Post
Thanks.

So what we're looking at is - at best (and that's 100% wrong because you didn't adjust for the GCD gap) - a 12% increase in single target HPS from pure GH-spam to 3*FH+GH. That 12% increase came at a very, very high cost as we've lost our old Serendipity. What we've gained is peak-HPS roughly every 6-7 seconds - isn't that what paladins have had with Holy Shock and druids with Swiftmend all along just that these things are instant?

So now people think holypriests are amazing tankhealers because we've got a weak version of Holy Shock, we're still miles behind on pure single target power and we also have the worst mana efficency on single target healing. Hallelujah.

Only valid reason for having a priest on tankhealing is Inspiration and then you should be disc. Or you just bring a restoshaman doing the same job and you have Mana Tide.

Don't get me wrong, new Serendipity is amazing, it makes holypreists extremly good healers and it's a fun mechanic, but we're still gimp tankhealers compared to any other healer.
I think the benefit of Serendipity isn't the sustained HPS. It effectively gives us the fastest non-cooldown reactive big heal of any class. I was healing MT on Sarth-10 tonight, and I kept thinking to myself just how amazing Serendipity would be in a fight like that. You could probably go so far as to say you could afford to flash the raid and use your quick gheals entirely for the tank, and never really fall behind. It's all about triage anyway, and this gives us another element of that.

The old Serendipity was never a huge deal for me; not a big source of regen because I don't overheal all that often. I'm going to miss IHC and Clearcasting more, though. While it was more random, when IHC procced and gave you two consecutive Gheals at high speed, and one of them was free, THAT was the power of holy single target healing, and once my haste got high enough, I became competitive on Patchwerk.

This new Holy Concentration is really underwhelming, but I haven't seen it fully raid buffed.

If any of you continue to test the mana issues, make sure you also test how much better it is with a few regen pieces like T7 chest or Blanketing Snow, and the Sash of Solitude or badge belt. Those two slots alone can provide me with 40+ more mp5. I could also re-gem heavily for mana regen. These are decisions we'll have to make about our gear, and I wouldn't mind seeing some testing with it. Try not to complain about mana issues if you haven't sought to avoid them. Not saying anyone is, but I haven't heard the other side of the coin.

Also, can someone good with math explore the idea of gearing for straight mp5 again? That is to say, consider the scenario where I replace all of my haste/spirit and crit/spirit gear with haste/mp5 or crit/mp5. I imagine I could get a bit more while-casting regen if I changed my gear around, but I'm not keen on the idea of losing that much spell power. Can't heal if you don't have mana, though.

Thanks in advance.
 
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Old 03/02/09, 12:44 AM   #168
ildon
Don Flamenco
 
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Whisperwind
I'm fairly certain impact is slated for the chopping block, too.

Edit: Ug, need to refresh before replying in old browser windows.
 
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Old 03/02/09, 2:55 AM   #169
Promethia
Piston Honda
 
Blood Elf Priest
 
Kilrogg
Originally Posted by maldran View Post
HC gives you a 1.5 multiplier to the regen formula for 8 seconds.
I've tested it out on the PTR, my regen changes from 336(oo5s)/168(i5s) to 505(oo5s)/252(i5s) (not using any mp5 pieces).

The spirit and int values stay the same, only the effective regen out of it is changed. If you crit a second time during the HC buff its duration resets to 8 seconds. Leaving the 5second rule or not doesn't change the buff either obviously.
If I buff myself with spirit while HC is up, its effects get immediately applied to my regen. I suppose trinket procs would work similar.
OK, thanks. So it become more potent if you're then able to get out of the five seconds rule after HC procs.

Originally Posted by Elimbras View Post
So, basically, all what you need is the distribution of N(t), instead of the mean value N.
And anyway, you may have an acceptable approximation using the mean value N directly.

The difference between the exact formula and the mean-value formula is :
diff = (1-C)^{\sum p_i * i } - \sum p_i * (1-C)^i = 1 - \sum p_i * (1-C)^{i - N_{mean}}

Note that the function x -> a^x is convex, so the mean value of the function is less than the function taken at the mean value. So, diff is negative, and using the mean value formula is overestimation.
Yes. Not to steal your thunder, but I brought up this exact issue not too long ago in this post on the 3.0 compendium thread. Skip down to the paragraph that starts out "However, uptime is a little tricky to model..."

There's also some followup discussion in the second half of a later post in that thread.

Basically, I completely agree with you even if you didn't know it. I think the tricky part is choosing an appropriate distribution of N(t), so I'd be curious if you had any of the common distributions in mind. It isn't obvious to me how n might be distributed.

I kind of like the idea of just building up a histogram based on combat logs -- an empiric distribution. Then you just use that as a probability density and sum it all up as you've described nicely. To be even more thorough, you'd want one for when you are inside the 5 second rule and another for when you're outside the 5 second rule. The latter may have a lot of mass at n=0. But to get a pretty good expected value for mana returns from holy concentration, you'd need that information. An average will always overestimate by a bit.
 
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Old 03/02/09, 3:44 AM   #170
Mearis
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The Venture Co (EU)
Has anyone been able to verify the mechanics of psychic horror on the PTR yet? Does it have a divine hymn like cooldown?

Originally Posted by Xav View Post
Hanos would you quit fucking posting in this thread for fucks sake.
 
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Old 03/02/09, 4:16 AM   #171
Tainter
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Originally Posted by Safiyania View Post
Yes, the total healing done does go down, but the HPS of renew ends up increasing. That's the tradeoff.

At 2231 spellpower an unglyphed, but otherwise fully talented renew ticks 5 times at about 1618.1 a tick for 8090.5 total healing by the periodic healing effect, which is spread over 15 seconds for a HPS value of 539.4. When glyphed, the tick increases to 1929.26 for 4 ticks giving a total periodic healing amount of 7717 healing done by the periodic effect, which is spread over 12 seconds for a HPS value of 643.1.

So in this particular case the glyph results in 4.3% less total healing done per cast, but increases the HPS of each cast of renew by 19.2%
The trade-off is meant to be a shorter duration, not less efficiency. According to the tool-tip: "Reduces the duration of your Renew by 3 sec. but increases the amount healed each tick by 25%."

So your unglyphed Renew ticks 5 times for 1618, totalling 8091. The glyph is meant to make you get 4 ticks of 2023, totalling 8090.

5 * X = 4 * 1.25 * X
5 / 4 = 1.25
X = X

It is currently bugged. Wether some talents are affecting the glyph in a funny way or not I cannot say. But I can say with confidence that it's not working as intended.

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Old 03/02/09, 4:45 AM   #172
 Cadfael
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Originally Posted by Mearis View Post
Has anyone been able to verify the mechanics of psychic horror on the PTR yet? Does it have a divine hymn like cooldown?
I thought it's not yet implemented. I didn't see it on Saturday, in any case when I was looking for it.

"Take the universe and grind it down to the finest powder and sieve it through with the finest sieve and then show me one atom of justice, one molecule of mercy. And yet you act as if there were some sort of rightness in the universe by which it may be judged."
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Old 03/02/09, 5:05 AM   #173
Liths
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Originally Posted by Cadfael View Post
I thought it's not yet implemented. I didn't see it on Saturday, in any case when I was looking for it.
It's not.
 
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Old 03/02/09, 5:57 AM   #174
Havoc12
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Originally Posted by Bjork View Post
Thanks.

So what we're looking at is - at best (and that's 100% wrong because you didn't adjust for the GCD gap) - a 12% increase in single target HPS from pure GH-spam to 3*FH+GH. That 12% increase came at a very, very high cost as we've lost our old Serendipity. What we've gained is peak-HPS roughly every 6-7 seconds - isn't that what paladins have had with Holy Shock and druids with Swiftmend all along just that these things are instant?

So now people think holypriests are amazing tankhealers because we've got a weak version of Holy Shock, we're still miles behind on pure single target power and we also have the worst mana efficency on single target healing. Hallelujah.

Only valid reason for having a priest on tankhealing is Inspiration and then you should be disc. Or you just bring a restoshaman doing the same job and you have Mana Tide.

Don't get me wrong, new Serendipity is amazing, it makes holypreists extremly good healers and it's a fun mechanic, but we're still gimp tankhealers compared to any other healer.
I dont see how swiftmend and holy shock compare with serendipity. Serendipity is an entirely different tool similar to tidal waves, light's grace and GotEM.

Swiftmend is a 15 second CD and it uses up a HoT on the target. The tool that holy priests have that is comparable to swiftmend is PWS/PoM and I consider PWS/PoM to be far superior to swiftmend in utility. Nature's swiftness = GS and priests also bring inspiration.

Before this change tank healing from holy consisted of gheal spam and GS or PWS/PoM in emergencies. This is completely different. If the tank is at high health you use a flash and build stacks for as long as health stays high, when health dips you unload your ultra fast gheal. Serendipity instead of rewarding us for high overheal when tank healing (bombing gheals regardless of tank health), now maximises our effective HPS by minising overheal and greatly increases our number of heals landed on the tank per second, which was pretty much the main weakness for holy tank healing. It also addresses the secondary tank healing weakeness of priests, which was that you could not easily take time off the tank to heal a secondary target.

Tank damage is not stable, but spikey. The tank stays at relatively high health, then suddenly you get a big hit. This is not necessarily an emergency, but if its not healed quickly it can turn into one. Priests now can respond to all damage on the tank in under 1.5 seconds.

I dont disagree that serendipity is a real heavyweight when it comes to raid healing, but its absoludely excellent for tank healing too.

The mana regen side of things is not really an argument against serendipity. The new serendipity makes priests better tank healers by greatly reducing response times and greatly increasing the number of heals landing on the tank and making flash heal a spell you can cast on the tank without fear of dropping HPS. If our mana efficiency is bad, that is something that can be addressed via holy concentration.
 
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Old 03/02/09, 6:07 AM   #175
Elimbras
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Originally Posted by Promethia View Post

Yes. Not to steal your thunder, but I brought up this exact issue not too long ago in this post on the 3.0 compendium thread. Skip down to the paragraph that starts out "However, uptime is a little tricky to model..."
[...]
Basically, I completely agree with you even if you didn't know it. I think the tricky part is choosing an appropriate distribution of N(t), so I'd be curious if you had any of the common distributions in mind. It isn't obvious to me how n might be distributed.

I kind of like the idea of just building up a histogram based on combat logs -- an empiric distribution. Then you just use that as a probability density and sum it all up as you've described nicely. To be even more thorough, you'd want one for when you are inside the 5 second rule and another for when you're outside the 5 second rule. The latter may have a lot of mass at n=0. But to get a pretty good expected value for mana returns from holy concentration, you'd need that information. An average will always overestimate by a bit.
I had read your discussion.
But I never take as granted that people read other thread, especially past posts in big thread. So I gave it again, with my phrasing, here.

Unfortunately, I'm kind of casual, and I don't use any WWS mod, or any combat-log saving. So I don't have access to such distribution. I would say it is pretty easy to get if from combat-log : just the time to write a simple parser, and then it is automatic. However, one would need one log for every fight (obviously, HC uptime is higher on Patchwerk-like spam fights than in Horreb), and if possible, several. It does depend on playstyle also.

As for the out of five second distribution, the main question is : is there phase transition with OOFSR regen during the fight ? Or phase with low enough damage so that you can go OOFSR ? When there is, yes, then indeed you need their own distribution (but n = 0 is fine). Otherway, I guess OOFSR is marginal, when we don't have any more clearcast, and when OOFSR is much less rewarding than it was.
 
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