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Old 09/05/09, 5:17 AM   #721
Squeakster
Piston Honda
 
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Dwarf Priest
 
Eitrigg
You are right, the 72 mp5 that I listed for the [Meteorite Crystal] is definitely a top-end estimate. I agree with you that a more realistic number would be much lower, like around 60 mp5 from the use-effect like you say.

As far as Bobturkey's numbers - I really can't say. I see that he values, for a Holy Priest,

1 spirit = 0.6235 mp5
1 intellect = 0.7104 mp5

Which are far from this thread's numbers of

1 spirit = 0.313 or 0.362 mp5
1 intellect = 0.465 or 0.792 mp5

I can't find the math Bobturkey used to come to his values so I really can't say about his stat weightings.

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Old 09/05/09, 11:25 AM   #722
Sun_Tzu
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Worgen Priest
 
Stormreaver (EU)
Originally Posted by Norogil View Post
Aren't you overestimating the benfit of the Meteorite for holy?

The tool-tip says spells not casting mana will not trigger it; and I would guess that it includes instant cast flash heals - which would bring the on use down perhaps from 71.5 to perhaps 60 mp5 or so.

And I tried to look at Bob's number and couldn't see any obvious problem (whereas the ones from the start of this thread are dated).
I don't doubt Bobturkeys math, I believe he's calced in sp from spi into his spi value for holy which is why it shows up "strange". My issue with his gearlists though is that atleast in 3.1 he overvalued spirit a lot imo as well as overvaluing haste and undervaluing crit, ending with a fairly regen-centric haste set instead of high crit/int set with higher peak HPS(which is what I atleast want from holy priests, resto druids are there for sustained HPS) and better overall mana efficiency.

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Old 09/05/09, 1:36 PM   #723
Norogil
Glass Joe
 
Night Elf Priest
 
Aerie Peak (EU)
Originally Posted by Squeakster View Post
You are right, the 72 mp5 that I listed for the [Meteorite Crystal] is definitely a top-end estimate. I agree with you that a more realistic number would be much lower, like around 60 mp5 from the use-effect like you say.

As far as Bobturkey's numbers - I really can't say. I see that he values, for a Holy Priest,

1 spirit = 0.6235 mp5
1 intellect = 0.7104 mp5

Which are far from this thread's numbers of

1 spirit = 0.313 or 0.362 mp5
1 intellect = 0.465 or 0.792 mp5

I can't find the math Bobturkey used to come to his values so I really can't say about his stat weightings.
Well, on the other hand the weights at the start of this thread are explained a bit so they can be analysed:

0.362 mp5 for spirit. This is accurate for 1200 raid-buffed intellect and 50% up-time on holy concentration. If either number is higher the value of spirit should be increased (see my previous post).

The 0.792 mp5 value for intellect has old value of replenishment (subtract 0.04 or so), and the holy concentration calculation does not consider that holy concentration procs will often just overwrite an old one - subtract 0.07 mp5 or so (and if you actually get out of 5 second rule for holy concentration procs the value of spirit will of course also increase).

And finally Bob's value for spirit include the spell-power gain as well so subtract 0.15 mp5 from his values if you want a pure spirit figure.

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Old 09/06/09, 11:56 AM   #724
karlusdavius
Glass Joe
 
Human Priest
 
Saurfang (EU)
Originally Posted by Sanctum View Post
A quick question:
Since [Solace of the Defeated] is unique, and the two trinkets have the same name, does that mean that you can't wear the 245 and the 258 versions at the same time?
I would also like to know this. The proc name is the same yet the value's are different. Could this be possible? In terms of balance issues i doubt it, but i don't have the progress to test it myself.

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Old 09/06/09, 12:27 PM   #725
Squeakster
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Eitrigg
I have a correction to the [Meteorite Crystal] calculation. It was apparently just buffed to 75 mp5 per stack (instead of 60 mp5 per stack).


Time Mp5 BuffMana Gained Before Next Spell Cast
0   75 22.5
1.5   150 45
3   225 67.5
4.5   300 90
6   375 112.5
7.5   450 135
9   525 157.5
10.5   600 180
12   675 202.5
13.5   750 225
15   825 247.5
16.5   900 270
18   975 292.5
19.5   1050 105

For a total mana gain of 2152.5. Usable every 120 seconds, so 2152.5/120*5 = 89.7 mp5. I will update my original post with these numbers.

Many thanks to Pasco for informing me of the change.

*And apparently when Beacon of Light is up a Holy Paladin will get 2 stacks of the buff for every cast, so this trinket could be worth more than 200 mp5 to them.*

Last edited by Squeakster : 09/06/09 at 6:40 PM.

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Old 09/06/09, 5:18 PM   #726
Pasco
Von Kaiser
 
Human Priest
 
Gorgonnash (EU)
Divine Hymn only gives one stack, the same with Binding Heal. But Penance gives four stacks, really nice as a Discipline Priest.

And regarding the possibility to wear both versions of the CC trinket, take a look at our Retribution Paladin (The World of Warcraft Armory). He wears the normal and heroic version of the CC ring, so I think the same is true for the trinket.

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Old 09/06/09, 5:34 PM   #727
Liths
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Emerald Dream (EU)
Those rings says unique-equipped and not unique: <item name>. I have yet to see anyone wearing two items saying the latter.

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Old 09/06/09, 9:49 PM   #728
BobTurkey
Glass Joe
 
Turkelife
Blood Elf Priest
 
Nagrand
Originally Posted by Squeakster View Post
You are right, the 72 mp5 that I listed for the [Meteorite Crystal] is definitely a top-end estimate. I agree with you that a more realistic number would be much lower, like around 60 mp5 from the use-effect like you say.

As far as Bobturkey's numbers - I really can't say. I see that he values, for a Holy Priest,

1 spirit = 0.6235 mp5
1 intellect = 0.7104 mp5

Which are far from this thread's numbers of

1 spirit = 0.313 or 0.362 mp5
1 intellect = 0.465 or 0.792 mp5

I can't find the math Bobturkey used to come to his values so I really can't say about his stat weightings.
Well as the post which you pulled those number from states they are based on my priest theorycrafting for 3.2 post. If you are after the nitty gritty of how to calculate each of these numbers use the assumptions from the priest theorycrafting 3.2 post and apply them to the detailed formulas in my set of six theory crafting posts.

My numbers being different from the OPs don't necessarily make them wrong. It depends on the assumptions used. Don't get me wrong, I agree with 95% of what constantius says in his OP, but just because he is the OP doesn't make his view the only valid one.

Originally Posted by Sun_Tzu View Post
Ok thanks, that seems to indicate talisman isn't really worth the bother, although I've got a feeling Meteorite might be worth picking up for my personal playstyle on some fights(if it ever drops).

Bobturkey actually also had a listing, although I tend to think his statweights on gear is horribly wrong, the regen trinkets seem to indicate the same as Squeaksters numbers in that Spark of hope will remain the 2nd regen trinket. Was afraid of this, some of my own mental math had allready set it above Pandora's Plea, but I really was hoping to get rid of this god awful abomination. Just so annoyingly overpowered.
Just because you don't agree with the conclusion doesn't necessarily make it wrong.

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Old 09/07/09, 3:38 AM   #729
Sun_Tzu
Von Kaiser
 
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Worgen Priest
 
Stormreaver (EU)
Originally Posted by BobTurkey View Post
Just because you don't agree with the conclusion doesn't necessarily make it wrong.
It doesn't, but it doesn't make it right either. My trials on Hard Modes has in general indicated that Haste increases mana consumption, that mana consumption of a active priest is very high as it is, that mana regen is valuable and that mana efficiency is more valuable than faster heals. I did actually try to stack haste/int early in ulduar progress, but ended up using more mana for no real gains over our other holy priest who ran a crit/int heavy set. After correcting my gearing, my efficiency became better with no loss in terms of effective healing.

So far I've seen no reason to change this gearing convention around for Colisseum Hard Modes. There are some fights where less regen might work out just fine, but then those don't really tend to burden the healers anyway, so there's no reason to gear around them.

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Old 09/07/09, 4:56 AM   #730
Hegen
In gear/DCT lock pin
 
Human Priest
 
Alleria (EU)
Comparing the numbers from BobTurkey and the compendium post only makes sense when taking partial numbers from BobTurkey, not his final stat rankings.

Nidaba always only lists relative values of comparable stats (which I prefer).

BobTurkey creates complete stat rankings from his math. As such, Nidabas numbers use far less assumptions and will thus be correct for more healing scenarios, but they won't answer the question "which item is better" easily. If you trust BobTurkeys assumptions (read: you think that your healing reality matches his assumptions closely), then to compare items using his numbers is far less work. The downside is: if you blindly use the numbers and your healing reality differs a lot, you are far from making the right choice.

In either case: just looking at ratios and numbers without carefully reading the explanation makes for lousy decisions.

Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.

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Old 09/07/09, 10:06 PM   #731
BobTurkey
Glass Joe
 
Turkelife
Blood Elf Priest
 
Nagrand
Originally Posted by Sun_Tzu View Post
It doesn't, but it doesn't make it right either. My trials on Hard Modes has in general indicated that Haste increases mana consumption, that mana consumption of a active priest is very high as it is, that mana regen is valuable and that mana efficiency is more valuable than faster heals. I did actually try to stack haste/int early in ulduar progress, but ended up using more mana for no real gains over our other holy priest who ran a crit/int heavy set. After correcting my gearing, my efficiency became better with no loss in terms of effective healing.

So far I've seen no reason to change this gearing convention around for Colisseum Hard Modes. There are some fights where less regen might work out just fine, but then those don't really tend to burden the healers anyway, so there's no reason to gear around them.
Fair enough. I gear for crit before haste as a disc priest too.

Your comment I replied to seemed to indicate that you didn't like the weightings because you didn't like Spark of Hope. My mistake.

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Old 09/08/09, 7:27 AM   #732
Sun_Tzu
Von Kaiser
 
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Worgen Priest
 
Stormreaver (EU)
Originally Posted by BobTurkey View Post
Fair enough. I gear for crit before haste as a disc priest too.

Your comment I replied to seemed to indicate that you didn't like the weightings because you didn't like Spark of Hope. My mistake.
Nah, I dislike Spark of Hope since it's such a cheesy trinket and clearly overpowered. It's sort of like when I played feral druid and any +armor piece was automatically going to be BiS until another better +armor item came along. Long into WotlK release one of the best trinkets was a blue TBC trinket for this exact reason...

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Old 09/08/09, 1:43 PM   #733
Norogil
Glass Joe
 
Night Elf Priest
 
Aerie Peak (EU)
Originally Posted by Sun_Tzu View Post
It doesn't, but it doesn't make it right either. My trials on Hard Modes has in general indicated that Haste increases mana consumption, that mana consumption of a active priest is very high as it is, that mana regen is valuable and that mana efficiency is more valuable than faster heals. I did actually try to stack haste/int early in ulduar progress, but ended up using more mana for no real gains over our other holy priest who ran a crit/int heavy set. After correcting my gearing, my efficiency became better with no loss in terms of effective healing.

So far I've seen no reason to change this gearing convention around for Colisseum Hard Modes. There are some fights where less regen might work out just fine, but then those don't really tend to burden the healers anyway, so there's no reason to gear around them.
I think the simple point here is that Bob's value for haste does not include the additional mana consumption in the haste calculation (only the healing gain), and the best solution would be to help improve the calculations.

Looking at

Priest Theorycrafting – Haste Rating (Part 4) � BobTurkey’s WoW Blog

we see that 1 haste gives 0.03% more casts (this is about 1/3279) and ignoring surge-of-light procs and just spamming flash heal that would mean you use 625*5/1.5*0.03% more mana per haste-rating and 5 seconds or about -0.64mp5 (yes, negative weight). Subtracting that from the final stat weightings give haste a negative total value (but I wouldn't put it below zero since you can always slack for the extra time allowed by the haste!).

Last edited by Norogil : 09/08/09 at 1:55 PM. Reason: Mana use is per 5 seconds

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Old 09/08/09, 6:25 PM   #734
Hegen
In gear/DCT lock pin
 
Human Priest
 
Alleria (EU)
Originally Posted by Norogil View Post
I think the simple point here is that Bob's value for haste does not include the additional mana consumption in the haste calculation (only the healing gain)...
Nor should it.

Haste does not change the mana consumption per amount healed. It just allows you to cast more spells per time. Whether you do that or not is solely your choice.

In fact, carrying haste may have tiny positive effects on mana consumption. If your scenario is heal-spamming with pauses, the more haste you use, the more time oo5sr you have. However, this effect is probably too small to bother including in models.

Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.

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Old 09/09/09, 3:43 AM   #735
Norogil
Glass Joe
 
Night Elf Priest
 
Aerie Peak (EU)
Originally Posted by Hegen View Post
Nor should it.

Haste does not change the mana consumption per amount healed. It just allows you to cast more spells per time. Whether you do that or not is solely your choice.

In fact, carrying haste may have tiny positive effects on mana consumption. If your scenario is heal-spamming with pauses, the more haste you use, the more time oo5sr you have. However, this effect is probably too small to bother including in models.
I agree on the second part and that it is probably marginal.

I also agree that the choice of using haste or not is your choice, but don't agree with the conclusion that haste is beneficial in a mana-regen set and think there are two different answers:

Short answer: When considering healing gains in a mana-regen set you should not directly add a weight for spell-power, but a weight for healing done per mana, since you are trying to maximize healing per mana, i.e. keeping people alive without going oom (a bit simplified).

Spell-power indirectly helps by increasing healing done per mana and thus can get the same weight as before, but haste does not influence healing done per mana (as you noted) and thus get zero weight.

Long answer: I tried to look at three scenarios:

Assume your cast cycle is not influenced by haste: healing done and mana use are the same (almost). So zero weight.

Assume you spam heal as quickly haste allows: healing done and mana use both increase. To compare with stacking spell-power or crit instead of haste it makes sense to include both effects.

Assume you spend e.g. one third in heal-spamming (during the burst-phases) and two thirds in a fixed cycle uninfluenced by haste. As far as I can see the combined weights is one third of second weight and two thirds of first weight. Since the second weight is negative and the first zero the result is negative (same for other ratios).

Obviously the scenarios are simplified and the goal during a burst-phase is not to maximize healing done but to keep people alive, and haste can help with keeping people alive. That would take a much more complex model and be more dependent on the actual fight.

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