Originally Posted by ttyl
Just checked, PW:S isn't scaling with spell power (nor Twin Disciplines). Absorbs 3906 damage at 85 with no talents.
Holy's mastery is now rolling. I can't figure out how it's being calculated: http://i56.tinypic.com/2i03nkx.jpg
edit: Refreshing Echoes of Light equally distributes the sum of the remaining ticks on top of new Echoes of Light. Server-client lag adds some free ticks.
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Hey, are you sure ? PW:S not scaling with spellpower is a huge news ! And might be gamebreaking as well !
What you say about holy mastery makes definitely sense : that's the way Ignite or Deep Wounds are calculated on live. The new hot (or dot) is added to the remaining part of the previous one, and then, ticks values are computed base on the total amount and dot duration, and the amount slowly decreases.
To make it more clear, with an example (assuming that the hot is 10% of your direct healing, and that it last 5s (lazy to check this value) ) :
T=0 : no hot on target, you heal for 7k -> 700 hot, ticks at 140.
T=1s : 140 hot, 560 remaining.
T=1.5: new heal : 8.5k -> 850 added to the hot -> 1410 remains -> ticks at 282
T=2s : tick at 282, 1128 remains
T=3s : tick at 282, 846 remains
T=3.2s : new heal at 15k, 1500 added to the hot -> 2346 remains -> ticks at 469
and so on.
In live, there is the a lag-effect, that happens when a tick and a new event (heal, or crit for warriors) happen too close. Basically, due to the lag, the following sequence happens in the code :
- the first event reads the actual value of the dot / hot (i.e. value before both events)
- the 2nd event reads the same value;
- the first event computes the new hot / dot value, based on what it read;
- the second event does the same;
- the first event write the new correct value;
- the second event does the same, hence overwriting the first event.
In result, the first event is ignored, and the hot/dot is refreshed as if it didn't happens. But the healing / damage happened, and are taken into account for character life or mob health.
On live, this allows warriors and fire mage to have really high deep wounds / ignite ticks, larger that what they ought to be. What I explained definitely works for the case where the first event is a tick, and the second a spell crit (hence, this tick damage is not deduced from the dot, as it should, and they gain damage). I don't know if that's the case in the other order.
For mages and warriors, this won't be a big deal, because it is tied to their crits, and crit rates will be way lower in cataclysm. However, for holy priest, this is on every heal, and could happens ways more frequently (albeit less that on live for warriors, which have more criting opportunity than priest can have heals).
As for what Blizzard is trying to do: they want us to take mana into consideration, but they also don't want us to wait and do nothing because we don't have the mana. Hence, we have a heal (Heal) which we can basically infinitely sustain. Consider it as our autoattacks, or GH rank 1, if you played a healer in Vanillia / TBC. But it doesn't heal much, and won't be enough to keep our group alive. We'll need to sometimes use more expensive heals, with better hps and worst hpm, to keep every one alive. The "difficulty / challenge / interest" for healers is intended to be the decision of the right spell on the right person, based on these two constraints :
1/ enough hps to keep everyone alive (by hps, I also includes the nature of the spells (hot / mitigation / aoe, etc.);
2/ best possible hpm, such as not to be oom.
In live, we basically just consider the first case. In theory, by having a second meaningful constraint, they can lead to more interesting choices (someone is low enough to be possibly in danger : do we flash him to ensure he lives ? Do we gamble and heal with Heal, such as to keep enough mana ? ). In Wrath, mana hardly mattered, even at early tiers (yes, you could go oom. But mostly, wippes were because of lack of hps / reactivity, or lack of dps, or badly handled events. Not because healers went out of mana).