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04/15/11, 3:55 AM
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#31
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Glass Joe
Goblin Shaman
Daggerspine (EU)
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I'm not experienced enough to play around with numbers, but do not forget that mastery will start affecting Earth Shield too in 4.1, so we will not be seeing a straight 20% drop in the healing done by Earth Shield. Most likely the reduced base heal is to cover mastery affecting ES at lower healths. ( Source)
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04/15/11, 6:17 AM
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#32
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Von Kaiser
Draenei Shaman
Kael'thas (EU)
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Originally Posted by Rhaegal
In addition to Amilie's point (which really is the main thing to consider when choosing glyphs), by your own math, your Earth Shield glyph is currently increasing your healing done by 484727 over the whole raid, which would drop to 403938 in 4.1. Either way, the Riptide glyph is either nearly or just over double the potential healing done, again assuming equivalent overheal, in addition to allowing you to set up another potential target for bouncing improved Chain Heals during high raid damage phases. Even if for some reason you wanted to stick with the Water Shield glyph, your math doesn't support Earth Shield being a better choice than Riptide now, but not in 4.1.
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When I did those maths it was for the 4.1 changes, but if you read between the lines you should see that Riptide's Glyph is already above Earth Shield's Glyph, doing the same maths for the current version :
* Total Earth Shield effective healing done : 2908360. Meaning the Gylph's effect is : 2908360-(2908360/1.2) = 484726 hp gain.
* Total Riptide's HoT effective healing done : 2115330. Let's assume the additionals ticks with the Glyph would have the same overhealing, we got 2115330*1.4-2115330 = 846132 hp gain.
N.B : There is a problem with WoL : it count Hot's crits on the same column as direct heals crits (look at EarthLiving line to see what I mean). Meaning the amount of heal provided by Riptide's HoT is much higher than what I'm using here (the HoT's crit are merged with the direct heal's crits, so I'm only using the non-crit part of the HoT).
maeklund86 is right : with the changes on Mastery for 4.1 Earth Shield should have the same value it has now. In any case the result is the same : Riptide provides a better benefit than Earth Shield.
Of course if you never have mana troubles you don't have to think about that, your Glyph setup should be Riptide/ Earth Shield/ EarthLiving. But on progression fights it would be supprising. If you tell me that you aren't starved for mana while doing Al'Akir HM P2 then there is something strange.
Once again : those maths are done with my own logs, it may not be accurate for other people with different gameplay or raid setup (if you don't play Riptide a lot for exemple).
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04/15/11, 10:32 AM
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#33
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Von Kaiser
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Again -- the conflict shouldn't be between Earth Shield and Riptide, or Water Shield and Earth Shield. It should be between Water Shield and Earthliving Weapon. All those calculations you're providing us with completely miss the point.
Looking at your log linked above, your Earthliving Weapon (Viveterre in French) overhealed for 55.9% over the course of the night.
61.2% on Halfus.
52.7% on Magmaw.
67.9% on Omnitron.
61.7% on Maloriak.
3.7% on Chimaeron. (Mostly useless healing anyway.)
57.0% on Atramedes.
54.4% on Nefarian.
If we take out Chimaeron as an anomaly, your overhealing on the remaining fights for ELW was 59.15%. Given your healing style and healing assignments, it appears an extra 20% to Earthliving Weapon is not benefiting you very much.
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04/16/11, 8:21 AM
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#34
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Von Kaiser
Goblin Shaman
Die Nachtwache (EU)
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Healing Stream Totem
I did some testing on the strange results of Healing Stream Totem. The following samples are taken in elemental spec, swapping gear around and using Earthliving Weapon, [Flask of the Draconic Mind], Power Torrent and [Volcanic Potion] to temporarily boost my spell power. All observed values are the lower of the two, essentially rounding down.
| Observed | Tooltip | Spell power | | 43 | 39 | 129 | | 270 | 265 | 2870 | | 305 | 300 | 3295 | | 336 | 332 | 3675 | | 358 | 354 | 3938 | | 379 | 375 | 4193 | | 418 | 413 | 4659 | | 440 | 435 | 4927 | | 468 | 463 | 5264 | | 614 | 610 | 7034 | | 617 | 550 | 7058*+ | | 642 | 638 | 7371 | | 678 | 612 | 7800* | | 704 | 638 | 8115* | | 731 | 665 | 8452* | | 801 | 729 | 9297* | | 849 | 777 | 9875* | | 916 | 844 | 10683* | | 964 | 892 | 11261* |
All *-marked spell power values are with Earthliving Waepon. The tooltip matches the wowhead fomula:
28 + 0.0827 * $SP but the observed values are off. Substracting 744 for 2/2 talented Earthliving Weapon and substracting the expected tooltip, the average rest is 4.51. Keeping in mind that all observed values are rouned down, I tried an offset of 5, which fits for all but one sample (+), which is off by one and might be an error on my side.
So the formula for the coefficient table should look like:
Healing Stream Totem expected:
(33 + 0.0827 * $healing_power) * (1 + 0.25 * $purification) * (1 + 0.25 * $soothing_rains) * (1 + 1.02 * $spark_of_life) * (1 + 1.05 * $target_spark_of_life) Except that does produce wrong results. I tested with 7017 spell power (no Earthliving) and the predicted value would be 1401.79, the observed is 1233. That is exactly 1.1/1.25 of the expected value, which means: There was no Purification hotfix for Healing Stream Totem.
The tooltip value is even more off. I thought the tooltip should list 1.1 for Purification (old), 1.15 for Spark of Life (bugged) and 1.5 for Soothing Rains. The tooltip was so far off, that changing any one of these would not get to the right value. I had to respec and check every talent to get to the right formula:
Healing Stream Totem real:
(33 + 0.0827 * $healing_power) * (1 + 0.1 * $purification) * (1 + 0.25 * $soothing_rains) * (1 + 1.02 * $spark_of_life) * (1 + 1.05 * $target_spark_of_life) Healing Stream Totem tooltip:
28 + (0.0827 * $spell_power) * (1 + 0.1 * $purification) * (1 + 0.25 * $soothing_rains) Differences: - tooltip scales with spell power, spell with healing power
- tooltip forgets to apply modifiers to the base heal, which is incorrect anyway
- tooltip doesn't care about spark of life
- both tooltip and spell work with 10% Purification
Edit: If you know what to look for, then it seems others have made that observation before me. Apologies if that was already known.
Last edited by Aanzeijar : 04/16/11 at 8:30 AM.
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04/16/11, 9:14 AM
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#35
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Bald Bull
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Amilie
I define efficiency as the amount of healing done per Mana spent. In the case of Earthliving Weapon, it doesn't save you Mana, because the effect doesn't cost Mana in the first place.
Of course you could be shaking your head right now, telling yourself, "But more healing on ELW means less healing to do with other spells!" And you'd be correct if a) you could pick ELW targets, and b) the glyph's effect wasn't so minimal on a target per target basis. That extra ~1K healing, in an absolute best-case 4.1 scenario where Mastery affects it, isn't going to stop you or anyone else from tossing another heal on the person anyway. In fact, looking at a few 10-man and 25-man logs for fights other than Chim, the overhealing for ELW tends to hover between 16% and 19%.
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Are you saying if someone in your raid had a 5k health deficit, you or someone else in your raid would actively try to heal them (and by active I mean using non-smart or aoe zone heals)? Spell discipline is a significant part of your skill as a healer this expansion, and saying that the earthliving glyph provides little or no efficiency gains because you can't stand when someone isn't topped off means you need to readjust your priorities as a healer.
Obviously there are plenty of examples where earthliving overheals or contributes to raid overheal, but that doesn't make it nearly as bad as you make it seem, especially when it's usually the #3 highest source of throughput for resto shamans in 25 mans.
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04/16/11, 10:53 AM
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#36
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Von Kaiser
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Originally Posted by crimsonsentinel
Are you saying if someone in your raid had a 5k health deficit, you or someone else in your raid would actively try to heal them (and by active I mean using non-smart or aoe zone heals)? Spell discipline is a significant part of your skill as a healer this expansion, and saying that the earthliving glyph provides little or no efficiency gains because you can't stand when someone isn't topped off means you need to readjust your priorities as a healer.
Obviously there are plenty of examples where earthliving overheals or contributes to raid overheal, but that doesn't make it nearly as bad as you make it seem, especially when it's usually the #3 highest source of throughput for resto shamans in 25 mans.
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If they were missing 5K? Of course not. If someone's missing 100K, though, because they just got hit by the boss's Random Secondary Target ability, then I'd heal them, and anyone else who's assigned to raid heal would toss them a quick heal too. In that context, if ELW procs, there are very, very good chances the ELW HoT will either a) overheal or b) not be needed to save the person's life. If it decides to proc.
But hell, you even admit it yourself: if someone's missing 5K, they're not in any danger of dying, and a smart heal (like a 4th CH bounce) is eventually going to top them up! So tell me again: what's the point of glyphing a spell that rarely saves a person's life, overheals like a mofo, and is dumber than a pile of very dumb rocks? The only reason is throughput.
Edit: Also, just looking at my most recent log, ELW overhealed for 39.1%, no glyph. Compare to the values I pointed out in my previous post above and draw your own conclusions.
Last edited by Amilie : 04/16/11 at 1:12 PM.
Reason: Added personal log info.
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04/18/11, 4:58 PM
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#37
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Struck by Diax's Rake
Troll Death Knight
Mal'Ganis
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I made a ranked list of trinkets. It includes blue trinkets from heroic dungeons, as well as trinkets with damage procs that really should go to dps before a healer. Trinkets that boost mana tide for other healers should be valued higher for healers raiding 25-player dungeons.
https://spreadsheets.google.com/ccc?...thkey=CI-0-uoP
I use slightly different stat weights than the ones in the guide at the beginning of this thread. I don't at all mean to imply that those are wrong and mine are right. Rather, this reinforces Aanzeijar's point. Stat weights for a healer should only be taken for what they are, a place to get you started. They'll be different for you depending on your personal gear, talents, and healing style.
With that said, the precise values and ranking are only a rough guide. Trinkets close together in value are just that -- close together in value. But this list lets me make broad judgment statements like "Tyrande's Doll is amazing," and "Heart of Ignacious is terrible."
edit: Fixed the suggestions made so far.
Static spirit effects including reforging have been adjusted to account for increased personal benefit from mana tide. This still doesn't account for the benefit to 2 other healers in a 10-player raid, or 6 others in a 25-player raid. These benefits are impossible to quantify without some sort of judgment about the value of spirit to the healers in your raid.
Value for intellect increased to better account for BoK, mail specialization, and regen from increased mana pool, replenishment, and spirit regen.
Value for mp5 decreased to reflect a more accurate spirit conversion with current gear. edit2: Further adjustments to mp5 and intellect HEP based on Casey's arithmetic. Only very minor changes to ranking resulted from this change. I still am not providing a numeric value for mana tide regen for other healers. I can't see how that would be quantifiable, and I'm not sure it would even be useful. If your other healers need more mana to do their jobs, that's something to consider subjectively against personal benefits. edit3: I separated spirit into static and stacking stats that can affect mana tide, and procs that can't. Hopefully this change didn't introduce new errors. edit4: Added Tendrils of Burrowing Dark.
Last edited by Jessamy : 04/20/11 at 8:19 AM.
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04/18/11, 11:41 PM
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#38
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Von Kaiser
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Originally Posted by Jessamy
I made a ranked list of trinkets. It includes blue trinkets from heroic dungeons, as well as trinkets with damage procs that really should go to dps before a healer. Trinkets that boost mana tide for other healers should be valued higher for healers raiding 25-player dungeons.
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Very nice! A couple notes:
- For trinkets which affect mana tide, the weight of spirit should be increased by 36% (9% uptime * 400% increase in personal spirit) (if column D is 'Y', then multiply the term from the spirit column by 1.36).
- It seems like either int is valued too low or spell power and crit are valued too high; converting Intellect with Gift/Kings into an equivalent spell power and crit rating and adding them would give 1.22 total stat weight from that point of intellect instead of the 1.2 weight which intellect actually has in that list [see CaseyTheRetard's post below for a better estimate of the value of int], and that ignores the effect of replenishment, mana pool, and the effect of intellect on spirit regeneration
- [Fall of Mortality] is no longer the same 1926 proc as its regular version. It's now 2178 spirit, which averages out to 363 spirit instead of 321.
- [Jar of Ancient Remedies] and its heroic version are significantly under-ranked (since the proc isn't reflected), but I'm not sure what the best way to represent them is (an additional mp5 from the on-use based on the lost spirit regeneration from 515 spirit from some reasonable intellect pool?)
Last edited by serrif : 04/19/11 at 11:24 AM.
Reason: Point to CaseyTheRetard for a better estimate of value of int
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04/19/11, 5:34 AM
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#39
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Von Kaiser
Goblin Shaman
Gul'dan (EU)
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Heroic Jar should be more like 425 spirit (3/4 of 580 due to uptime) + 302.5 Mp5 (7260 Mana every 2min on average) which totals to 927 "stat points" and brings the trinket to the third place on your list while still completely ignoring the Mana Tide buff it provides to your raid (580spirit *4=2320 spirit for 16.8sec every 180sec which means an additional 216.5spirit for every healer in your raid).
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04/19/11, 10:30 AM
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#40
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Von Kaiser
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At 85, 1 Spirit provides 0.0083625 * SQRT(Intellect) MP5 while in combat. Your MP5/Spirit ratio of 1.7/0.9 = 1.889 would suggest a raid-buffed intellect of (1/(1.889*0.0083625))^2 = 4007, which seems quite low. I would suggest something closer to 5000 Intellect, resulting in an MP5 valuation of 0.9/(0.0083625*SQRT(5000)) = 1.522.
1 Intellect on gear provides 1.05*1.05 = 1.1025 Intellect raid-buffed. That translates into: - 1.1025 spellpower
- 1.1025/648.91*179.28 = 0.305 crit rating
- 1.1025*15*5/fight_length MP5 from up-front mana
- 1.1025*15*0.5% MP5 from Replenishment
- 0.0083625*Spirit*[SQRT(Intellect+1.1025)-SQRT(Intellect)] MP5 from spirit-based regen
I come up with a value of 1.894 for Intellect using your values for SP and crit, my value for MP5, and assuming a 10 minute fight and 2750 Spirit.
It might be better to split spirit into 2 columns: MTT Spirit, and non-MTT. This allows you to better model the JAR: one should be dropping Mana Tide with the jar fully stacked (5-stacks worth of "MTT Spirit") and popping the use effect outside of Mana Tide (3/4 of 5 stacks worth of "non-MTT"). Heck, you could even separate weights for "Personal Spirit" and "Other Raiders Spirit" so people could tailor the numbers to their personal raid: value the item as <Personal Spirit Weight>*(<non-MTT Spirit>+<MTT Spirit>*<MTT uptime>) + <Other Raiders Spirit>*<MTT Spirit>*<MTT uptime>).
Something like this.
Last edited by CaseyTheRetard : 04/20/11 at 3:15 PM.
Reason: Organize better, include Replenishment and spirit-based regen.
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04/20/11, 4:03 PM
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#41
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Von Kaiser
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Originally Posted by Jessamy
I still am not providing a numeric value for mana tide regen for other healers. I can't see how that would be quantifiable, and I'm not sure it would even be useful. If your other healers need more mana to do their jobs, that's something to consider subjectively against personal benefits.
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You have a value on your sheet for personal spirit. That presence would indicate that (a) you saw how it was quantifiable, and (b) you thought that quantifying it was useful. If every other healer in your raid did the same, you would have a reasonable estimate for the value of MTT spirit to your raid. It's not a simple problem, but it's far from being intractable. Certainly we need not throw our hands in the air by claiming the issue is "subjective."
At the very least, it's useful in a tool of this nature to have a knob to turn to see how varying the raid's value for spirit affects the relative ordering of the trinkets. While one may not agree with my approximation of "each other raid healer values spirit the same as I do", which is certainly fair since I'm not sure I agree with it myself, I think you would likely agree with my tool's placement of DMC:T and Mandala above e.g. Tyrande's Favorite Doll for 25-man raids.
The power of MTT in raids is in its ability to provide mana to other healers, certainly that factor is more significant and therefore more deserving of examination than simply quantifying the self-return.
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04/20/11, 7:26 PM
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#42
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Glass Joe
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In the guide it recommends the Int Flask and Int Food for consumables. Granted, the guide also recommends some other things that don't necessary work with my play style (and specifically 10 man HC raiding), but I'd like to get some clarification from other shamans on which consumables they are using and why.
Until this point I've been using the spirit food/flask to help with mana problems. After looking at World of Logs parses, I've changed my glyphs up some (dropping ELW for WS because my EL was doing major overhealing - Big thanks to Amilie for opening my eyes up to check on that), so that should help some with my mana problems. However, I'm not sure if I should be looking towards the INT based consumables.
Is there a reason the int food/flask is recommended over the spirit? I've seen some references to int helping regen by providing a bigger pool, but haven't been able to find a straight forward math explanation on the subject. I did some searching in the old thread (and this one) that referenced people using the spirit consumables for MTT, but no real arguments on spirit vs int consumables.
Is there a really glaring reason I've yet to find on why I should be using the Int flask/food over spirit? Granted, maybe I'm looking into something that makes little difference, but I like min/maxing where possible, especially if one method is clearly superior to another.
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04/20/11, 10:42 PM
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#43
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Von Kaiser
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Well, for one, in terms of pure stat points, Int consumables give 5% more stats than Spirit ones due to Mail Specialization -- at least Draconic Mind does, I haven't checked Severed Sagefish Head. So unless you're raiding in a world where Spirit is worth more than Int, you should always get Int buffs.
But beyond that: you always gear, gem, and enchant for Int over Spirit. Why wouldn't your consumables follow the same philosophy? Why are you using Power Torrent on your weapon instead of Heartsong, if you're vacillating between Int and Spirit consumables? It's not like they follow special rules. They're just a bag o' stats like gems or enchants.
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04/21/11, 3:02 AM
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#44
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Glass Joe
Orc Warrior
Frostmane (EU)
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I tested this last reset, and again today:
Premices: 7422 healing power, 6633 spellpower, target on the patrolling guard outside blacksmithing/mining huts in Valley of Honor.
Riptide HoT ("unbuffed"): 1724-1725 (1983-1984 with ES)
Riptide HoT (Unleash Earthliving): 2000-2001 (2300-2301 with ES)
Riptide HoT (Focused Insight): 2138-2139 (2459-2460 with ES)
Riptide HoT (UE+FI): 2414-2415 (2776-2777 with ES)
Focused Insight works with both the direct heal and the Riptide HoT. If anyone else would care to test this too it'd be awesome (I am unfortunately not good enough at WoL to dig there).
Last edited by Amiral : 04/21/11 at 3:10 AM.
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04/21/11, 6:28 AM
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#45
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Von Kaiser
Goblin Shaman
Die Nachtwache (EU)
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Originally Posted by Amiral
I tested this last reset, and again today:
Premices: 7422 healing power, 6633 spellpower, target on the patrolling guard outside blacksmithing/mining huts in Valley of Honor.
Riptide HoT ("unbuffed"): 1724-1725 (1983-1984 with ES)
Riptide HoT (Unleash Earthliving): 2000-2001 (2300-2301 with ES)
Riptide HoT (Focused Insight): 2138-2139 (2459-2460 with ES)
Riptide HoT (UE+FI): 2414-2415 (2776-2777 with ES)
Focused Insight works with both the direct heal and the Riptide HoT. If anyone else would care to test this too it'd be awesome (I am unfortunately not good enough at WoL to dig there).
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I've got similar results. Why does Unleash Life buff Riptide only by 16%? Why does Focused Insight buff Riptide only by 24%? And why is the combined buff 40%? Earth Shield buffs correctly by 15%.
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