Vuldunobetra, the 20% heal bonus from Tidal Waves is static, and not based on the buff. The buff only reduces cast time. So to be complete, the HPM remains the same with and without the buff, only the HPS changes.
First of all, hi to everyone. This is my first post on the Elitist Jerks, but I've been a fan of these forums for a long time. I really appreciate all the hard work that goes on in here.
Vuldun--What about people who are deciding whether or not to spec into tidal waves? I think the numbers should be calculated to reflect the difference there.
In SW, the other resto shammies in my guild and I very rarely use HW and LHW. Some of the other restos were thinking about allocating these points elsewhere in the resto tree for lvl 70 in SW bc of this reason. Perhaps if we saw the numbers reflected, it would help us make this choice come 3.0.
If you rarely use HW and as a result don't talent to improve it, I would hazard a guess that the untalented values are of little use.
I suppose the exception would be if there was a certain talent spec that, while using HW/LHW, precluded the full speccing of tidal waves. For ease of calculation, I'll replace most of our normal numbers with symbolic values:
CTCo = Cast time coefficient, typically 3.0/3.5, 2.5/3.5, or 1.5/3.5
1.88 = Spellpower to healing coefficient
TW = bonus from tidal waves, between 0 and .2 for HW, between 0 and .1 for LHW (and 0 for CH, obviously)
P = Purity multiplier, maxed is 1.1
HWay = Healing way, max is 1.18
ICH = improved chain heal.
so [(CTCo * 1.88) + TW] * P * HWay/ICH = healing per spellpower
note this doesn't take into account healing added by int, nor does it count spellcrit rate.
Last edited by Grimtaash : 10/10/08 at 12:11 PM.
Reason: remove extra character
I am trying to keep a handbook for shaman on my guild's forums and am condensing down the info that I've been reading on this site and others. Short of using a spreadsheet found on the internet, how does one come up with equivalence points for stat weighting? PitBuller mentioned on page 31 (Link) that a point of Int is worth .4 Mp5. I read the mana regen article on WoWWiki (Link) and understood it well enough. What I am unclear on is how one goes about comparing Int/Mp5 with, say, Spellpower or Crit or whatever. Is there a 'site out there that breaks this down or could some kind-hearted individual tell me briefly? Thanks.
Thank you for the explanation of the coefficients. I can now put some numbers together for my guild to compare the hps and hpm of HW and LHW with and without tidal waves passive boost.
Is there any way I can check what my spellpower will be once 3.0 comes out short of researching the update on every piece of gear I have? Just wondering if there's a simple formula to convert bonus healing to spellpower.
I am trying to keep a handbook for shaman on my guild's forums and am condensing down the info that I've been reading on this site and others. Short of using a spreadsheet found on the internet, how does one come up with equivalence points for stat weighting? PitBuller mentioned on page 31 (Link) that a point of Int is worth .4 Mp5. I read the mana regen article on WoWWiki (Link) and understood it well enough. What I am unclear on is how one goes about comparing Int/Mp5 with, say, Spellpower or Crit or whatever. Is there a 'site out there that breaks this down or could some kind-hearted individual tell me briefly? Thanks.
Item cost value is 1int = 0.4mp5.
Actual int value is :
Int is 1.5mp5
Int is 0.33crit rating.
Int is 0.18spell power.
Total: Int is worth of 4.23 item points but cost only one.
Read that post again. Int is best stat now until you have infinite mana. After that it still have 0.5 output value.
Despite the attempt to consolidate the two stats, +damage and +healing are still differentiated, even within +spellpower. The easiest example to explain (and to also prove, since every shaman in the Beta has both) is the difference between Flametongue and Earthliving. Neither gives pure spellpower, but instead +damage and +heal, respectively. This means that for those two flasks, they will still only give +damage (though I suppose that cannot be 100% verified until someone can obtain one of those in the Beta. I can't make either flask, and there's zero chance of finding them on the AH).
** Totems are now physical and harder to dispell, have more life and last longer. **
This was taken from MMO-Champion's front page. I don't have a link to the original blue post. The last I heard on totem survivability was that poorly thought out Stoneclaw change. This suggests that totems are getting a real buff. Has anyone heard anything more about this?
So what's the coeffecient for ELW? Is it treated like a regular Hot?
(652 + 12/15 * SP * 1.88) * 1.1 = 3390
With a 20% proc rate, we can estimate it by dividing the heal by 5.
LHW/HW = +678 HoT
CH (0 jumps) = +678 HoT
CH (1 jump) = +1356 HoT
CH (2 jumps) = +2034 HoT
CH (3 jumps) = +2712 HoT
** Totems are now physical and harder to dispell, have more life and last longer. **
This was taken from MMO-Champion's front page. I don't have a link to the original blue post. The last I heard on totem survivability was that poorly thought out Stoneclaw change. This suggests that totems are getting a real buff. Has anyone heard anything more about this?
That's a pretty confusing statement. However I'm pretty sure I read somewhere that Totems are now no longer "magic" spells for Shamans. So they should be castable during silence/counter-spell periods. Can someone confirm that?
All former 2 minute totems now last 5 minutes I believe. I have no idea about the HP change, but currently every class can easily do 300 to 600 damage with a wand or melee attack. So unless the totems get at least 1k HP at 80 I don't think it's going to do much for PvP.
I don't really get the "harder to dispell" part. Some totems apply buffs/debuffs and some of them can be dispelled (earthbind comes to mind). I have no idea if Mana totem buffs can be dispelled. However the mana/life granting totems now "pulse" mana/health to players without applying a buff now. No buff no dispel, eh?
These aren't the numbers we have been using, but they're not that far off, and the gem recommendations aren't terrible.
From this point, I multiplied the INT lootrank coefficient by 4.23 as per Pitbuller's math findings: Loot Rank for WoW
There were a few surprises (T5 chest is better than T6 with these values), but with the 30% nerf to raid mob hp all new gear doesn't seem warranted. The ranking recommends all int gems in every socket regardless of socket bonus. Checking the "force socket colors" box yields int (yellow), int/m5 (blue), and pow/int (red). I lose some score ranking values by doing this, but gain my meta gem bonus.
Depending on how many sockets your gear offers, it might be possible to go either with two spellpower/mp5 gems and fill up the rest with pure int; or take two int/mp5, two int/spellpower and fill up with int (that is, if you're using the insightful earthstorm diamond, which would be logical).
I was also thinking about some haste-gems, since that is the other very efficent stat, the problem is that you can hardly predict how much haste your manapool can support. Considering the totem gives you plain 5% haste, I was planning to get either 20% haste (which would equal 2,1 sec casting time for Chainheal) or 25% (which is 2,0 sec) from gear, gems and the totem together, anything inbetween wouldn't make much sense. 25% would be ideal, but of course this is dependent on mana usage.
How ideal are the Reckless Pyrestone going to be for healing in 3.0?
I myself believe that the spell power and haste gain will be better, as we gain +5% haste from WoA Totem but lose that +101 healing, which is a lot of + healing to lose.
Depending on how many sockets your gear offers, it might be possible to go either with two spellpower/mp5 gems and fill up the rest with pure int; or take two int/mp5, two int/spellpower and fill up with int (that is, if you're using the insightful earthstorm diamond, which would be logical).
I was also thinking about some haste-gems, since that is the other very efficent stat, the problem is that you can hardly predict how much haste your manapool can support. Considering the totem gives you plain 5% haste, I was planning to get either 20% haste (which would equal 2,1 sec casting time for Chainheal) or 25% (which is 2,0 sec) from gear, gems and the totem together, anything inbetween wouldn't make much sense. 25% would be ideal, but of course this is dependent on mana usage.
Two int/mp5 and two int/spellpower is better if you can get more socket bonus with those. Both way gems will give same stats but socket bonuses might be different.
Haste is very bad stat if you have gem longevity too. You can't donwrank anymore so haste is output stat only. You can't reactive heal as good like priest so only way for chain healing is spam. Mana pool dosn't support spamming and thats why you gem intellect. Haste + intellect gems are little counter productive. Also why do you shoot for some haste value? Do spells heal someway better if your cast time is round number like 2s? Only time when that matter is when you heal tank then you want heal faster than boss swing. It's like saying I want exactly 1250 spell power.
You calculated cast time wrong. 2.5 * 1/1.05 * 1/1.2 = 1.984 not 2s.
And for JC, is it still one of each BoP gem or is it 3 BoP gems in total now ? (+ BoP jewelry)
3 in total, and it can be 3 of the same type. They also count as all three colors at the same time, both for meta gems and socket bonuses.
That would make JC very good, 3x 30 Int gems for the meta gem (and socket bonuses) and 20 Int gems for the rest, maximum result.
And I doubt many haste gems will be good at the start, there is plenty of hastse on gear (haste gear > crit gear) and then get crit through massive Int. Our mana will be the #1 issue at the start, and increasing your HPS isnt to hard with the TW talent nad throwing more RP into your rotation.
I wouldn't say haste is counterproductive, it's the number one output stat (as you said). Losing addheal is a fair trade in my opinion, because most of the time you healed with lower ranks and it was enough, now we're "forced" to use maxrank, which means that the basic healing value of the spell will go up, as well as the addition of Earthliving Weapon, so losing spellpower won't matter that much.
I am aiming for a certain value of haste, because I think that round numbers are better the more haste you have, as we know, the more haste you have, the more you need to get the same effect. Now if you have around 300 haste rating, that's pretty much 2,1 seconds of casting time for Chainheal at level 70. You would need around 400 haste to get down to 2 seconds; so I think that being in between those values is less effective than trying to hit those values and use the other sockets for "fixed" stats, i.e. Int.
The argument behind this theory is that if you put in 5 haste-gems, you gain about 0,05 seconds of casting time in this scenario, but latency will eat those 0,05 seconds in most cases and if it doesn't, lack of reaction surely will. 5 sockets could be 50 Int (before talents or BoK) or 44 spellpower, which is, in my book, by far more effective than those 0,05 seconds. I might be wrong though, but that's just my experience/opinion.
And how do you know that the manapool won't support haste-gems? I mean, of course, things will get different and your argument about reactive healing is definitely correct, but with all the new dps buffs, replenish and the 30% HP nerf to all boss encounters, it might actually work.
Edit: I was more or less referring to BC gear and gems, rather than the WotLK stuff, because of Jessamy's comparrison. I think it's pretty clear that you can't support haste gems at all at the beginning of WotLK raiding (and very few later on).
Last edited by nevermore_85 : 10/13/08 at 7:50 AM.
It's established now and was when I did the stats, that int is the new #1 stat. But the others need adjustment too.
Firstly, spell power is still a mighty stat for us. In your stats you put spell power at the blizzard weighting, which is extremely low. Starting from the old rating spell power would have to be around 2.4-2.5. I realize that without downranking, and with the flat boost from ELW the value dimnishes a lot, but on the other hand raidwide healing stream and extremely strong earth shields make up for that. Our new goal is not to heal more faster, but to heal precise amounts less frequently. As a starting point I left it at 2.4.
Also I do not see any value in haste anymore. I tried a lot to heal with my current gear with the new talents, and the conclusion for me is, I have to get rid of all that haste. 300 passive haste + 5% totem is just too much. I can cast one heal every other GCD and I'm still oom pretty fast. Haste is still nice, but nice in the sense of "will get that anyway, no need to look for it", just as spell hit was to elementals before. I reduced it to 0.5, tie-breaker.
Crit is a tough one, but for 3.0 at least it doesn't matter. The reason why Jessamys ratings value the T5 healing chest over the T6 healing chest (and both a lot lower than T6 ele chest) is pretty much the crit value. In Lich King the value of crit may rise a lot, but as for now, there is not much endgame itemisation matching our target. Most pre-addon crit items are either unlikely to find their way into shaman bags (cloth caster items, plate), or come bundled with hit, or are not socketed like the elemental items found in BT. Honorable exceptions are the S4 pvp items, but then again those have horrible regeneration stats. I put it at 0.7, increased over the old ratings, but still in tiebreaker range.
The outcome of this rating is pretty much what one would expect. SWP crafts and drops dominate the charts, but in a more natural order than before. Amulets, rings and cloaks are not as haste crazy as before, and the haste biased ZA amulet and chest ring are rated down in favor of the now neglected twins and felmyst amulets and higher level rings. The 40 int trinket from Aran is ranked high, as expected.
Surprise comes in the rating of gloves and boots. In the glove ratings, ancient frostwolf and ancient shadowmoon compete with the crafted gloves. Both drop gloves feature broad stat distribution, one with crit, the other with mp5. The crafter gloves focus on int, spell power and either crit oder haste. With these four items ranked pretty similar one can adjust the values of the secondary stats to ones liking. Finally at the boots, the old ilvl 128 badges boots are rated almost above T6 boots. The small base stat bonus over T6 almost outweights the vastly better spell power, haste and crit. At int=5.0 T6 loses the top spot.
Last edited by Aanzeijar : 10/13/08 at 7:55 AM.
Reason: clarification on the badges boots
Haste enables shamans to take full responsobility in raidhealing without getting help from any other class, thereby making raidhealing synergy easier to maintain and having less healers, manapool really isnt a problem and if it is we have [Totem of Living Water] to switch in to if needed.
I for one shoot for 300-350 hasterating with whatever upgrades i get, to be able to keep the healing output i need to for chainhealing the raid. At the moment we are in raids basically to raidheal, anything else other classes do better than us..
As long as you dont run oom, have to stop waiting for pot/tide cd, why stop getting haste?
More +heal usually only result in more overhealing, espessially now since we have to use rank 5, since we normally don't have heal anyone for 5k+ with raidhealing. If so we have riptide,NS+HW or reaction LHW.
Shaman who don't have haste at all use 180/2.5 * 0.19 * .95 * 2678 = 34803mana.
Shaman who have lot's of haste chain heal cast time is 2second. 180/25 * 0.19 * .95 * 2678 = 43504.
If both have 13k mana pool. Mana gains are:
13000 mana pool.
5850 from replenish 100% uptime.
3120 from one mana tide.
5400 from gear and oils(150mp5)
2400 from mana pot.
2250 from mana spring.
1800 from water shield.
1771 from Blessing of wisdom.
1200 from resto drums *2.
936 from water elemental 100% uptime(need least two frost mages).
Total: 37727. Best case scenario.
Mana pool support some amount of haste but not much. It's counter productive if you have to get longevity at all cost to support haste mana drain.
Ok, your maths leave about 3k mana left to "spend" on haste, BUT a 13k manapool is very little, when you say you would socket max-Int; 16k+ seems more likely, perhaps even something around 17k. That again, gives you more mana from replenish, Water Elemental and Manatide. And even then you might have some sockets left to gem for haste. As long as you can support your mana usage, haste makes you heal more and I see Int only as a means to an end to keep your HPS going (a major and important one, though).
Of course Aanzeijar is right, spellpower will be an important stat with raid-wide Healing Stream Totems and the path which healing will probably take in WotLK, but the situation in SWP is that from a certain value on healing doesn't matter that much anymore and haste puts you on the better end. And that is even more true with only rank 5 aviable.
So for 3.0 it's Int that keeps you going, but it's haste which makes you heal more and that is the goal, isn't it?