what I meant was: for any given encounter you need a minimum SP and Haste to get the healing done, you also need a raidwide minimum dps to finish it before a possible enrage. Now if you know the amount of damage you need to heal and make a estimate of the OH, with those minimums you can assert how much mana you will need. Obviously when the fight gets shorter because of higher dps the mana requirements drop down, but at that point you're probably not as concerned about your gear anyway because you start to outgear the fight.
I'm not saying it's perfect, but going into a fight with 90k MEP and OOM at 10% you should be able to figure out that you can make it trough if you have 100k MEP, ofc you'll need somewhat more because you're probably sacrificing HEP in the process, but non the less it's a number that is easier to jiggle around than 24k mana and 550 Mp5 - not to mention 2400 SP, 24% Crit and 550 haste, whereas HEP is easier.
As of this post, the new 1.40 version hasn't been approved for download yet, but it should be within a few hours.
I believe I have addressed all the concerns raised so far in this thread, and doing so has shown that my configured value of MP5 was way too high and did not reflect reality. It wasn't a flaw in my program, but a flaw in my understanding of how much mana regen is actually needed in Wrath.
The new version of shaman_hep figures out the most mana intensive fight in the combat log, and determines how much mana regen you needed that fight. If you ran out of mana that fight, you need to set the MIN_MANA configuration to the amount of extra mana you think you would need, I have no way of knowing what you would have done with more mana. As long as you didn't run out of mana, the data should be accurate. I did a lot of cross checking of the numbers on paper and in game.
Shaman_hep then can assign a weight for SP vs. MP5 based on a configured amount of SP on your gear currently to the amount of mana regen needed, and then weighting based on that ratio and the stat modifier of the stats.
For those that want a separate report for healing output and mana regen, I now have included in the final report stats for healing output equivalency and for mana regen equivalency. In addition, for each spell in the healing report you have the amount of hps gained from stats and in the mana regen report, each source of mana regen shows how it is effected by stats.
I also found that it may be worthwhile to have 1 set for healing when you have replenishment and 1 set for healing without replenishment. Shaman_hep found that with replenishment for me 1 mp5 = 0.6 - 0.7 mp5, without replenishment 1 mp5 = 0.9 - 1 SP. This may not seem like a lot, but the difference between setting the mp5 weight to 0.7 and to 1.0 also effects the value of crit and haste and can do a lot of re-ordering of gear in lootrank.
The list doesn't include Heroism. I simply edited the file to replace Bloodlust, but future builds should probably include both.
Edit: Mana Tide Totem grants 7% per tick instead of 6% if glyphed. Again an easy change to make as I go through the constants. Perhaps this could go earlier in the .pl file to make it easier to find if a change is needed.
Edit2: On the subject of Bloodlust / Heroism, does 20 seconds of extra haste per fight affect the HEP value of haste? I'm inclined to say that even if it does, it can reasonably be ignored, since the raid's healing need doesn't magically increase during the effect.
The list doesn't include Heroism. I simply edited the file to replace Bloodlust, but future builds should probably include both.
Edit: Mana Tide Totem grants 7% per tick instead of 6% if glyphed. Again an easy change to make as I go through the constants. Perhaps this could go earlier in the .pl file to make it easier to find if a change is needed.
I just uploaded a quick bugfix release of 1.41 to Curse that added Heroism and a configuration option for Glyph of Mana Tide. Shaman_hep141 is now waiting on approval. 1.40 took about 24 hours for them to approve.
Originally Posted by Jessamy
Edit2: On the subject of Bloodlust / Heroism, does 20 seconds of extra haste per fight affect the HEP value of haste? I'm inclined to say that even if it does, it can reasonably be ignored, since the raid's healing need doesn't magically increase during the effect.
As shaman_hep works by parsing your current fights, if you currently cast more during bloodlust that is taken into account. However, as far as haste being more or less valuable during bloodlust, that is not taken into account. On my TODO list is to see if I can accurately measure cast times from the combatlog and check when spells hit the gcd haste cap and no longer benefit from haste.
To do it properly, I want to check each cast to see if it was effected by tidal waves, bloodlust/heroism, and wrath of air. The combatlog only shows start casts sometimes and not always for some reason, but it should have all the bloodlust/heroism, wrath of air, and tidal waves data, so if I keep track of those I should be able to come up with an average cast time in each of those 8 situations, even when the combatlog doesn't show it. Haste procs from items will make it a little more complicated, but I will take an average to factor in any haste effects from items. This obviously will take some time to do.
Right now I do not give haste a cap and haste definitely has a cap for lhw at least that is not hard to hit. If you use a lot of lhws with tidal waves, haste is probably a little overvalued in the current weights.
in concern to HEP for chain heal spamming, with select gear and close to 100% time on replenishment you can out regen spamming chain heal. you slowly chip away at your mana with riptides and/or tank healing, but for raid healing with enough int and mp5 you regen as much mana as you use and gain any back during any downtime. i noticed this in 3d25man which may not be the hardest, but its not easy and runs roughly 5-6 mins so would be ideal for testing your mana regen out of the available situations.
in concern to HEP for chain heal spamming, with select gear and close to 100% time on replenishment you can out regen spamming chain heal. you slowly chip away at your mana with riptides and/or tank healing, but for raid healing with enough int and mp5 you regen as much mana as you use and gain any back during any downtime. i noticed this in 3d25man which may not be the hardest, but its not easy and runs roughly 5-6 mins so would be ideal for testing your mana regen out of the available situations.
I"d like to see some math to back up this claim. Spamming CH with only 400 haste and 2pc t6 is still 1590 mp5 consumed. Even with raid buffs I don't see how you are going to achieve that amount. Sure with enough downtime you can spam CH for a very long time but 3dsarth is really only one of three phases that requires intense healing. This is not really a very useful benchmark for regen.
I"d like to see some math to back up this claim. Spamming CH with only 400 haste and 2pc t6 is still 1590 mp5 consumed. Even with raid buffs I don't see how you are going to achieve that amount. Sure with enough downtime you can spam CH for a very long time but 3dsarth is really only one of three phases that requires intense healing. This is not really a very useful benchmark for regen.
Sarth 3D requires a lot of moving and gives a lot of Water Shield Proccs. As you say, there's not really a way to keep up with the 1590 mp5 draining, except maybe stacking 5 mana springs/tides in the same group. For reference, on Patchwerk i usually just chaincast Chain Heals without interrupts for the entire fight without pauses except for renewing Earth Shield and popping mana tide. On a typical 3 minute kill i am usually forced to pot to not have to stop casting, but i don't run oom after that pot before he dies. This is with gear mainly focusing on spellpower/haste, but even with some gear swaps there's not really a way to keep the spamming up for more than 5 minutes if you can chaincast.
I downloaded shaman_hep144 today, I put it in my addons folder, but the mod isn't available thru my addons screen in-game. Ideas of what I'm doing wrong?
I downloaded shaman_hep144 today, I put it in my addons folder, but the mod isn't available thru my addons screen in-game. Ideas of what I'm doing wrong?
stassart's program is not an add-on. It is a stand-alone combat log parser/analyser, written in Perl, and requires a Perl interpreter to be installed in order to run it.
You can find instructions where you download shaman_hep from curse.com, or on page 11 of this thread. It is not an in game addon, but a tool to run outside of the game (like rawr, or enhsim, or a spreadsheet).
Due to real life issues we didn't have all of our normal healers last night and our elemental shaman specced resto for the raid. She didn't use Glyph of Chain Heal, so when I (out of nosiness) ran a shaman_hep report for her, the report ends with
and then the command line was spammed with "Use of uninitialized value" and "Illegal division by zero" errors. For those of us with resto as our main spec, Glyph of Chain Heal is a safe assumption, of course.
Edit: Another, even more minor, glyph issue: if I add Glyph of Healing Wave to the mana cost list, it makes the output file prettier, with fewer warnings. It doesn't affect output values, just cleans up the log analysis.
and then the command line was spammed with "Use of uninitialized value" and "Illegal division by zero" errors. For those of us with resto as our main spec, Glyph of Chain Heal is a safe assumption, of course.
Edit: Another, even more minor, glyph issue: if I add Glyph of Healing Wave to the mana cost list, it makes the output file prettier, with fewer warnings. It doesn't affect output values, just cleans up the log analysis.
I believe I found the error and ran the code against some chain heals by an enhancement shaman, but I have sent you a PM with my e-mail address so that hopefully I can get a copy of your combatlog to make sure the error is fixed for you.
Edit: Got combatlog from Jessamy and confirmed that what I fixed was the reported problem. Shaman_hep146.zip uploaded to Curse and waiting for approval for download.
(To those that have requested features, I am working on them. I just want to get bug fixes out before new features.)
I"d like to see some math to back up this claim. Spamming CH with only 400 haste and 2pc t6 is still 1590 mp5 consumed. Even with raid buffs I don't see how you are going to achieve that amount. Sure with enough downtime you can spam CH for a very long time but 3dsarth is really only one of three phases that requires intense healing. This is not really a very useful benchmark for regen.
For the fight i was geared all crit/int. Running about 44% crit and only about 333 haste my chain heals were slower then usual, and i was gemmed for all int so i had 27.6k mana. Anyway here is my calc for my mp5 that fight(dbl. checked various sources with many recounts).Also please remember this was just until third drake died.
totem of forest growth(counting it because totem of bay is usually used)=120mp5
BoW=92mp5
Mana spring 5/5 resto totems=105mp7
mana spring 0/0 resto totems(Yes thay stack)=85mp5
water shield base=140
water shield procs=250(Yes i know this is a big number, but remember 44% crit+getting hit by adds+cyclone)
soul of the dead=40-45mp5
replenishment(assuming 100% uptime)=345
paper doll mp5=226
mana pot=43 mp5(5 min fight)
mana tide totem(only had 1)=66.24mp5
Add all of that up and you get 1399 mp5 assuming a 5 min period, i would have even more theoretically because it takes less than 5 mins to kill all 3 drakes. With 333 haste I would have about 16.16% haste w/wrath of air making chain heal a 2.16 second cast. Assuming i never stop spamming chain heal which is completely unrealistic i would need 1835 mp5(5/2.16*793) to regen as much mana as i use.Even if this was true the 436 missing mp5 would be gained back during any type of movement.If i move for 5 seconds every 20 seconds i would still never go oom in any realistic fight with 27.6k mana. I have since regemmed and changed my gear i only did this to see if this would be possible. I think this is a good sign that in the future shamans will face no mana problems. And yes i know it isn't a very good benchmark, but it was the only fight that i could test it out in due to its length and reliability on proccing water shield orbs.
For the fight i was geared all crit/int. Running about 44% crit and only about 333 haste my chain heals were slower then usual, and i was gemmed for all int so i had 27.6k mana. Anyway here is my calc for my mp5 that fight(dbl. checked various sources with many recounts).Also please remember this was just until third drake died.
water shield procs=250(Yes i know this is a big number, but remember 44% crit+getting hit by adds+cyclone)
Hate to break it to you, but crit does nothing for regen when spamming CH.
Hate to break it to you, but crit does nothing for regen when spamming CH.
He is using [Soul of the Dead] so it does sort of, but that would assume it had no internal cool down. I have not personally tested it, but from what I have read it does seem to have an internal cool down of about 45 seconds. It does look like he is just treating the trinket as 40-45 mp5 though.
He is using [Soul of the Dead] so it does sort of, but that would assume it had no internal cool down. I have not personally tested it, but from what I have read it does seem to have an internal cool down of about 45 seconds. It does look like he is just treating the trinket as 40-45 mp5 though.
[Soul of the Dead] has a 45s internal CD making stacking additional crit fairly ineffective in increasing its average mp5 equivalent. It will usually proc in 10-15s of use when its not on CD. Besides he was arguing that his crit rate was part of the reason for his very high water shield equivalent.
He did underestimate soul of the dead's mp5 returns though. 1 ppm is a conservative proc rate making it about 70 mp5.