According to what has been said I would agree that Alchemy offers a nice opportunity to change from SP to MP5 or Haste from a fight to another on the fly. While you won't of course change your every gems to face differents fights' requirments from one boss to another. In another hand BS or JC offer a better stats choice. With alchemy you'll have a full SP boost or a full Haste boost or a full MP5 boost, but you can't separate that boost between differents stats, while you can with BS or JC. It's one big boost in one stat. And finally in terms of numbers BS, Enchantement or JC give a better bonus at the end. That's why I wouldn't put Alchemy ahead of JC, nor behind, but at the same level.
I like the idea that Blizzard managed to give a nearly equal interest to most of the professions. You take Alchemy, JC, BS, Tailoring or Eng because you like them, and you find little advantages to them according to the way you play or plan your char. But there isn't a profession you got to take over the others.
To put a direct relation between the professions I would go for Alchemy/Jewelcrafting >
Blacksmithing/Enchanting/Inscription/Leatherworking > Engineering/Tailoring > Herbalism/Mining/Skinning
I would agree with all of this except for the ranking of BS lower than JC. I absolutely love the stat flexibility that comes with having the extra sockets (a flexibility which isn't afforded to a comparable degree by Enchanting/Inscription/LWing). Being able to stack a valuable stat (regardless of what it is) offers a min/max advantage that, at least I feel, puts these three professions above the others.
So, in my opinion, the professions should look something like this:
I would agree with all of this except for the ranking of BS lower than JC. I absolutely love the stat flexibility that comes with having the extra sockets (a flexibility which isn't afforded to a comparable degree by Enchanting/Inscription/LWing). Being able to stack a valuable stat (regardless of what it is) offers a min/max advantage that, at least I feel, puts these three professions above the others.
So, in my opinion, the professions should look something like this:
There's no question that at the current time JC > BS. JC provides an extra 48 SP or extra 42 haste. BS provides 46 SP or 40 Haste. However, I do like your suggestion of putting Alchemy/JC/BS in the same category. I think that's an excellent solution to the problem that JC/BS are right now the two best professions but Alchemy offers many many benefits to the resto shaman.
I updated the TTT with the three levels of Tier 10 for resto shaman. I also compared them with the elemental set. Blizzard appears to have done a much better job itemizing these two sets. I did not see any elemental pieces that would provide an upgrade over the resto pieces. Basically our stats are either identical or instead of hit, the gear has mp5.
So the only question that remains is whether to use:
1) 2 pieces of Tier 9 and 2 pieces of Tier 10
2) Four pieces of Tier 10
Anyone on the PTR have a combat log they parsed using Stassart's mod for HEP values? I'm a bit worried that most of the healing we would gain for the four-piece Tier 10 bonus will be overhealing. Therefore (at least for many fights) it might be more advantageous to use a mix of the tiers.
EDIT: Also I don't see any bracers that drop in either the new heroic or regular 5-mans in Patch 3.3 that will replace [Bejeweled Wizard's Bracers] as an easy to get starting piece before doing 10-man or 25-man raids. Same thing for [Deathchill Cloak]. The new one has crit and mp5.
I know the hardcore math fanatic theorycrafter would disagree with me on this. But I am starting to very much value the "On Use" abilities that engineering gives, allow me to explain.
The guild I raid with is a hardcore guild, we have the roster to put out the best possible set up for any fight we come accross, and don't have many weaknesses in the healing output, DPS output or tanking capabilities department. We are not up the standard of lets say, Ensidia, Irae AoD, Stars, etc, but are above top 100 in the world. What I'm saying is that we basically never have a problem with enrage timers, tanks dying to unhealabe damage, and raid damage outside of people fucking up that isn't healable.
The issue always seems to be in raiding getting over that speed-bump "hard part" in any given fight. I'm talking say, the bubble/heal on Twin Valkyr heroic(during undergeared progress times of course), the 5% frenzy on Patchwerk 40-man, Frozen Blows on Hodir, etc etc. The timing of cooldowns for that extra boost, etc. Because of this I have began to find engineering very very useful, that means rocket boots and haste enchant on gloves. These are both very valuble cooldowns to use in a tricky spot - but as I am aware, are not mathematically a DPS/HPS increase over time as other professions. But it these "hard parts" in fights that for me shows engineering's true value. Just a thought!
Anyone on the PTR have a combat log they parsed using Stassart's mod for HEP values? I'm a bit worried that most of the healing we would gain for the four-piece Tier 10 bonus will be overhealing. Therefore (at least for many fights) it might be more advantageous to use a mix of the tiers.
I'm tending to agree with this suggestion. Although I do like the 9s HoT feature when healing melee, since they tend to take periodic AoE damage. I'm still not sold either way, but I think we will end up treating T10 much like we do T9: 2pc most of the time, 4pc on AoE-heavy fights. Whether or not we use 2pc T9/2pc T10 or 2pc T10 and 2 more offset pieces is yet to be determined.
I've been using it over [ZZOLD Design: Insightful Earthsiege Diamond] for a few weeks now and have barely noticed any difference in terms of my mana situation (its still basically impossible for me to runout) and [ZZOLD Design: Revitalizing Skyflare Diamond] provides a much nicer bonus to throughput. Combined with the T10 4pc, it looks to become an even more attractive option come ICC.
Obviously things could change, but short of IWS taking a direct nerf i really don't see it happening.
I know the hardcore math fanatic theorycrafter would disagree with me on this. But I am starting to very much value the "On Use" abilities that engineering gives, allow me to explain.
The math actually supports engineering, if your using gloves every 1 minute which in my experience I am. That's 340 haste for 12 seconds which averages out to be about a 68 haste buff vs Jewelcrafting's +42 haste buff. Obviously its not that simple, but its a very underestimated profession in the world of all haste gems it only seems like a natural choice.
I've been using it over [ZZOLD Design: Insightful Earthsiege Diamond] for a few weeks now and have barely noticed any difference in terms of my mana situation (its still basically impossible for me to runout) and [ZZOLD Design: Revitalizing Skyflare Diamond] provides a much nicer bonus to throughput. Combined with the T10 4pc, it looks to become an even more attractive option come ICC.
Obviously things could change, but short of IWS taking a direct nerf i really don't see it happening.
Please post a HEP report showing the increased healing the meta gem did. That is the only way to judge. Because going strictly by mana returned IED is far better than Revitalizing Skyflare. In general, much of our crits are wasted on overhealing. Therefore, a 3% boost to the critical effect healing effect may sound better than it is in reality. The only way to know is for someone to use Reviatlizing for a ToC run and post a HEP report. Or theorycraft it. Thanks.
I would imagine [Ember Skyflare Diamond] to be the weapon of choice should you decide regen is in no way an issue. Also [Mystical Skyfire Diamond] may be worth looking at, however you are generally better off to make different gear choices and resume using Insightful as it does provide the most benefit for the slot.
Please post a HEP report showing the increased healing the meta gem did. That is the only way to judge. Because going strictly by mana returned IED is far better than Revitalizing Skyflare. In general, much of our crits are wasted on overhealing. Therefore, a 3% boost to the critical effect healing effect may sound better than it is in reality. The only way to know is for someone to use Reviatlizing for a ToC run and post a HEP report. Or theorycraft it. Thanks.
I'm not sure what needs to be theorycrafted here. In an environment where mana is never an issue (which i would hazard a guess is the story for most of us right now) IED's value is essential zero. Therefore, any meta that provides a non-mp5 bonus to throughput is going to be superior by definition.
I fear the same as Skyhoof for the [Revitalizing Skyflare Diamond] : many of our crits are overhealing, so adding 3% on them won't help a lot in a fight.
Maybe it could be a good option with 4 pcs T10 to raise the value the HoT's effect. But will we play 4 pieces of T10 or as we did for T9 we will mostly go for the 2 pieces bonus ? And how is the 25% HoT calculated (on the total value of the heal done or only on the effective healing done on the target) ? [Ember Skyflare Diamond], for what I remember from an old discution about it the 2% more intel aren't worth the 21 intel from th IED, so you would only gain 25 SP. We can hope better from a Meta than a 25 SP boost. But my memories about that intel boost may be wrong (and/or the maths about those 2% may be wrong too). [Mystical Skyfire Diamond] would be the best one in term of throughput but the activation requirment is definitly the worst we can think of (unless we switch back to gemming SP in 3.3 and then we could think again about it).
Another thing to take into consideration is that mana isn't an issue at the moment because we need very few mana regen to sustain a whole fight. So it's easy to attain that requirment, but would you remove your every MP5 on your equipment and your Meta I think you would face some mana troubles. I'm not saying that we have to wear an [Insightful Earthsiege Diamond] or else we would go oom before the end of every fight, but that for some people who are already very low in term of MP5 they should begin to be carefull about throwing away more mana regen.
Calculating the gain from the 2 % more Int is rather easy, obviously. It will most often be around 30-32 Int, provided you're not gemmed for it.
http://elitistjerks.com/f47/t24796-s...ion/#Meta_Gems still offers a conversion even for these pretty high values. The only thing that would change this evaluation is a devaluation of mp5. If you look at the calculation in the thinktank the IED derives most of its value from its mp5 scaling with the casters haste.
One minor aspect that also has to be considered is the fact that if you are going for throughput only the ESD offers you better activation requirements, 10 Haste Rating, to be more precise, unless you can achieve the activation by using good socketing boni.
Conclusion: you gain 25 SP, about 10 Int and depending on your gemming 10 Haste and lose at least (if you're only casting slow heals without tidal waves) about 70 Mp5. Speaking from my slightly biased point of view as a person that isn't geared to the teeth right now: i can't imagine me switching to the ESD anytime soon.
Keep in mind that the extra 3% from RSD also affects the healing done by AA. If in fact it is multiplicative with the 1.5 crit modifier and other boosting effects like tidal waves, it could end up being effectively more than just a plain 3% increase in crit healing done.
When I'm enhance, expertise has a hard cap (sort of, points above the cap help when I'm not attacking from behind). Hit has a soft cap, points will always benefit white damage even after I stop missing with melee specials and spells. When I'm resto, haste has a soft cap, the point at which the gcd falls below 1s.
Mp5 has a soft cap too, but it's more fluid and intuitive than the above 3 caps I mention. If running out of mana ever prevents me from casting a helpful spell, I need more regen. If that never happens, I'm "capped," and more regen would be wasted points I could be using for more throughput capability.
This is a personal decision everyone has to make. I feel I'm in a good position right now of having enough, but not too much. With that in mind, I feel comfortable using hep values for regen stats to compare gear. This won't be a valid approach for many, as they will know what the numbers can't say.
With all that as way of disclaimer, here are some numbers I threw at the meta gem question:
hep
regemming
insightful
21 int and 44.8 mp5
54.0
54.0
ember
29 int and 25 sp
43.9
+10 haste, -5 mp5, -6 crit
8.4
52.4
mystical
320 haste, 1 ppm?
55.5
-130 haste, -12 sp, +75 mp5
-170.0
-114.5
revitalizing
11 mp5 and 3% inc crit
?
+10 haste, -5 mp5, -6 crit
8.4
?
So if the 3% increased critical heal effect provides me with 36 or more hep, it would be a net gain, which is certainly possible. The other choices are clear losses though, particularly the mystical because of its activation.
Last edited by Jessamy : 11/24/09 at 10:31 AM.
Reason: forgot raid buff benefit to ember meta
Keep in mind that the extra 3% from RSD also affects the healing done by AA. If in fact it is multiplicative with the 1.5 crit modifier and other boosting effects like tidal waves, it could end up being effectively more than just a plain 3% increase in crit healing done.
I think there is a lot right about this idea. I will be trying this out on our next ToGC run, so hopefully I'll be able to get some concrete values.
I think we can get a very rough idea of the net increase in healing from something like this for a LHW:
(Increase in critical heal done)+(increase in AA heal)=net increase
Assuming critical healing is multiplicative and tidal waves is up:
For the AA part of this, we're looking at a ~6% increase in critical healing done, so we can expect the total healing of AA to increase by a similar margin, which would be about a 0.5% increase in total healing done by AA (assuming that AA is ~8% of your total healing done).
*For this, I have only factored in (in order): (Tidal Waves)(Crit Multiplier)(Tree of Life)(Meta)(Purification)
[~3-5% increase in crit healing]+[~0.5% increase in AA healing]= 3.5%-5.5% increase in healing done.
Conservatively, I think we'd be looking at somewhere between a 3-6% increase in total healing done, depending on your play style and gear.
Again, this is just trying to get an idea as to what we might expect to gain.
Conservatively, I think we'd be looking at somewhere between a 3-6% increase in total healing done, depending on your play style and gear.
This estimate has some fundamental assumptions that you didn't state. In order to simplify the arithmetic, you're assuming a 100% crit rate, and you're assuming all heals are capable of an AA proc. (This includes LHW, HW, and the direct heal portion of RT. It excludes ES, CH, earthliving hot, RT hot, HST hot, and GotN hot.) Also bear in mind that some of the increased healing will be overheals.
So in that sense you're overstating the benefit the gem can offer -- but ES and CH can also crit. (And t10 4p bonus will add further complication.)
The effects are complex, and require modeling or deeper theorycrafting to fully analyze.
Last edited by Jessamy : 11/24/09 at 11:53 PM.
Reason: AA can't crit, I stand corrected.
This estimate has some fundamental assumptions that you didn't state. In order to simplify the arithmetic, you're assuming a 100% crit rate, and you're assuming all heals are capable of an AA proc. (This includes LHW, HW, and the direct heal portion of RT. It excludes ES, CH, earthliving hot, RT hot, HST hot, and GotN hot.) Also bear in mind that some of the increased healing will be overheals.
So in that sense you're overstating the benefit the gem can offer -- but there are some benefits you don't consider. ES, CH, and AA itself are all capable of crits. I assume an AA crit would benefit from the gem twice.
The effects are complex, and require modeling or deeper theorycrafting to fully analyze.
You are absolutely right. I honestly didn't have the time to actually model all of the effects out (I'll be working on it a bit this evening), but I was just trying to guesstimate the effect to see if it was interesting enough to explore.
I'm not sure how many lhw shamans are still out there. I'm in the unique situation of being in a guild with a healing team consisting of 3 druids, 1 holy priest, a paladin, and me. So I'm tank healing in every fight with the exception of twins. I've been using the hep reports for a while now. In the past few weeks though I been noticing something yet to be discussed on here.
So far the moto for all resto shamans has been stack haste and thats it. For the remaining lhw shamans, that time is soon over, recently my hep reports have started to look like this.
Basicly my lhw cast time is down to around 1.05 in raids. To me, it seems like haste for lhw shamans starts to cap out around 1150ish. So it would seem in the Icecrown, that lhw shamans are going to start stacking spell power while keeping their haste around 1200.
Heres my HEP log from tonights GDKP run of normal ToC25. Not a good indicator of a mana strained environment but some data none the less of the +3% increased crit effect meta.
shaman_hep $Revision: 2.83 $
Total log time processed: 1 hour 44 mins 32 secs
Evaluating heals for Malt:
Effective healing: 5258638
Total healing: 13816824
Total time spent healing: 16 mins 12 secs (15.5014% of log file time)
Log time in combat: 31 mins 40 secs (30.30% of log)
Time shaman was present (in the raid) in combat: 31 mins 40 secs (100.00%)
Time alive in combat: 31 mins 40 secs (100.00%)
Longest fight: 8 mins 4 secs
Effective in combat healing: 5142009
Total in combat healing: 12051426
Total in combat time spent healing: 14 mins 44 secs (46.5527% of combat time)
Buff Report (in combat):
Earthliving uptime: 20 mins 10 secs (63.68%)
Blessing of Wisdom uptime: 26 mins 6 secs (82.42%)
Mana Spring Totem uptime: 0 sec (0.00%)
Blessing of Wisdom/Mana Spring Totem uptime: 26 mins 6 secs (82.42%)
Blessing of Kings uptime: 31 mins 40 secs (100.00%)
Configured as 100% uptime (10.00% stat increase)
Mark/Gift of the Wild uptime: 31 mins 40 secs (100.00%)
Arcane Int/Brilliance/Fel Int uptime: 31 mins 40 secs (100.00%)
Moonkin Aura/Elemental Oath crit buff uptime: 30 mins 45 secs (97.12%)
Moonkin Aura buff uptime: 0 sec (0.00%)
Retribution Aura uptime: 23 mins 58 secs (75.71%)
Improved Moonkin Aura/Swift Retribution buff uptime: 23 mins 58 secs (75.71%)
Wrath of Air buff uptime: 29 mins 3 secs (91.74%)
Demonic Pact/Totem of Wrath/Flametongue Totem/Improved Divine Spirit
buff uptime: 30 mins 33 secs (96.47%)
Fortitude uptime: 30 mins 7 secs (95.12%)
"Heroism" (983 haste rating) buff uptime: 1 min 20 secs (4.22%)
"Fish Feast" (46 sp) buff uptime: 0 sec (0.00%)
"Totem of Calming Tides" (234 sp) buff uptime: 20 mins 25 secs (64.48%)
"Flask of the Frost Wyrm" (125 sp) buff uptime: 31 mins 40 secs (100.00%)
"Solace of the Fallen (trinket-245)" (16 mp5) buff uptime: 31 mins 25 secs (99.23%)
"Solace of the Fallen (trinket-258)" (18 mp5) buff uptime: 31 mins 25 secs (99.23%)
Totem Report for Malt (in combat):
"Healing Stream Totem Rank 9" uptime: 22 mins 52 secs (72.22%)
"Tremor Totem" uptime: 3 mins 42 secs (11.73%)
"Stoneskin Totem Rank 10" uptime: 24 mins 19 secs (76.81%)
"Nature Resistance Totem Rank 6" uptime: 4 mins 51 secs (15.31%)
"Mana Tide Totem" uptime: 26 secs (1.37%)
"Fire Elemental Totem" uptime: 1 min 30 secs (4.75%)
"Earthbind Totem" uptime: 45 secs (2.37%)
"Flametongue Totem Rank 8" uptime: 6 mins 58 secs (22.01%)
"Searing Totem Rank 10" uptime: 6 mins 24 secs (20.23%)
"Cleansing Totem" uptime: 6 mins 58 secs (22.01%)
"Wrath of Air Totem" uptime: 19 mins 30 secs (61.60%)
"Grounding Totem" uptime: 1 min 7 secs (3.55%)
"Strength of Earth Rank 8" uptime: 0 sec (0.00%)
"Magma Totem Rank 7" uptime: 21 secs (1.11%)
Total mana used: 609835
Total mana restored (not including gear): 383171.619603729
In combat mana used: 542026
In combat mana restored (not including gear): 357454.455202484
Mana used in most mana intensive fight: 135480
Start Time: 11/24 21:25:23.857
NPC that took most damage: "Icehowl"
Duration of that fight: 8 mins 4 secs
Mana pool for that fight: 27966
Total mp5 needed (from int, gear, buffs, abilities, etc): 1339.68747632343
Tidal Focus mana saved: 6725.88
Mana restored that fight by abilities: 89299.7795924186
Replenishment: count: 410: total: 22930 (84.67% uptime)
(Included in mp5 weight)
(Included in character sheet needed mp5 value equation)
Hymn of Hope: count: 1: total: 839
(Not included in mp5 weight)
Water Shield Rank 9: count: 57: total: 28056
from Improved Water Shield: 26580
while Tidal Force was up: 984
from Water Shield damage/debuff procs: 1476
(Included in mp5 weight)
(Included in character sheet needed mp5 value equation)
Judgement of Wisdom: count: 1: total: 88
(Not included in mp5 weight)
Solace of the Fallen (trinket-245): count: 25: total: 11717
(Not included in mp5 weight)
Solace of the Fallen (trinket-258): count: 25: total: 13182
(Not included in mp5 weight)
Mana Tide Totem: count: 4: total: 6711
(Included in mp5 weight)
(Included in character sheet needed mp5 value equation)
Warning: "Demonic Rune" (16666) is not a known spell
Demonic Rune: count: 1: total: 1483
(Not included in mp5 weight)
Crazy Alchemist's Potion: count: 1: total: 4292
(Included in mp5 weight)
Included Mana restored (configurable): 61989
Had Blessing of Wisdom/Mana Spring?: Yes (mp5: 110.4)
Had Blessing of Kings?: Yes
Had Arcane Intellect or Fel Intelligence?: Yes (60 int)
Had Gift/Mark of the Wild?: Yes (+51.8 stats)
Had Moonkin Aura/Elemental Oath?: Yes (+5% crit)
Water Shield uptime: 8 mins 1 sec (99.46%)
MP5 from Water Shield: 99.4591647805724
Additional mp5 specified in configuration file (unknown) : 0
MP5 needed beyond included sources unbuffed: 265.359265402212
Character sheet MP5 needed unbuffed: 309.67512639829
Sources of mana naked:
Mana Pool unbuffed: 6231
+ Mana from Blessing of Kings on base int: 211.5
+ Mana from Arcane Int/Brilliance: 1080
+ Mana from Mark/Gift of the the Wild: 932.4
= Mana Pool buffed: 8454.9
Crit % unbuffed: 17.04%
Crit % buffed: 22.93%
Gains:
Replenishment: count: 410: total: 6933
Water Shield Rank 9: count: 57: total: 16933
from Improved Water Shield: 15457
from Water Shield damage/debuff procs: 1476
Mana Tide Totem: count: 4: total: 2029
Crazy Alchemist's Potion: count: 1: total: 4292
Gains total: 30188.1576238555
Buffs:
Blessing of Wisdom/Mana Spring: 110.4 mp5
Water Shield passive: 99.4591647805724 mp5
Additional configuration mp5: 0 mp5
MP5 (including Int/crit) needed naked: 795.16655938637
Stat modifiers (ilevel points for stats):
Spell Power: 0.8571
MP5: 2.0000
Calculated mp5 value (Int, Crit, and mp5): 0.718864253610305
Mana Used Report: (sorted by total)
Chain Heal Rank 7: count: 296, total mana used: 234728 (38.49% of overall)
In combat count: 284, mana used: 225212 (41.55%)
Lesser Healing Wave Rank 9: count: 240, total mana used: 150240 (24.64% of overall)
In combat count: 223, mana used: 139598 (25.75%)
Riptide Rank 4: count: 123, total mana used: 92373 (15.15% of overall)
In combat count: 104, mana used: 78104 (14.41%)
Healing Wave Rank 14: count: 35, total mana used: 36540 (5.99% of overall)
In combat count: 24, mana used: 25056 (4.62%)
Earth Shield Rank 5: count: 42, total mana used: 26292 (4.31% of overall)
In combat count: 35, mana used: 21910 (4.04%)
Flame Shock Rank 9: count: 17, total mana used: 12699 (2.08% of overall)
In combat count: 17, mana used: 12699 (2.34%)
Purge Rank 2: count: 30, total mana used: 10530 (1.73% of overall)
In combat count: 30, mana used: 10530 (1.94%)
Cleanse Spirit: count: 27, total mana used: 8289 (1.36% of overall)
In combat count: 27, mana used: 8289 (1.53%)
Ancestral Spirit Rank 7: count: 2, total mana used: 6330 (1.04% of overall)
In combat count: 0, mana used: 0 (0.00%)
Wrath of Air Totem: count: 10, total mana used: 4830 (0.79% of overall)
In combat count: 4, mana used: 1932 (0.36%)
Stoneskin Totem Rank 10: count: 9, total mana used: 3951 (0.65% of overall)
In combat count: 4, mana used: 1756 (0.32%)
Flametongue Totem Rank 8: count: 6, total mana used: 2898 (0.48% of overall)
In combat count: 3, mana used: 1449 (0.27%)
Searing Totem Rank 10: count: 9, total mana used: 2763 (0.45% of overall)
In combat count: 4, mana used: 1228 (0.23%)
Heroism: count: 2, total mana used: 2284 (0.37% of overall)
In combat count: 2, mana used: 2284 (0.42%)
Chain Lightning Rank 8: count: 2, total mana used: 2284 (0.37% of overall)
In combat count: 2, mana used: 2284 (0.42%)
Nature Resistance Totem Rank 6: count: 6, total mana used: 2106 (0.35% of overall)
In combat count: 6, mana used: 2106 (0.39%)
Cleansing Totem: count: 5, total mana used: 1755 (0.29% of overall)
In combat count: 3, mana used: 1053 (0.19%)
Healing Stream Totem Rank 9: count: 10, total mana used: 1310 (0.21% of overall)
In combat count: 4, mana used: 524 (0.10%)
Magma Totem Rank 7: count: 1, total mana used: 1186 (0.19% of overall)
In combat count: 1, mana used: 1186 (0.22%)
Grounding Totem: count: 5, total mana used: 1095 (0.18% of overall)
In combat count: 4, mana used: 876 (0.16%)
Fire Elemental Totem: count: 1, total mana used: 1011 (0.17% of overall)
In combat count: 1, mana used: 1011 (0.19%)
Lightning Bolt Rank 14: count: 2, total mana used: 878 (0.14% of overall)
In combat count: 2, mana used: 878 (0.16%)
Frost Shock Rank 7: count: 1, total mana used: 791 (0.13% of overall)
In combat count: 1, mana used: 791 (0.15%)
Earthliving Weapon Rank 6: count: 3, total mana used: 789 (0.13% of overall)
In combat count: 0, mana used: 0 (0.00%)
Strength of Earth Rank 8: count: 1, total mana used: 439 (0.07% of overall)
In combat count: 0, mana used: 0 (0.00%)
Lava Burst Rank 2: count: 1, total mana used: 439 (0.07% of overall)
In combat count: 1, mana used: 439 (0.08%)
Tremor Totem: count: 5, total mana used: 435 (0.07% of overall)
In combat count: 3, mana used: 261 (0.05%)
Wind Shear: count: 1, total mana used: 351 (0.06% of overall)
In combat count: 1, mana used: 351 (0.06%)
Earthbind Totem: count: 1, total mana used: 219 (0.04% of overall)
In combat count: 1, mana used: 219 (0.04%)
Healing Report (sorted by effective):
Chain Heal Rank 7: hits: 767, effective healing: 2224908 (42.31% of player's overall)
Combat: hits: 747, effective healing: 2208394 (42.95%)
Total (raw) healing: 5142182 (37.22% of player's overall)
Combat: Total healing: 4985268 (41.37%)
Crits: 363 (47.33%)
Combat Crits: 356 (47.66%)
Averages: (6704)
Non-crit: 5402, crit: 8153, effective: 2900, overall: 6704
Combat: Non-crit: 5362, crit: 8114, effective: 2956, overall: 6673
Overheals: (56.73%)
Non-crit: count: 244, total: 1120676, ave: 4592
Crit: count: 260, total: 1796598, ave: 6909
Combat Non-crit: count: 232, total: 1043482, ave: 4497
Combat Crit: count: 253, total: 1733392, ave: 6851
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Total cast time: 8 mins 26 secs
Combat cast time: 8 mins 5 secs
Combat Average cast time: 1.71
Haste capped casts count: 0 (0.00%)
Combat count: 0 (0.00%)
Earthliving:
Total Duration: 20 mins 38 secs
Ticks: 407, effective: 94162, total: 372392
Combat Duration: 20 mins 7 secs
Combat Ticks: 395, effective: 92411, total: 362006
With Ancestral and Earthliving:
Effective: 2319070 (44.10%), Total: 5514574 (39.91%)
Combat Effective: 2300805 (44.75%), Total: 5347274 (44.37%)
Number of Chain Heal casts started: 348 (14.94% canceled)
Initial target hits: 296, crits: 140 (47.30%),
riptide: 21 (7.09%)
combat hits: 284, crits: 136 (47.89%),
riptide: 17 (5.99%)
Effective: 792860 (35.64%), Total: 3072545 (59.75%)
combat Effective: 791295 (35.83%), Total: 2950611 (59.19%)
Ave: non crit: 8429, crit: 12554, effective: 2678, overall: 10380
combat non crit: 8419, crit: 12533, effective: 2786, overall: 10389
Overheals non-crit count: 133, non-crit ave over: 6758
combat non-crit count: 125, non-crit ave over: 6652
Overheals crit count: 129, crit ave over: 10703
combat crit count: 125, crit ave over: 10622
Overhealed amount: 2279685 (74.20%)
combat amount: 2159316 (73.18%)
Second target hits: 195 (65.88% bounced), crits: 93 (47.69%),
riptide: 12 (6.15%)
combat hits: 191 (67.25% bounced), crits: 91 (47.64%),
riptide: 11 (5.76%)
Effective: 778723 (35.00%), Total: 1215740 (23.64%)
combat Effective: 768797 (34.81%), Total: 1190766 (23.89%)
Ave: non crit: 5074, crit: 7506, effective: 3993, overall: 6234
combat non crit: 5080, crit: 7502, effective: 4025, overall: 6234
Overheals non-crit count: 57, non-crit ave over: 2722
combat non-crit count: 55, non-crit ave over: 2705
Overheals crit count: 67, crit ave over: 4206
combat crit count: 65, crit ave over: 4202
Overhealed amount: 437017 (35.95%)
combat amount: 421969 (35.44%)
Third target hits: 153 (51.69% bounced), crits: 78 (50.98%),
riptide: 7 (4.58%)
combat hits: 151 (53.17% bounced), crits: 78 (51.66%),
riptide: 7 (4.64%)
Effective: 431569 (19.40%), Total: 583932 (11.36%)
combat Effective: 429322 (19.44%), Total: 578252 (11.60%)
Ave: non crit: 2988, crit: 4612, effective: 2820, overall: 3816
combat non crit: 2992, crit: 4612, effective: 2843, overall: 3829
Overheals non-crit count: 37, non-crit ave over: 1374
combat non-crit count: 35, non-crit ave over: 1354
Overheals crit count: 39, crit ave over: 2602
combat crit count: 39, crit ave over: 2602
Overhealed amount: 152363 (26.09%)
combat amount: 148930 (25.76%)
Fourth target hits: 123 (41.55% bounced), crits: 52 (42.28%),
riptide: 6 (4.88%)
combat hits: 121 (42.61% bounced), crits: 51 (42.15%),
riptide: 6 (4.96%)
Effective: 221756 (9.97%), Total: 269965 (5.25%)
combat Effective: 218980 (9.92%), Total: 265639 (5.33%)
Ave: non crit: 1769, crit: 2775, effective: 1802, overall: 2194
combat non crit: 1771, crit: 2777, effective: 1809, overall: 2195
Overheals non-crit count: 17, non-crit ave over: 926
combat non-crit count: 17, non-crit ave over: 926
Overheals crit count: 25, crit ave over: 1298
combat crit count: 24, crit ave over: 1287
Overhealed amount: 48209 (17.86%)
combat amount: 46659 (17.56%)
Glyph of Chain heal: effective: 221756 (4.22% of total effective)
combat effective: 218980 (4.26% of combat effective)
Processed by cast: 249, time: 46, less accurate: order: 0, count: 0
Improved Water Shield procs: 123 (41.55% of casts)
Combat procs: 118 (41.55% of casts)
EHPS increased by:
hop 1: SP coefficient with set/talents: 1.7726
hop 2: SP coefficient with set/talents: 1.0635
hop 3: SP coefficient with set/talents: 0.6381
hop 4: SP coefficient with set/talents: 0.3829
1 SP = 0.541457
(0.1477 + 0.1885 + 0.1299 + 0.0754)
1 Haste rating = 1.36537195920171
(mp5 = -0.139240619959906)
1 crit rating = 0.230682845086968
(0.0631 + 0.0798 + 0.0534 + 0.0344)
1 int = 0.0762526605586552
(0.0208 + 0.0264 + 0.0177 + 0.0114)
Earth Shield: hits: 206, effective healing: 818511 (15.57% of player's overall)
Combat: hits: 206, effective healing: 818511 (15.92%)
Total (raw) healing: 1027968 (7.44% of player's overall)
Combat: Total healing: 1027968 (8.53%)
Crits: 87 (42.23%)
Combat Crits: 87 (42.23%)
Averages: (4990)
Non-crit: 3535, crit: 6979, effective: 3973, overall: 4990
Combat: Non-crit: 3535, crit: 6979, effective: 3973, overall: 4990
Overheals: (20.38%)
Non-crit: count: 26, total: 57654, ave: 2217
Crit: count: 43, total: 151803, ave: 3530
Combat Non-crit: count: 26, total: 57654, ave: 2217
Combat Crit: count: 43, total: 151803, ave: 3530
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Combat Average GCD time: 1.04
Earth shield average time between procs: 7.89 secs
in combat: 7.89 secs
Combat uptime: 30 mins 53 secs (97.5093%)
EHPS increased by:
SP coefficient with current set/talents: 0.8872
1 SP = 0.0874886730178326
1 crit rating = 0.043054101932358
1 int = 0.0142316166556215
Lesser Healing Wave Rank 9: hits: 240, effective healing: 553360 (10.52% of player's overall)
Combat: hits: 223, effective healing: 522124 (10.15%)
Total (raw) healing: 1732635 (12.54% of player's overall)
Combat: Total healing: 1613291 (13.39%)
Crits: 135 (56.25%)
Combat Crits: 127 (56.95%)
Averages: (7219)
Non-crit: 5553, crit: 8514, effective: 2305, overall: 7219
Combat: Non-crit: 5558, crit: 8501, effective: 2341, overall: 7234
Overheals: (68.06%)
Non-crit: count: 74, total: 338126, ave: 4569
Crit: count: 113, total: 841149, ave: 7443
Combat Non-crit: count: 67, total: 310827, ave: 4639
Combat Crit: count: 106, total: 780340, ave: 7361
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Total cast time: 4 mins 8 secs
Combat cast time: 3 mins 50 secs
Combat Average cast time: 1.03
Haste capped casts count: 18 (7.50%)
Combat count: 18 (8.07%)
Ancestral:
Procs: 119, effective: 177906, total: 317493
Combat Procs: 111, effective: 170409, total: 295521
Earthliving:
Total Duration: 3 mins 40 secs
Ticks: 69, effective: 19015, total: 62385
Combat Duration: 3 mins 28 secs
Combat Ticks: 65, effective: 19015, total: 59030
With Ancestral and Earthliving:
Effective: 750281 (14.27%), Total: 2112513 (15.29%)
Combat Effective: 711548 (13.84%), Total: 1967842 (16.33%)
Tidal waves count: 83, time saved: 0 sec
Combat count: 77, time saved: 0 sec
Tidal waves effective: 13442, total: 68535
Combat effective: 11938, total: 63820
Improved Water Shield procs: 72 (30.00% of casts)
Combat procs: 66 (29.60% of casts)
EHPS increased by:
SP coefficient with current set/talents: 0.9990
1 SP = 0.374049749692873
1 Haste rating = 0.827899939668186
(mp5 = -0.181538012459593)
1 crit rating = 0.451651801849523
1 int = 0.149294376546088
Healing Stream Totem: hits: 5172, effective healing: 508686 (9.67% of player's overall)
Combat: hits: 3255, effective healing: 497067 (9.67%)
Total (raw) healing: 2721322 (19.70% of player's overall)
Combat: Total healing: 1748726 (14.51%)
Crits: 0 (0.00%)
Combat Crits: 0 (0.00%)
Averages: (526)
Non-crit: 526, crit: 0, effective: 98, overall: 526
Combat: Non-crit: 537, crit: 0, effective: 152, overall: 537
Overheals: (81.31%)
Non-crit: count: 4260, total: 2212636, ave: 519
Crit: count: 0, total: 0, ave: 0
Combat Non-crit: count: 2363, total: 1251659, ave: 529
Combat Crit: count: 0, total: 0, ave: 0
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
EHPS increased by:
SP coefficient with current set/talents: 0.0931
1 SP = 0.0127510783410138
1 crit rating = 0
1 int = 0
Riptide Rank 4: hits: 123, effective healing: 284753 (5.41% of player's overall)
Combat: hits: 104, effective healing: 262857 (5.11%)
Total (raw) healing: 609238 (4.41% of player's overall)
Combat: Total healing: 515785 (4.28%)
Crits: 48 (39.02%)
Combat Crits: 42 (40.38%)
Averages: (4953)
Non-crit: 3998, crit: 6445, effective: 2315, overall: 4953
Combat: Non-crit: 3961, crit: 6431, effective: 2527, overall: 4959
Overheals: (53.26%)
Non-crit: count: 44, total: 155162, ave: 3526
Crit: count: 37, total: 169323, ave: 4576
Combat Non-crit: count: 34, total: 113326, ave: 3333
Combat Crit: count: 31, total: 139602, ave: 4503
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Total GCD time: 2 mins 8 secs
Combat GCD time: 1 min 47 secs
Combat Average GCD time: 1.04
Haste capped casts count: 6 (4.88%)
Combat count: 6 (5.77%)
Ancestral:
Procs: 58, effective: 83617, total: 128844
Combat Procs: 52, effective: 81031, total: 116493
Earthliving:
Total Duration: 4 mins 2 secs
Ticks: 78, effective: 18184, total: 68863
Combat Duration: 3 mins 4 secs
Combat Ticks: 58, effective: 15610, total: 51484
With Ancestral and Earthliving:
Effective: 386554 (7.35%), Total: 806945 (5.84%)
Combat Effective: 359498 (6.99%), Total: 683762 (5.67%)
Improved Water Shield procs: 46 (37.40% of casts)
Combat procs: 40 (38.46% of casts)
EHPS increased by:
SP coefficient with current set/talents: 0.5306
1 SP = 0.290597726315039
1 crit rating = 0.489339135162594
1 int = 0.161751997455866
Ancestral Awakening: hits: 188, effective healing: 279797 (5.32% of player's overall)
Combat: hits: 169, effective healing: 268015 (5.21%)
Total (raw) healing: 508701 (3.68% of player's overall)
Combat: Total healing: 442336 (3.67%)
Crits: 0 (0.00%)
Combat Crits: 0 (0.00%)
Averages: (2705)
Non-crit: 2705, crit: 0, effective: 1488, overall: 2705
Combat: Non-crit: 2617, crit: 0, effective: 1585, overall: 2617
Overheals: (45.00%)
Non-crit: count: 97, total: 228904, ave: 2359
Crit: count: 0, total: 0, ave: 0
Combat Non-crit: count: 81, total: 174321, ave: 2152
Combat Crit: count: 0, total: 0, ave: 0
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Healing way added effective: 2350, total: 12472
Combat effective: 2350, total: 6064
Riptide_hot Rank 4: hits: 727, effective healing: 279457 (5.31% of player's overall)
Combat: hits: 635, effective healing: 260200 (5.06%)
Total (raw) healing: 995712 (7.21% of player's overall)
Combat: Total healing: 872314 (7.24%)
Crits: 0 (0.00%)
Combat Crits: 0 (0.00%)
Averages: (1369)
Non-crit: 1369, crit: 0, effective: 384, overall: 1369
Combat: Non-crit: 1373, crit: 0, effective: 409, overall: 1373
Overheals: (71.93%)
Non-crit: count: 533, total: 716255, ave: 1343
Crit: count: 0, total: 0, ave: 0
Combat Non-crit: count: 454, total: 612114, ave: 1348
Combat Crit: count: 0, total: 0, ave: 0
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Riptide applied count: 117, refresh count: 3
Total Duration: 37 mins 19 secs
Combat Duration: 32 mins 35 secs
Overwritten Duration: 34 secs (1.5211%)
Casts that did not proc hot: 3 (29 secs )
Combat Count: 2 (21 secs )
Healing lost to Riptide bug: effective: 3809, overall: 13573
Combat effective: 2963, overall: 9933
(This is tracking the bug where Riptide fails to refresh
if spellpower is lower than the previous cast.)
EHPS increased by:
SP coefficient with current set/talents: 0.2482
1 SP = 0.0235784566929134
1 crit rating = 0
1 int = 0
Earthliving_hot Rank 6: hits: 570, effective healing: 131361 (2.50% of player's overall)
Combat: hits: 528, effective healing: 127036 (2.47%)
Total (raw) healing: 518048 (3.75% of player's overall)
Combat: Total healing: 481948 (4.00%)
Crits: 0 (0.00%)
Combat Crits: 0 (0.00%)
Averages: (908)
Non-crit: 908, crit: 0, effective: 230, overall: 908
Combat: Non-crit: 912, crit: 0, effective: 240, overall: 912
Overheals: (74.64%)
Non-crit: count: 435, total: 386687, ave: 888
Crit: count: 0, total: 0, ave: 0
Combat Non-crit: count: 398, total: 354912, ave: 891
Combat Crit: count: 0, total: 0, ave: 0
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Earthliving Weapon buff Combat uptime: 20 mins 10 secs (63.68%)
Earthliving applied count: 139, refresh count: 18
Earthliving proc rate when ELW is applied: 22.8863%
Earthliving proc rate overall: 12.6206%
Total Duration: 29 mins 9 secs
Combat Duration: 27 mins 13 secs
EHPS increased by:
SP coefficient with current set/talents: 0.7524
1 SP = 0.06175
1 crit rating = 0
1 int = 0
Leeching Swarm (Anub): hits: 78, effective healing: 77958 (1.48% of player's overall)
Combat: hits: 78, effective healing: 77958 (1.52%)
Total (raw) healing: 77958 (0.56% of player's overall)
Combat: Total healing: 77958 (0.65%)
Crits: 0 (0.00%)
Combat Crits: 0 (0.00%)
Averages: (999)
Non-crit: 999, crit: 0, effective: 999, overall: 999
Combat: Non-crit: 999, crit: 0, effective: 999, overall: 999
Overheals: (0.00%)
Non-crit: count: 0, total: 0, ave: 0
Crit: count: 0, total: 0, ave: 0
Combat Non-crit: count: 0, total: 0, ave: 0
Combat Crit: count: 0, total: 0, ave: 0
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Healing Wave Rank 14: hits: 35, effective healing: 68816 (1.31% of player's overall)
Combat: hits: 24, effective healing: 68816 (1.34%)
Total (raw) healing: 414469 (3.00% of player's overall)
Combat: Total healing: 217241 (1.80%)
Crits: 19 (54.29%)
Combat Crits: 12 (50.00%)
Averages: (11841)
Non-crit: 9144, crit: 14113, effective: 1966, overall: 11841
Combat: Non-crit: 7698, crit: 10404, effective: 2867, overall: 9051
Overheals: (83.40%)
Non-crit: count: 10, total: 146313, ave: 14631
Crit: count: 12, total: 199340, ave: 16611
Combat Non-crit: count: 6, total: 92383, ave: 15397
Combat Crit: count: 5, total: 56042, ave: 11208
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Total cast time: 46 secs
Combat cast time: 30 secs
Combat Average cast time: 1.28
Haste capped casts count: 0 (0.00%)
Combat count: 0 (0.00%)
Ancestral:
Procs: 11, effective: 18274, total: 62364
Combat Procs: 6, effective: 16575, total: 30322
Earthliving:
Total Duration: 48 secs
Ticks: 16, effective: 0, total: 14408
Combat Duration: 33 secs
Combat Ticks: 10, effective: 0, total: 9428
With Ancestral and Earthliving:
Effective: 87090 (1.66%), Total: 491241 (3.56%)
Combat Effective: 85391 (1.66%), Total: 256991 (2.13%)
Tidal waves count: 25, time saved: 13 secs
Combat count: 18, time saved: 9 secs
Tidal waves effective: 2420, total: 28102
Combat effective: 2420, total: 14443
Healing Way added effective: 8477, total: 82893
Combat added effective: 8477, total: 43448
Improved Water Shield procs: 17 (48.57% of casts)
Combat procs: 12 (50.00% of casts)
EHPS increased by:
SP coefficient with current set/talents: 2.4896
1 SP = 1.42596741951352
1 Haste rating = 0.832366707220021
(mp5 = -0.24423862252585)
1 crit rating = 0.884894526984596
1 int = 0.292503597183093
Gift of the Naaru: hits: 35, effective healing: 31031 (0.59% of player's overall)
Combat: hits: 35, effective healing: 31031 (0.60%)
Total (raw) healing: 64551 (0.47% of player's overall)
Combat: Total healing: 64551 (0.54%)
Crits: 0 (0.00%)
Combat Crits: 0 (0.00%)
Averages: (1844)
Non-crit: 1844, crit: 0, effective: 886, overall: 1844
Combat: Non-crit: 1844, crit: 0, effective: 886, overall: 1844
Overheals: (51.93%)
Non-crit: count: 21, total: 33520, ave: 1596
Crit: count: 0, total: 0, ave: 0
Combat Non-crit: count: 21, total: 33520, ave: 1596
Combat Crit: count: 0, total: 0, ave: 0
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Crazy Alchemist's Potion: hits: 1, effective healing: 0 (0.00% of player's overall)
Combat: hits: 1, effective healing: 0 (0.00%)
Total (raw) healing: 4040 (0.03% of player's overall)
Combat: Total healing: 4040 (0.03%)
Crits: 0 (0.00%)
Combat Crits: 0 (0.00%)
Averages: (4040)
Non-crit: 4040, crit: 0, effective: 0, overall: 4040
Combat: Non-crit: 4040, crit: 0, effective: 0, overall: 4040
Overheals: (100.00%)
Non-crit: count: 1, total: 4040, ave: 4040
Crit: count: 0, total: 0, ave: 0
Combat Non-crit: count: 1, total: 4040, ave: 4040
Combat Crit: count: 0, total: 0, ave: 0
Number of heals cast that did not land: 0, due to target death: 0
Combat casts that did not land: 0, due to target death: 0
Nature's Blessing adds 0.15 SP value to int.
Additional haste effects on GCD:
1 haste rating adds 0.0381 HEP time saved casting
earth shield and water shield in combat
Riptide Rank 4: 1 haste rating adds 0.1367 HEP combat time saved casting
In the longest fight, 1 int worth of mana pool is worth: 0.1859 mp5
The weight of 1 int worth of mana pool is: 0.1336
In the most mana intense fight, 1 int worth of mana pool
is worth: 0.1859 mp5
Mana Restored Report: (sorted by total)
Water Shield Rank 9: count: 327, total mana restored: 160954 (42.01% of overall)
Combat count: 303, mana restored: 149143 (41.72%)
Ave: total: 492, in combat: 492
Overall in combat mp5: 392.40
In combat uptime: 30 mins 17 secs (95.63%)
Passive mp5: 95.6278
Procs from damage/debuffs: 67
MP5 from Improved Water Shield: 305.6347
Procs from Improved Water Shield in combat: 236
out of 485 procs possible, proc rate: 48.57%
MP5 increased by:
1 crit rating = 0.13706618329094 mp5
1 haste rating = 0.0932097406750414 mp5
1 int = 0.0453074919576884 mp5
Replenishment: count: 1583, total mana restored: 88490 (23.09% of overall)
Combat count: 1567, mana restored: 87595 (24.51%)
Ave: total: 55, in combat: 55
Overall in combat mp5: 230.47
Replenishment uptime in overall combat: 82.46%
Replenishment uptime in intense fight: 84.67%
Mana pool based on replenishment: 27949
MP5 increased by:
1 int = 0.152400 mp5 (0.180000 theoretical)
1 mana = 0.008467 mp5 (0.010000 theoretical)
Solace of the Fallen (trinket-258): count: 164, total mana restored: 59571 (15.55% of overall)
Combat count: 69, mana restored: 52975 (14.82%)
Ave: total: 363, in combat: 767
Overall in combat mp5: 139.38
Solace of the Fallen (trinket-245): count: 164, total mana restored: 52958 (13.82% of overall)
Combat count: 69, mana restored: 47089 (13.17%)
Ave: total: 322, in combat: 682
Overall in combat mp5: 123.90
Mana Tide Totem: count: 8, total mana restored: 13422 (3.50% of overall)
Combat count: 8, mana restored: 13422 (3.75%)
Ave: total: 1677, in combat: 1677
Overall in combat mp5: 35.31
Mana Tide usage in overall combat: 31.57%
Shaman's Mana Tide usage in intense fight: 61.95%
MP5 increased by:
1 int = 0.044605 mp5 (0.072000 theoretical 5 min cooldown)
1 mana = 0.002478 mp5 (0.004000 theoretical 5 min cooldown)
Crazy Alchemist's Potion: count: 1, total mana restored: 4292 (1.12% of overall)
Combat count: 1, mana restored: 4292 (1.20%)
Ave: total: 4292, in combat: 4292
Overall in combat mp5: 11.29
Warning: "Demonic Rune" (16666) is not a known spell
Demonic Rune: count: 1, total mana restored: 1483 (0.39% of overall)
Combat count: 1, mana restored: 1483 (0.41%)
Ave: total: 1483, in combat: 1483
Overall in combat mp5: 3.90
Hymn of Hope: count: 1, total mana restored: 839 (0.22% of overall)
Combat count: 1, mana restored: 839 (0.23%)
Ave: total: 839, in combat: 839
Overall in combat mp5: 2.21
Judgement of Wisdom: count: 7, total mana restored: 615 (0.16% of overall)
Combat count: 7, mana restored: 615 (0.17%)
Ave: total: 87, in combat: 87
Overall in combat mp5: 1.62
Totemic Recall: count: 7, total mana restored: 546 (0.14% of overall)
Combat count: 0, mana restored: 0 (0.00%)
Ave: total: 78, in combat: 0
Overall in combat mp5: 0.00
Total mp5 above character sheet (in raid): 940.48 while casting
--------------------
Current talent report:
Ancestral Knowlege talent points: 5
Average int in combat from gear and buffs: 1207
Ancestral Knowlege granting on ave: 120 int
HEP per point: 16.0242
HEP: 80.1209
Thundering Strikes talent points: 5
HEP per point: 33.1146
HEP: 165.5730
Improved Shields talent points: 3
Water Shield Combat MP5: 51.18
Water Shield Combat HEP: 36.79
Water Shield Intense Fight MP5: 37.78
Water Shield Intense Fight HEP: 27.16
Improved Earth Shield talent points: 2
To maintain current Earth Shield uptime
Combat Earth shield casts needed:
With 0 talent points: 32
With 1 talent points: 27
With 2 talent points: 24
Casts saved with 2 points in Improved Earth shield: 8
Global cooldown time: 1.04
Combat time saved: 8 secs
Combat effective gained by fewer refreshes: 22542
Combat EHPS gained: 11.8623
HEP: 34.4920
Your Earth Shield is currently improved 25%, with 5 talent points
in Improved Earth Shield and Improved Shields
Point 1 provided benefit count: 161 effective: 25585 (0.49%)
Combat count: 161, effective: 25585 (0.50%), hps: 13.4632
HEP: 39.1469
Point 2 provided benefit count: 158 effective: 25172 (0.48%)
Combat count: 158, effective: 25172 (0.49%), hps: 13.2462
HEP: 38.5160
Point 3 provided benefit count: 157 effective: 24936 (0.47%)
Combat count: 157, effective: 24936 (0.48%), hps: 13.1220
HEP: 38.1548
Point 4 provided benefit count: 153 effective: 24188 (0.46%)
Combat count: 153, effective: 24188 (0.47%), hps: 12.7284
HEP: 37.0102
Point 5 provided benefit count: 150 effective: 23909 (0.45%)
Combat count: 150, effective: 23909 (0.46%), hps: 12.5816
HEP: 36.5833
Combat Total Earth Shield improved effective: 123793 (2.41%)
HEP: 189.4110
Improved Shields ave point HEP: 50.15
Improved Earth Shield ave point HEP: 55.13
Improved Shields and Improved Earth Shield total HEP: 260.70
Elemental Weapons talent points: 3
HEP per point: 15
Total HEP: 45
Improved Healing Wave talent points: 5
Healing Wave EHPS increase per point: 41.7098
Healing Wave EHPS increase 5 points: 208.5489
Combat time saved: 12 secs
Combat effective gained by saved time: 32469
Combat EHPS gained: 17.0858
HEP per point: 9.9360
HEP: 49.6802
Tidal Focus talent points: 5
Combat heal mana used: 516002
Mana saved with Tidal Focus: 25800
Combat MP5 per point: 13.5763, HEP: 9.7595
Total Combat MP5: 67.8816, HEP: 48.7977
Intense Fight MP5 per point: 13.8892, HEP: 9.9845
Intense Fight MP5: 69.4462, HEP: 49.9224
Improved Water Shield talent points: 3
Combat MP5 per point: 101.8782, HEP: 73.2366
Total Combat MP5: 305.6347, HEP: 219.7099
Intense Fight per point MP5: 91.48, HEP: 65.76
Intense Fight MP5: 274.44, HEP: 197.29
Number of Water Shield procs in combat: 236
Combat HEP: 219.7099, per point: 73.2366
Intense HEP: 197.2883, per point: 65.7628
Tidal Force talent points: 1
Tidal Force used 9 times
Combat Not using Tidal Force: crits: 471, crit rate: 48.66%
Combat Using Tidal Force: crits: 24, crit rate: 92.31%
Combat Dose 3: crit rate: 100.00%
Combat Dose 2: crit rate: 71.43%
Combat Dose 1: crit rate: 100.00%
Overall crit increase: 0.6631%
HEP: 21.9584
Tidal Mastery talent points: 5
HEP per point: 33.1146
Total HEP: 165.5730
Restorative Totems talent points: 3
Point 1 provided benefit count: 935 effective: 51467 (0.98%)
Combat count: 912, effective: 50287 (0.98%), hps: 26.4619
HEP: 76.9430
Point 2 provided benefit count: 928 effective: 50780 (0.97%)
Combat count: 905, effective: 49600 (0.96%), hps: 26.1002
HEP: 75.8914
Point 3 provided benefit count: 916 effective: 50130 (0.95%)
Combat count: 893, effective: 49078 (0.95%), hps: 25.8257
HEP: 75.0932
Combat Total Healing Stream improved effective: 148966 (2.90%)
HEP: 227.9276
Healing Way talent points: 3
Combat added effective: 2350, added total: 6064
Combat Healing Wave hps increase: 76.3766
Combat EHPS increase: 1.2369, per my point: 0.4123
HEP: 3.5966, per my point: 1.1989
Nature's Swiftness talent points: 1
Nature's Swiftness was used: 13 times
Nature's Swiftness Heal Count: 13, Effective: 192328, total: 297692
Combat Count: 11, Effective: 191185 (3.72%), total: 249597 (2.07%)
Spell report:
Healing Wave Rank 14:
Count: 6, Effective: 53034, total: 117974
Combat Count: 4, Effective: 53034, total: 76531
Ancestral Awakening:
Count: 4, Effective: 4265, total: 21760
Combat Count: 3, Effective: 3122, total: 15108
Chain Heal Rank 7:
Count: 7, Effective: 135029, total: 157958
Combat Count: 7, Effective: 135029, total: 157958
Average effective hps: 16689.1525, total hps: 21788.1235
HEP: 292.5246
Talent Points in Purification: 5
Point 1 provided benefit count: 1942 effective: 68109 (1.30%)
Combat count: 1891, effective: 66643 (1.30%), hps: 35.0684
HEP: 101.9680
Point 2 provided benefit count: 1932 effective: 67072 (1.28%)
Combat count: 1881, effective: 65610 (1.28%), hps: 34.5249
HEP: 100.3876
Point 3 provided benefit count: 1919 effective: 66174 (1.26%)
Combat count: 1869, effective: 64716 (1.26%), hps: 34.0545
HEP: 99.0201
Point 4 provided benefit count: 1908 effective: 65467 (1.24%)
Combat count: 1858, effective: 64101 (1.25%), hps: 33.7312
HEP: 98.0798
Point 5 provided benefit count: 1899 effective: 64909 (1.23%)
Combat count: 1850, effective: 63575 (1.24%), hps: 33.4544
HEP: 97.2751
Combat Total Purification effective: 324647 (6.31%)
HEP: 496.7305
Talent Points in Mana Tide: 1
Glyph of Mana Tide: No
Party report:
Combat: Count: 31, restored mana: 42607
Overall MP5: 112.1015
Overall HEP: 80.5858
Intense fight MP5: 167.1550
Intense fight HEP: 120.1618
Self report:
Combat: Count: 8, restored mana: 13422 (3.7549%)
Overall MP5: 35.3141
Overall HEP: 25.3860
Intense fight MP5: 69.2926
Intense fight HEP: 49.8120
Talent Points in Cleanse Spirit: 1
Count: 27
Combat Count: 27
Blessing of the Eternals talent points: 2
Increased Crit HEP per point: 66.2292
Blessing of Eternals earthliving weapon proc rate: 2.8863%
Increased earthliving HEP per point: 12.2566
Total HEP per point: 78.4858
Total HEP: 156.9716
Improved Chain Heal talent points: 2
Point 1 provided benefit count: 298 effective: 113122 (2.15%)
Combat count: 297, effective: 112986 (2.20%), hps: 59.4548
HEP: 172.8762
Point 2 provided benefit count: 281 effective: 103137 (1.96%)
Combat count: 280, effective: 103000 (2.00%), hps: 54.2002
HEP: 157.5972
Combat Total Improved Chain Heal effective: 215987 (4.20%)
HEP: 330.4734
Nature's Blessing talent points: 3
Average int in combat from gear and buffs: 1207
1 int = 0.1500 SP
1207 int = 181.0917 SP
HEP per point = 60.3639
HEP = 181.0917
Ancestral Awakening talent points: 3
Point 1 provided benefit count: 131 effective: 107057 (2.04%)
Combat count: 122, effective: 100413 (1.95%), hps: 52.8388
HEP: 153.6390
Point 2 provided benefit count: 117 effective: 91217 (1.73%)
Combat count: 113, effective: 88580 (1.72%), hps: 46.6122
HEP: 135.5338
Point 3 provided benefit count: 102 effective: 81521 (1.55%)
Combat count: 99, effective: 79020 (1.54%), hps: 41.5816
HEP: 120.9064
Combat Total Ancestral Awakening effective: 268015 (5.21%)
HEP: 410.0791
Earth Shield talent points: 1
Combat uptime: 30 mins 53 secs (97.5093%)
Combat base talent effective: 583297 (11.34%)
Combat EHPS increase: 306.9379
HEP: 892.4802
Tidal Waves talent points: 5
Buff applied count: 78, refreshed: 306
Time saved: 13 secs
Combat time saved: 9 secs
Combat EHPS increase from time saved: 13.2389
Time Saved HEP: 38.4947
Lesser Healing Wave w/TW count: 77 (34.5291%)
LHW crit rate with Tidal Waves: 64.9351%
LHW crit added effective: 460
Tidal Waves bonus effective: 14359 (0.2793%)
Overall Tidal Waves added effective: 14820 (0.2882%)
Combat effective healing hps: 7.7986
Effective healing HEP: 22.6760
Tidal Waves hps: 21.0376, per point: 4.2075
Tidal Waves HEP: 61.1707, per point: 12.2341
Riptide talent points: 1
Riptide w/ hot effective: 564210 (10.73%), total: 1604950 (11.62%)
Combat effective: 523057 (10.17%), total: 1388099 (11.52%)
Chain heal increase casts: 21, effective: 16268 (0.31%), total: 20171 (0.15%)
Combat casts: 21, effective: 16268 (0.32%), total: 20171 (0.17%)
Combined effective: 580478 (11.04%), total: 1625121 (11.76%)
Combat effective: 539325 (10.49%), total: 1408270 (11.69%)
Combat EHPS increase: 283.7993
HEP: 825.2005
--------------------
Current glyph report:
Glyph of Chain Heal:
Count: 123, effective: 221756 (4.22%), total: 269965 (1.95%)
Combat count: 121, effective: 218980 (4.26%)
total: 265639 (2.20%)
Combat Chain Heal hps increase: 451.2920
Combat EHPS increase: 115.2298
HEP: 335.0526
Glyph of Earth Shield:
Combat count: 149, effective: 111420 (2.17% combat effective)
(note: this count is the times the glyph provided a benefit.)
Earth Shield EHPS increase: 68.5339
Combat EHPS increase: 58.6308
HEP: 170.4801
Glyph of Riptide:
Extra riptide time: 9 mins 36 secs
Combat Extra time: 8 mins 9 secs
Riptide lasted into glyph time 99 times (80.4878%)
Count: 186, effective: 60570 (1.15%), total: 259639 (1.88%)
Combat count: 162, effective: 60570 (1.18%),
total: 227430 (1.89%)
Overhealing ticks that did not tick: 6
Combat ticks: 1
Total hot healing w/ overheal ticks: 268105 (1.94%)
Combat: 229260 (1.90%)
Total hot Overhealing w/ overheal ticks: 207535 (77.41%)
Combat: 168690 (73.58%)
Combat EHPS increase: 31.8726
HEP: 92.6758
Glyph of Water Shield:
Combat time saved refreshing Water Shield: 26 secs
Combat EHPS increase: 37.4405
HEP: 108.8655
Set Bonus Report:
Tier 9 2-piece:
Effective: 87797 (1.67%), Total: 288965 (2.09%)
Combat Effective: 81361 (1.58%), Total: 250765 (2.08%)
Combat EHPS: 42.8133
HEP: 124.4878
--------------------
Stat relationships:
For healing output:
1 SP = 1 SP (0.3439 hps)
1 Crit rating = 0.6228 SP (0.2142 hps)
1 Haste rating = 2.2444 SP (0.7719 hps)
1 INT = 0.3559 SP (0.1224 hps)
For mana regen:
1 MP5 = 1 mp5
1 Crit rating = 0.1371 mp5
1 Haste rating = -0.1636 mp5
1 INT = 0.4282 mp5
1 Mana = 0.0213 mp5
Total mana regen points needed from gear: 795.17
Shaman Healing Equivalency Points:
1 SP = 1
1 mp5 = 0.7189 (calculated)
1 mana = 0.0153
1 Haste rating = 2.1268
1 Crit rating = 0.7213
1 INT = 0.6636 (actual)
1 INT = 0.7852 (max theoretical)
EDIT: Should have the correct data up now. I double checked the config file and it is set correctly but I can't find where in the log where it gives a HEP value for the meta gem.
Amanit, I checked your armory value to be sure but you were in Elem spec, I can only guess you're around 1050-1150 haste in Restau spec ? As you told it, you're in a perticular situation : you're mostly doing tank healing and so you're using LHW as your primary heal. Haste got much more value for people who use CH than for LHW users.
GCD/LHW soft (hard ?) cap is at 1268 meaning that when you'll reach it your hase will drop a lot, while for those who mainly use CH haste's HEP should still have a high value (as the GCD got no impact at all on CH). So once you reach 1268 haste with ICC gear you'll go for SP/crit rate as you though and you'll try to keep your haste around 1250 because you won't have a lot of benefits from having more haste than that.
Maltese, it would be better if stassart would confirm it, but I think that only IED's HEP is handled by shaman_hep at the moment. Handling the other meta is in the 'TODO list'. Else you would have the HEP value under the 'Shaman Healing Equivalency Points' paragraph.
Heres my HEP log from tonights GDKP run of normal ToC25. Not a good indicator of a mana strained environment but some data none the less of the +3% increased crit effect meta.
EDIT: Should have the correct data up now. I double checked the config file and it is set correctly but I can't find where in the log where it gives a HEP value for the meta gem.
I don't think the program will give an HEP value for that gem (correct me if I'm wrong). However, what the log does clearly show is that even in heroic Toc 25, it is unlikely you need the mana from [Insightful Earthstorm Diamond], which provides 40 to 50 mp5. However, that is because your trinkets are Solace x 2. Therefore, in your particular case, you might very well be better off using [Revitalizing Skyflare Diamond] or [Ember Skyflare Diamond]. It was be great if we could figure out which provides the better boost to healing. Plus you would have the gain from not needing any blue gems to meet the meta requiremenet.
However, without the mana regen from Solace x 2, I would still advise shaman to stick with an [Insightful Earthstorm Diamond].
Solace of the Fallen (trinket-258): count: 164, total mana restored: 59571 (15.55% of overall)
Combat count: 69, mana restored: 52975 (14.82%)
Ave: total: 363, in combat: 767
Overall in combat mp5: 139.38
Solace of the Fallen (trinket-245): count: 164, total mana restored: 52958 (13.82% of overall)
Combat count: 69, mana restored: 47089 (13.17%)
Ave: total: 322, in combat: 682
Overall in combat mp5: 123.90
Amanit, I checked your armory value to be sure but you were in Elem spec, I can only guess you're around 1050-1150 haste in Resto spec ? As you told it, you're in a perticular situation : you're mostly doing tank healing and so you're using LHW as your primary heal. Haste got much more value for people who use CH than for LHW users.
My haste is 1157 and still waiting on a few upgrades. My post was directed specifically at lhw shamans, the point I was trying to make was that, the value of haste has dropped off considerably even before I've hit the hard cap on haste for lhw. This actually isn't that surprising consider that around 40% of my lhw casts according to hep reports were below 1 second, i.e. beserking, bloodlust, engineering gloves rotation, hence the diminished value of haste before the hard cap on haste.
Malt provided me with his combatlog using [Revitalizing Skyflare Diamond] and I have added support for it in shaman_hep (running through the test suite now and I will upload it to Curse as soon as it passes the tests). I had not thought it would be better than IED, but the results surprised me for Malt.
(Note: this is for someone with double Solace trinkets.)
For Malt the meta was roughly 75% overhealing, but even with just 25% effective from the meta it provides good value. For those curious, as I was developing the code I initially did not take into account the added healing from Ancestral Awakening but when I did the HEP value of the meta increased from 43 to 49. So for Malt, approximately 14% of the benefit of the meta was from larger Ancestral Awakening heals.
To compare to the IED, from reports with no [Solace of the Fallen] the IED typically has a value in the 50-70 HEP range. With 1 Solace, the IED typically drops to the 40-55 range. I do not have any reports with IEDs from people with double Solace trinkets (and I only have one), but I believe it is safe to deduce the IED would drop to below 40.
Once shaman_hep with RSD support is available on Curse, hopefully we see more reports using it to get more data. IMO from this data, it looks like RSD is inferior to the IED if you do not have a Solace trinket, it becomes comparable to the IED for people with one Solace trinket, and the RSD becomes superior to the IED for people with 2 Solace trinkets.
While I don't currently provide a report for [Ember Skyflare Diamond], it is not difficult to estimate. If you check the Ancestral Knowledge section of the report, it provides a useful piece of information:
Ancestral Knowlege talent points: 5
Average int in combat from gear and buffs: 1207
This means on average the ESD would provide on average 24 int. If Int has a HEP value of 0.68, the ESD would have an approximate value of 25 + 24*0.68 = 41.32 HEP. If anyone uses the ESD and has a decent size combatlog from raiding that they can provide me with, I would be happy to add a report for it. I try not to add features I can't test.
More news from the lonely world of shaman tank healing!
After a pm from Jessamy regarding hw. I decided to look at healing wave again which is something I had examined in Ulduar and decided the mana wasn't there to sustain it. However I decided to see how it would work in at least theory for toc gear. Now by Healing Wave I mean a rotation of riptide, healing wave x2 , lesser healing wave x2. Basically only casting healing wave when tidal waves is up otherwise casting lhw.
After some work in the spread sheet, trying out various gearing methods, it seemed like the best way to go would be int stacking much as the paladins do. Once all the math was done, it appeared that hw had just as much time till oom or greater compared to lhw. On top of that hw with int gear was still outperforming hasted lhw.
Exert from the spreadsheet
Type
HPS
Time till oom
Hasted Lhw
10307
118s
Int Hw
10931
176s
Obviously 600 hps isn't a huge margin, however this wasn't quite optimized. I wasn't 100% sure that the mana regen would be there so I decided to give it a try tonight. I just went all int gems and decided I'd fixed it later if I was swimming in mana.
Tonight did togc 25 hm clear with around 2k int unbuffed, the first I noticed is you have to pay a lot more attention your buffs and riptide cds then I'm used to. Its definitely a play style that I'm still getting used to. Overall though it worked out surprisingly well, no mana issue to be had with the exception of anub in which an add decided he didn't like 20k hw crits and killed me. The result was going oom at about 5%. All in all for most fights it was an hps increase, I'm still not perfect at the rotation which will be more natural in practice and should result in a decent hps increase. Also probably going to drop some int and pick up more haste. Going to keep at it and see what the possibilities are.
More news from the lonely world of shaman tank healing!
After a pm from Jessamy regarding hw. I decided to look at healing wave again which is something I had examined in Ulduar and decided the mana wasn't there to sustain it. However I decided to see how it would work in at least theory for toc gear. Now by Healing Wave I mean a rotation of riptide, healing wave x2 , lesser healing wave x2. Basically only casting healing wave when tidal waves is up otherwise casting lhw.
After some work in the spread sheet, trying out various gearing methods, it seemed like the best way to go would be int stacking much as the paladins do. Once all the math was done, it appeared that hw had just as much time till oom or greater compared to lhw. On top of that hw with int gear was still outperforming hasted lhw.
Exert from the spreadsheet
Type
HPS
Time till oom
Hasted Lhw
10307
118s
Int Hw
10931
176s
Obviously 600 hps isn't a huge margin, however this wasn't quite optimized. I wasn't 100% sure that the mana regen would be there so I decided to give it a try tonight. I just went all int gems and decided I'd fixed it later if I was swimming in mana.
Tonight did togc 25 hm clear with around 2k int unbuffed, the first I noticed is you have to pay a lot more attention your buffs and riptide cds then I'm used to. Its definitely a play style that I'm still getting used to. Overall though it worked out surprisingly well, no mana issue to be had with the exception of anub in which an add decided he didn't like 20k hw crits and killed me. The result was going oom at about 5%. All in all for most fights it was an hps increase, I'm still not perfect at the rotation which will be more natural in practice and should result in a decent hps increase. Also probably going to drop some int and pick up more haste. Going to keep at it and see what the possibilities are.
I'm not sure about how well this actually works with your current setup. Looking at your logs, your overheal % on HW was 80%+ (83.9% I believe)-- that is a LOT of wasted healing. By contrast, when you used LHW as your default heal, your overheal % was around 37%-- more than 50% less.
I realize you are still running around ~700 haste from gear alone, but I question whether or not this is actually a viable playstyle at current gear levels. Perhaps when ICC hits and we have 1000+ haste from gear alone, this could be more effective. I would definitely keep playing around with this idea and seeing what you can do with it, but TBH overheal numbers of that magnitude are a serious concern for me at least.
Perhaps part of the question here is what role the shaman is expected to play in the raid--if, like me, you are asked to spot-heal tanks and heal the raid/melee damage, then I think haste is the way to go. Your experiment here shows that shamans, if asked, can handle tank healing assignments fairly well (I'm not sure if we can do it as well as a disc priest or holy paladin yet, but this is a start).