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Old 01/08/10, 3:18 PM   #1176
gadartas
Glass Joe
 
Draenei Shaman
 
Norgannon
Originally Posted by Bloch View Post
.......what I'm trying to get at here is that it seems this proc might be bugged--the odds that on all 14 procs no friendly unit was within 10 yards seems incredibly unlikely given that at least 10 people are stacked together for the full duration of the fight. Its been awhile since I did probability calculations, but the odds are below 1% for certain if we assume that you are running with 15 people outside of melee ranged/non-stacked. I would be very interested to see a full report on this to see if we can find out more.
Originally Posted by Migosha View Post
As Blizzard will look closerly to the special weapons' procs there is a high chance for Trauma's special effect to be boosted. Unless it is ok as it is now for other healing classes, but I guess the problem is the same for the four healing classes.
As I'm still missing one damn Fragment I can't be sure about it, but Val'Anyr should be better than Misery/Suffering's End thanks to its valuable special capacity. Of course it's harder to drop it rather than the mace from ToC as it ask many more time (I'm well placed to talk about it) to complete it, but for those who already got it, it's prolly the best choice while waiting for Blizzard's analisys on Trauma.
For me it is definitely bugged.

I pickup Trauma this week and i used it during the attempts on Professor and I was frustrated. Since i dont have HEP i used skada/recount just to have an idea and i was really disappointed. Some attempts i dint have any "Fountain of Light" heals. Hard to believe when i was casting chain heals most part of the time on melee group and usign Ritptide on every cooldown.
Another issue that I'm sure of being bugged is the fact that i casted healing spells on me for a long time and dint get a proc. Or the proc rate is infinitely small or u cannot be the target of your own heals in this patch.

Well, if everyone is having these same issues and Blizzrd does not change something this weapon is not what was supposed to be, imo.
 
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Old 01/08/10, 5:53 PM   #1177
Zorick
Assistant to the Regional Manager
 
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Draenei Shaman
 
Thunderlord
I am going to take some time this weekend and do 1,000 casts, and see how many times it procs and try and narrow down a proc %. I am guessing it's going to be down around the 1-5% point, even then, I would think it would show up more often in the logs than it is currently.

For now though, on progression I'm switching back to my Misery's End, I'm just a little disappointed that I spend a small fortune of my DKP on it, but someone's gotta be the guinea. I am however hopeful that with Blizzard looking at a few other items in ICC that (Black Bruise & Nibelung staff) that the Trauma will eventually looked at also.
 
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Old 01/09/10, 5:41 AM   #1178
Valesa
Glass Joe
 
Draenei Shaman
 
Earthen Ring (EU)
I was wondering, now icecrown has hit most us are hitting the haste soft cap. If you continue further with your main focus on haste, does the haste value decrease? Or does it still be alot better then spellpower? I haven't found out that answer.
 
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Old 01/09/10, 8:12 AM   #1179
Koe
Glass Joe
 
Tauren Shaman
 
Kazzak (EU)
Originally Posted by Valesa View Post
I was wondering, now icecrown has hit most us are hitting the haste soft cap. If you continue further with your main focus on haste, does the haste value decrease? Or does it still be alot better then spellpower? I haven't found out that answer.
Well you should try and run shaman_hep and see what happens, I'm soft-capped on haste and my haste HEP went down a fair bit to my surprise, when I parsed our latest ICC25 run using the latest version of shaman_hep (2.98). I'm curious what will happen when I start using the 2pc t10 bonus.


Lesser Healing Wave
Haste capped casts count: 726 (94.65%)
Combat count: 725 (95.14%)

Shaman Healing Equivalency Points:
1 SP = 1
1 mp5 = 1.1218 (calculated)
1 mana = 0.0232
1 Haste rating = 1.3737
1 Crit rating = 0.8071
1 INT = 0.8450 (actual)
1 INT = 1.0508 (max theoretical)
It previously had a value of around 2.
 
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Old 01/09/10, 9:42 PM   #1180
stassart
Piston Honda
 
Tauren Shaman
 
Proudmoore
Koe provided me with some combatlogs where he was experimenting briefly with the new totems. Parsing them with shaman_hep and looking over the results, here is my analysis of the new totems.

Bizuri's Totem of Shattered Ice

	"Bizuri's Totem of Shattered Ice" (43 haste rating) buff uptime: 19 mins 37 secs  (42.80%)
		dose 1: (43 haste rating) uptime: 45 secs  (1.66%)
		dose 2: (87 haste rating) uptime: 43 secs  (1.59%)
		dose 3: (131 haste rating) uptime: 1 min 12 secs  (2.65%)
		dose 4: (175 haste rating) uptime: 1 min 1 sec  (2.25%)
		dose 5: (219 haste rating) uptime: 15 mins 53 secs  (34.65%)
		Overall haste rating: 85.81

Flame Shock Rank 9: count: 45, total mana used: 33615 (5.74% of overall)
	In combat count: 45, mana used: 33615 (5.85%)
In this combatlog 4.4% of flame shocks missed (2) and 43 landed for an uptime of 28.1%. With practice and gcds available this number could obviously be increased.

Flame shock was the fourth largest mana consumer and works out to 61.1 mp5 consumed.
85.81 haste * 1.3637 = 117
-61.1 mp5 * 1.0555 = -64.4
total HEP: 52.5

This doesn't even include the gcd cost of casting the flame shocks. I could add in that effect and provide a full HEP value for Bizuri, but even without taking this into account Bizuri is worse.

Now for some theorycrafting:

If you could get double the overall uptime (from 42.8 to 85.6), and let's assume that doubled the overall haste (it wouldn't exactly due to the doses, but it would be close). That would involve twice the mp5 cost of casting double the flame shocks:
haste: 234 HEP
mp5: -128.8 HEP
total HEP: 105.2 HEP

Let's say you could get 100% uptime on the buff and could get 92% uptime on the full 5 dose stack).
210 haste: 287 HEP
-201 mp5: -212 HEP
total HEP: 75 HEP
(assuming you have to keep flame shock up 100% to get close to 100% uptime on the buff. Scaling the buff uptime from 85% to 100% requires a much higher uptime on flame shock.)

So even if it had 100% uptime and ignoring the gcd cost if you include the mana cost it is worse than Totem of the Surging Sea.

Caveat: This is approximate theorycrafting and if someone has an actual shaman_hep report with 80%+ uptimes on Bizuri that would provide real game data.

Totem of the Surging Sea

	"Totem of the Surging Sea" (85 sp) buff uptime: 56 mins 25 secs  (78.71%)
		dose 1: (85 SP) uptime: 13 mins 25 secs  (18.71%)
		dose 2: (170 SP) uptime: 9 mins 34 secs  (13.35%)
		dose 3: (255 SP) uptime: 33 mins 26 secs  (46.64%)
		Overall SP: 157.54
Total HEP: 157.5

With practice and maybe the help of an addon this value could be increased if the stack falls off less.

Another thing I noticed is when using Bizuri haste dropped to 1.35 HEP and mp5 was 1.06 HEP, while using Totem of the Surging Sea haste was at 1.76 HEP and MP5 was at 0.97 HEP. These results totally make sense to me adding haste at the soft haste cap.

Totem of the Calming Tides

Based on 10 shaman_hep reports using Totem of the Calming Tides it has a SP range of 53 - 149 with an average of 112 and a median (typical) of 142. The low values may be people swapping totems or just not using chain heal, I do not know.

Conclusion

Either way it does not look like Totem of the Surging Sea is a large upgrade from Totem of the Calming Tide in the typical case (15.54 HEP). If you do a lot of tank healing it is likely a huge upgrade. I personally do like that Totem of the Surging Sea works for both tank healing and raid healing though.

Caveat: the Bizuri and Totem of the Surging Sea data is a sample size of 1.

shaman_hep Healing Equivalency Point combatlog parser
 
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Old 01/10/10, 4:56 AM   #1181
Koe
Glass Joe
 
Tauren Shaman
 
Kazzak (EU)
Bizuri's Totem of Shattered Ice

It takes 15 sec to get 5 stacks, which is almost impossible to maintain during trash where mobs die fast,
so you end up casting FS alot more then every 40s.

I tried the totem on the 1st 4 bosses of ICC and noticed range is also an issue on bossfight, so you spent
to much time keeping track of mobs etc instead of healing. So for the remainder of the night I switched to the resto totem.

So at best it has a very situational use.

But having 1.4 sec ch with the full buff does feel nice, cant wait to try it with 2pc t10 on a twins like fight.
 
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Old 01/10/10, 2:38 PM   #1182
UberDrivel
Von Kaiser
 
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Tauren Shaman
 
Alleria
Regarding totems - I've found that [Totem of Calming Tides] is pretty much never up during the Saurfang 10 encounter, at least the way we were attempting it (two healers, two tanks, rest dps). Most of that fight I was just spamming LHW and Riptide, as the raid was spread out to avoid Blood Nova. During the last couple attempts, I switched to [Deadly Gladiator's Totem of the Third Wind] - aside from the EoF totem, is there really any other option when you don't use Chain Heal much?

EDIT: I used shaman_hep for the first time on these attempts. I believe it says the Totem of the Calming Times was up 25% of the time, which I don't think would outweigh the Deadly's always-up bonus.

Evaluating heals for Pylon:
Effective healing: 16805987
Total healing: 25591361
Total time spent healing: 48 mins 12 secs  (6.8153% of log file time)
Log time in combat: 1 hour 32 mins 21 secs  (13.06% of log)
Time shaman was present (in the raid) in combat: 1 hour 32 mins 8 secs  (99.76%)
Time alive in combat: 1 hour 30 mins 40 secs  (98.42%)
Longest fight: 8 mins 19 secs 
Effective in combat healing: 16067910
Total in combat healing: 23316874
Total in combat time spent healing: 40 mins 54 secs  (44.4005% of combat time)
Buff Report (in combat):
	Earthliving uptime: 1 hour 31 mins  (98.78%)
	Blessing of Wisdom uptime: 0 sec  (0.00%)
	Mana Spring Totem uptime: 59 mins 39 secs  (64.59%)
	Blessing of Wisdom/Mana Spring Totem uptime: 59 mins 39 secs  (64.59%)
	Blessing of Kings uptime: 1 hour 12 mins 42 secs  (80.18%)
		Configured as 100% uptime (10.00% stat increase)
	Mark/Gift of the Wild uptime: 1 hour 10 mins 36 secs  (77.87%)
	Arcane Int/Brilliance/Fel Int uptime: 11 mins 51 secs  (13.08%)
	Moonkin Aura/Elemental Oath crit buff uptime: 1 hour 14 mins 33 secs  (82.23%)
	Moonkin Aura buff uptime: 1 hour 13 mins 15 secs  (80.79%)
	Retribution Aura uptime: 10 mins 49 secs  (11.93%)
	Improved Moonkin Aura/Swift Retribution buff uptime: 1 hour 24 mins 5 secs  (92.73%)
	Wrath of Air buff uptime: 1 hour 27 mins 14 secs  (94.46%)
	Demonic Pact/Totem of Wrath/Flametongue Totem/Improved Divine Spirit
		buff uptime: 1 hour 26 mins 8 secs  (95.00%)
	Fortitude uptime: 1 hour 16 mins 36 secs  (84.47%)
	"Heroism" (983 haste rating) buff uptime: 5 mins 14 secs  (5.78%)
	"Fish Feast" (46 sp) buff uptime: 52 mins 40 secs  (58.10%)
	"Totem of Calming Tides" (234 sp) buff uptime: 23 mins 2 secs  (25.42%)
	"Flask of the Frost Wyrm" (125 sp) buff uptime: 1 hour 2 mins 47 secs  (68.16%)

Totem Report for Pylon (in combat):
	"Healing Stream Totem Rank 9" uptime: 25 mins 9 secs  (27.75%)
	"Tremor Totem" uptime: 2 mins 50 secs  (3.13%)
	"Stoneskin Totem Rank 10" uptime: 5 mins 48 secs  (6.41%)
	"Mana Spring Totem Rank 8" uptime: 53 mins 2 secs  (58.50%)
	"Mana Tide Totem" uptime: 3 mins 55 secs  (4.32%)
	"Earthbind Totem" uptime: 7 mins 44 secs  (8.53%)
	"Flametongue Totem Rank 8" uptime: 1 hour 24 mins 29 secs  (93.17%)
	"Wrath of Air Totem" uptime: 1 hour 25 mins 34 secs  (94.37%)
	"Strength of Earth Rank 8" uptime: 1 hour 7 mins 25 secs  (74.35%)

Total mana used: 1549161
Total mana restored (not including gear): 711327
In combat mana used: 1414983
In combat mana restored (not including gear): 657533
Mana used in most mana intensive fight: 122053
	Start Time: 1/9 18:02:48.453
	NPC that took most damage: "Deathbringer Saurfang"
	Duration of that fight: 8 mins 16 secs 
	Mana pool for that fight: 27166
	Total mp5 needed (from int, gear, buffs, abilities, etc): 1178.71568874339
	Tidal Focus mana saved: 6262.102
	Mana restored that fight by abilities: 53438
		Hymn of Hope: count: 4: total: 3749
			(Not included in mp5 weight)
		Mana Tide Totem: count: 4: total: 6522
			(Included in mp5 weight)
			(Included in character sheet needed mp5 value equation)
		Water Shield Rank 9: count: 66: total: 32486
			from Improved Water Shield: 28549
				while Tidal Force was up: 1476
			from Water Shield damage/debuff procs: 3937
			(Included in mp5 weight)
			(Included in character sheet needed mp5 value equation)
Warning: "Mana Mana" (67666) is not a known spell
		Mana Mana: count: 9: total: 4500
			(Not included in mp5 weight)
		Insightful Earthsiege Diamond: count: 7: total: 4200
			(Not included in mp5 weight)
			(Included in character sheet needed mp5 value equation)
		Rapture: count: 3: total: 1630
			(Not included in mp5 weight)
		Totemic Recall: count: 3: total: 351
			(Included in mp5 weight)
			(Included in character sheet needed mp5 value equation)
	Included Mana restored (configurable): 39359
	Had Blessing of Wisdom/Mana Spring?: Yes (mp5: 91)
	Had Blessing of Kings?: Yes
	Had Arcane Intellect or Fel Intelligence?: No (0 int)
	Had Gift/Mark of the Wild?: Yes (+51.8 stats)
	Had Moonkin Aura/Elemental Oath?: Yes (+5% crit)
	Water Shield uptime: 8 mins 3 secs  (97.42%)
	MP5 from Water Shield: 97.4156635469827
	Additional mp5 specified in configuration file (unknown) : 0
	MP5 needed beyond included sources unbuffed: 380.99254597203
	Character sheet MP5 needed unbuffed: 338.685822224863
	Sources of mana naked:
		Mana Pool unbuffed: 6036
		+ Mana from Blessing of Kings on base int: 192
		+ Mana from Arcane Int/Brilliance: 0
		+ Mana from Mark/Gift of the the Wild: 932.4
		= Mana Pool buffed: 7160.4
		Crit % unbuffed: 16.97%
		Crit % buffed: 22.42%
		Gains:
			Mana Tide Totem: count: 4: total: 1718
			Water Shield Rank 9: count: 66: total: 17582
				from Improved Water Shield: 13645
				from Water Shield damage/debuff procs: 3937
			Totemic Recall: count: 3: total: 351
		Gains total: 19651.7847408547
		Buffs:
		Blessing of Wisdom/Mana Spring: 91 mp5
		Water Shield passive: 97.4156635469827 mp5
		Additional configuration mp5: 0 mp5
	MP5 (including Int/crit) needed naked: 781.020904160349

Stat modifiers (ilevel points for stats):
	Spell Power: 0.8571
	MP5: 2.0000
Calculated mp5 value (Int, Crit, and mp5): 0.811751496528945

Mana Used Report: (sorted by total)
Lesser Healing Wave Rank 9: count: 1070, total mana used: 669820 (43.24% of overall)
	In combat count: 1062, mana used: 664812 (46.98%)
Riptide Rank 4: count: 489, total mana used: 367239 (23.71% of overall)
	In combat count: 438, mana used: 328938 (23.25%)
Chain Heal Rank 7: count: 269, total mana used: 213317 (13.77% of overall)
	In combat count: 230, mana used: 182390 (12.89%)
Earth Shield Rank 5: count: 179, total mana used: 112054 (7.23% of overall)
	In combat count: 162, mana used: 101412 (7.17%)
Healing Wave Rank 14: count: 37, total mana used: 38628 (2.49% of overall)
	In combat count: 27, mana used: 28188 (1.99%)
Flametongue Totem Rank 8: count: 64, total mana used: 30912 (2.00% of overall)
	In combat count: 49, mana used: 23667 (1.67%)
Wrath of Air Totem: count: 62, total mana used: 29946 (1.93% of overall)
	In combat count: 48, mana used: 23184 (1.64%)
Strength of Earth Rank 8: count: 49, total mana used: 21511 (1.39% of overall)
	In combat count: 34, mana used: 14926 (1.05%)
Fire Nova Rank 9: count: 17, total mana used: 16439 (1.06% of overall)
	In combat count: 17, mana used: 16439 (1.16%)
Ancestral Spirit Rank 7: count: 4, total mana used: 12660 (0.82% of overall)
	In combat count: 0, mana used: 0 (0.00%)
Heroism: count: 8, total mana used: 9136 (0.59% of overall)
	In combat count: 7, mana used: 7994 (0.56%)
Healing Stream Totem Rank 9: count: 45, total mana used: 5895 (0.38% of overall)
	In combat count: 40, mana used: 5240 (0.37%)
Stoneskin Totem Rank 10: count: 13, total mana used: 5707 (0.37% of overall)
	In combat count: 12, mana used: 5268 (0.37%)
Mana Spring Totem Rank 8: count: 29, total mana used: 5075 (0.33% of overall)
	In combat count: 20, mana used: 3500 (0.25%)
Cleanse Spirit: count: 15, total mana used: 4605 (0.30% of overall)
	In combat count: 15, mana used: 4605 (0.33%)
Earthbind Totem: count: 16, total mana used: 3504 (0.23% of overall)
	In combat count: 15, mana used: 3285 (0.23%)
Earthliving Weapon Rank 6: count: 8, total mana used: 2104 (0.14% of overall)
	In combat count: 2, mana used: 526 (0.04%)
Tremor Totem: count: 7, total mana used: 609 (0.04% of overall)
	In combat count: 7, mana used: 609 (0.04%)

Healing Report (sorted by effective):
Lesser Healing Wave Rank 9: hits: 1070, effective healing: 6168722 (36.71% of player's overall)
	Combat: hits: 1062, effective healing: 6122738 (38.11%), ehps: 1125.36
	Total (raw) healing: 7902110 (30.88% of player's overall)
	Combat: Total healing: 7847005 (33.65%), hps: 1442.27
	Crits: 624 (58.32%)
	Combat Crits: 618 (58.19%)
	Averages: (7385)
		Non-crit: 5727, crit: 8569, effective: 5765, overall: 7385
		Combat: Non-crit: 5730, crit: 8580, effective: 5765, overall: 7388
	Overheals: (21.94%)
		Non-crit: count: 147, total: 463367, ave: 3152
		Crit: count: 283, total: 1270021, ave: 4487
		Combat Non-crit: count: 147, total: 463367, ave: 3152
		Combat Crit: count: 280, total: 1260900, 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 cast time: 19 mins 14 secs 
		Combat cast time: 19 mins 5 secs 
	Combat Average cast time: 1.08
	Haste capped casts count: 63 (5.89%)
		Combat count: 63 (5.93%)
	Ancestral:
		Procs: 558, effective: 1222116, total: 1506316
		Combat Procs: 550, effective: 1209500, total: 1487623
	Earthliving:
		Total Duration: 35 mins 54 secs 
		Ticks: 674, effective: 270593, total: 539401
		Combat Duration: 35 mins 16 secs 
		Combat Ticks: 661, effective: 266926, total: 529724
	With Ancestral and Earthliving:
		Effective: 7661431 (45.59%), Total: 9947827 (38.87%)
		Combat Effective: 7599164 (47.29%), Total: 9864352 (42.31%)
	Tidal waves count: 444, time saved: 0 sec 
		Combat count: 436, time saved: 0 sec 
	Tidal waves effective: 231153, total: 374363
		Combat effective: 227588, total: 368295
	Glyph of Lesser Healing Wave count: 400 (37.38%)
		Combat count: 400 (37.66%)
	Without glyph count: 670 (62.62%)
		Combat count: 662 (62.34%)
	Ave with Glyph effective: 6157, total: 8301
		Combat ave effective: 6157, total: 8301
	Ave without Glyph effective: 5530, total: 6838
		Combat ave effective: 5528, total: 6837
	Glyph added effective: 333314, total: 553434
		Combat effective: 333314, total: 553434
	Improved Water Shield procs: 360 (33.64% of casts)
		Combat procs: 358 (33.71% of casts)
	EHPS increased by:
		SP coefficient with current set/talents: 1.0743
		1 SP = 0.928049478314119
		1 Haste rating = 1.80668415068714
			(mp5 = -0.174142012724093)
		1 crit rating = 0.796077688010467
		1 int = 0.263145019298232
Earth Shield: hits: 695, effective healing: 2361438 (14.05% of player's overall)
	Combat: hits: 695, effective healing: 2361438 (14.70%), ehps: 434.03
	Total (raw) healing: 2866838 (11.20% of player's overall)
	Combat: Total healing: 2866838 (12.30%), hps: 526.92
	Crits: 287 (41.29%)
	Combat Crits: 287 (41.29%)
	Averages: (4124)
		Non-crit: 3202, crit: 5436, effective: 3397, overall: 4124
		Combat: Non-crit: 3202, crit: 5436, effective: 3397, overall: 4124
	Overheals: (17.63%)
		Non-crit: count: 104, total: 179146, ave: 1722
		Crit: count: 124, total: 326254, ave: 2631
		Combat Non-crit: count: 104, total: 179146, ave: 1722
		Combat Crit: count: 124, total: 326254, ave: 2631
	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: 1.08
	Haste capped casts count: 7 (5.07%)
		Combat count: 6 (4.88%)
	Earth shield average time between procs: 7.15 secs
		in combat: 7.15 secs
	Combat uptime: 1 hour 23 mins 38 secs  (92.2322%)
	EHPS increased by:
		SP coefficient with current set/talents: 0.8872
		1 SP = 0.0979207691079122
		1 crit rating = 0.0373926759945499
		1 int = 0.0123602213633062
Chain Heal Rank 7: hits: 580, effective healing: 1990543 (11.84% of player's overall)
	Combat: hits: 493, effective healing: 1740573 (10.83%), ehps: 319.92
	Total (raw) healing: 3505377 (13.70% of player's overall)
	Combat: Total healing: 3006729 (12.90%), hps: 552.64
	Crits: 230 (39.66%)
	Combat Crits: 189 (38.34%)
	Averages: (6043)
		Non-crit: 4983, crit: 7656, effective: 3431, overall: 6043
		Combat: Non-crit: 5041, crit: 7799, effective: 3530, overall: 6098
	Overheals: (43.21%)
		Non-crit: count: 176, total: 656646, ave: 3730
		Crit: count: 158, total: 858188, ave: 5431
		Combat Non-crit: count: 157, total: 568470, ave: 3620
		Combat Crit: count: 130, total: 697686, ave: 5366
	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: 7 mins 57 secs 
		Combat cast time: 6 mins 44 secs 
	Combat Average cast time: 1.76
	Haste capped casts count: 0 (0.00%)
		Combat count: 0 (0.00%)
	Earthliving:
		Total Duration: 23 mins 30 secs 
		Ticks: 456, effective: 121251, total: 361605
		Combat Duration: 17 mins 45 secs 
		Combat Ticks: 333, effective: 102888, total: 266103
	With Ancestral and Earthliving:
		Effective: 2111794 (12.57%), Total: 3866982 (15.11%)
		Combat Effective: 1843461 (11.47%), Total: 3272832 (14.04%)
	Number of Chain Heal casts started: 280 (3.93% canceled)
	Initial target hits: 269, crits: 111 (41.26%),
	  riptide: 35 (13.01%)
		combat hits: 230, crits: 93 (40.43%),
		  riptide: 34 (14.78%)
		Effective: 1091050 (54.81%), Total: 2287274 (65.25%)
			combat Effective: 963097 (55.33%), Total: 1955846 (65.05%)
		Ave: non crit: 7104, crit: 10493, effective: 4055, overall: 8502
			combat non crit: 7137, crit: 10516, effective: 4187, overall: 8503
		Overheals non-crit count: 102, non-crit ave over: 5212
			combat non-crit count: 88, non-crit ave over: 5131
		Overheals crit count: 91, crit ave over: 7303
			combat crit count: 77, crit ave over: 7028
		Overhealed amount: 1196224 (52.30%)
			combat amount: 992749 (50.76%)
	Second target hits: 166 (61.71% bounced), crits: 70 (42.17%),
	  riptide: 24 (14.46%)
		combat hits: 146 (63.48% bounced), crits: 59 (40.41%),
		  riptide: 24 (16.44%)
		Effective: 610865 (30.69%), Total: 843922 (24.08%)
			combat Effective: 539809 (31.01%), Total: 743640 (24.73%)
		Ave: non crit: 4269, crit: 6201, effective: 3679, overall: 5083
			combat non crit: 4305, crit: 6254, effective: 3697, overall: 5093
		Overheals non-crit count: 38, non-crit ave over: 2178
			combat non-crit count: 36, non-crit ave over: 2173
		Overheals crit count: 41, crit ave over: 3665
			combat crit count: 35, crit ave over: 3587
		Overhealed amount: 233057 (27.62%)
			combat amount: 203831 (27.41%)
	Third target hits: 99 (36.80% bounced), crits: 32 (32.32%),
	  riptide: 14 (14.14%)
		combat hits: 83 (36.09% bounced), crits: 26 (31.33%),
		  riptide: 14 (16.87%)
		Effective: 225173 (11.31%), Total: 289425 (8.26%)
			combat Effective: 190910 (10.97%), Total: 244382 (8.13%)
		Ave: non crit: 2498, crit: 3813, effective: 2274, overall: 2923
			combat non crit: 2532, crit: 3847, effective: 2300, overall: 2944
		Overheals non-crit count: 26, non-crit ave over: 1265
			combat non-crit count: 24, non-crit ave over: 1251
		Overheals crit count: 17, crit ave over: 1843
			combat crit count: 13, crit ave over: 1803
		Overhealed amount: 64252 (22.20%)
			combat amount: 53472 (21.88%)
	Fourth target hits: 46 (17.10% bounced), crits: 17 (36.96%),
	  riptide: 5 (10.87%)
		combat hits: 34 (14.78% bounced), crits: 11 (32.35%),
		  riptide: 5 (14.71%)
		Effective: 63455 (3.19%), Total: 84756 (2.42%)
			combat Effective: 46757 (2.69%), Total: 62861 (2.09%)
		Ave: non crit: 1536, crit: 2365, effective: 1379, overall: 1842
			combat non crit: 1558, crit: 2456, effective: 1375, overall: 1848
		Overheals non-crit count: 10, non-crit ave over: 933
			combat non-crit count: 9, non-crit ave over: 960
		Overheals crit count: 9, crit ave over: 1329
			combat crit count: 5, crit ave over: 1491
		Overhealed amount: 21301 (25.13%)
			combat amount: 16104 (25.62%)
	Glyph of Chain heal: effective: 63455 (0.38% of total effective)
		combat effective: 46757 (0.29% of combat effective)
	Processed by cast: 241, time: 26, less accurate: order: 1, count: 0
	Improved Water Shield procs: 76 (28.25% of casts)
		Combat procs: 68 (29.57% 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 = 0.678642
			(0.3317 + 0.2381 + 0.0863 + 0.0226)
		1 Haste rating = 1.29069062538873
			(mp5 = -0.135248026462924)
		1 crit rating = 0.205136750154289
			(0.0888 + 0.0777 + 0.0299 + 0.0087)
		1 int = 0.0678083494753305
			(0.0293 + 0.0257 + 0.0099 + 0.0029)
Riptide Rank 4: hits: 489, effective healing: 1796100 (10.69% of player's overall)
	Combat: hits: 438, effective healing: 1637718 (10.19%), ehps: 301.01
	Total (raw) healing: 2366942 (9.25% of player's overall)
	Combat: Total healing: 2139529 (9.18%), hps: 393.24
	Crits: 195 (39.88%)
	Combat Crits: 180 (41.10%)
	Averages: (4840)
		Non-crit: 4033, crit: 6056, effective: 3673, overall: 4840
		Combat: Non-crit: 4057, crit: 6069, effective: 3739, overall: 4884
	Overheals: (24.12%)
		Non-crit: count: 100, total: 230729, ave: 2307
		Crit: count: 105, total: 340113, ave: 3239
		Combat Non-crit: count: 85, total: 199013, ave: 2341
		Combat Crit: count: 95, total: 302798, ave: 3187
	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: 8 mins 49 secs 
		Combat GCD time: 7 mins 51 secs 
	Combat Average GCD time: 1.08
	Haste capped casts count: 28 (5.73%)
		Combat count: 28 (6.39%)
	Ancestral:
		Procs: 245, effective: 421442, total: 516949
		Combat Procs: 229, effective: 401549, total: 487497
	Earthliving:
		Total Duration: 22 mins 31 secs 
		Ticks: 432, effective: 154756, total: 341610
		Combat Duration: 42 mins 27 secs 
		Combat Ticks: 363, effective: 145222, total: 290095
	With Ancestral and Earthliving:
		Effective: 2372298 (14.12%), Total: 3225501 (12.60%)
		Combat Effective: 2184489 (13.60%), Total: 2917121 (12.51%)
	Improved Water Shield procs: 191 (39.06% of casts)
		Combat procs: 175 (39.95% of casts)
	EHPS increased by:
		SP coefficient with current set/talents: 0.5306
		1 SP = 0.423029434509833
		1 crit rating = 0.586855815548384
		1 int = 0.193986324743885
Ancestral Awakening: hits: 833, effective healing: 1763349 (10.49% of player's overall)
	Combat: hits: 806, effective healing: 1723966 (10.73%), ehps: 316.86
	Total (raw) healing: 2155679 (8.42% of player's overall)
	Combat: Total healing: 2094332 (8.98%), hps: 384.94
	Crits: 0 (0.00%)
	Combat Crits: 0 (0.00%)
	Averages: (2587)
		Non-crit: 2587, crit: 0, effective: 2116, overall: 2587
		Combat: Non-crit: 2598, crit: 0, effective: 2138, overall: 2598
	Overheals: (18.20%)
		Non-crit: count: 217, total: 392330, ave: 1807
		Crit: count: 0, total: 0, ave: 0
		Combat Non-crit: count: 202, total: 370366, ave: 1833
		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: 0, total: 0
		Combat effective: 0, total: 0
Riptide_hot Rank 4: hits: 2129, effective healing: 1228073 (7.31% of player's overall)
	Combat: hits: 1820, effective healing: 1123474 (6.99%), ehps: 206.49
	Total (raw) healing: 2674953 (10.45% of player's overall)
	Combat: Total healing: 2302970 (9.88%), hps: 423.28
	Crits: 0 (0.00%)
	Combat Crits: 0 (0.00%)
	Averages: (1256)
		Non-crit: 1256, crit: 0, effective: 576, overall: 1256
		Combat: Non-crit: 1265, crit: 0, effective: 617, overall: 1265
	Overheals: (54.09%)
		Non-crit: count: 1218, total: 1446880, ave: 1187
		Crit: count: 0, total: 0, ave: 0
		Combat Non-crit: count: 987, total: 1179496, ave: 1195
		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: 413, refresh count: 68
		Total Duration: 1 hour 48 mins 34 secs 
			Combat Duration: 1 hour 34 mins 27 secs 
			Overwritten Duration: 6 mins 26 secs  (5.9304%)
			Casts that did not proc hot: 8 (1 min 26 secs )
				Combat Count: 8 (1 min 26 secs )
			Healing lost to Riptide bug: effective: 17753, overall: 36392
				Combat effective: 17753, overall: 36392
			(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 = 0.0378603076923077
		1 crit rating = 0
		1 int = 0
Earthliving_hot Rank 6: hits: 1618, effective healing: 565679 (3.37% of player's overall)
	Combat: hits: 1396, effective healing: 529330 (3.29%), ehps: 97.29
	Total (raw) healing: 1287377 (5.03% of player's overall)
	Combat: Total healing: 1117881 (4.79%), hps: 205.47
	Crits: 0 (0.00%)
	Combat Crits: 0 (0.00%)
	Averages: (795)
		Non-crit: 795, crit: 0, effective: 349, overall: 795
		Combat: Non-crit: 800, crit: 0, effective: 379, overall: 800
	Overheals: (56.06%)
		Non-crit: count: 941, total: 721698, ave: 766
		Crit: count: 0, total: 0, ave: 0
		Combat Non-crit: count: 763, total: 588551, ave: 771
		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: 1 hour 31 mins  (98.78%)
	Earthliving applied count: 378, refresh count: 160
	Earthliving proc rate when ELW is applied: 24.8384%
	Earthliving proc rate overall: 24.7129%
		Total Duration: 1 hour 24 mins 54 secs 
			Combat Duration: 1 hour 37 mins 36 secs 
	EHPS increased by:
		SP coefficient with current set/talents: 0.7524
		1 SP = 0.113722349570201
		1 crit rating = 0
		1 int = 0
Healing Wave Rank 14: hits: 37, effective healing: 451738 (2.69% of player's overall)
	Combat: hits: 27, effective healing: 361188 (2.25%), ehps: 66.39
	Total (raw) healing: 509549 (1.99% of player's overall)
	Combat: Total healing: 398627 (1.71%), hps: 73.27
	Crits: 26 (70.27%)
	Combat Crits: 23 (85.19%)
	Averages: (13771)
		Non-crit: 9940, crit: 15392, effective: 12209, overall: 13771
		Combat: Non-crit: 10275, crit: 15544, effective: 13377, overall: 14763
	Overheals: (11.35%)
		Non-crit: count: 2, total: 8524, ave: 4262
		Crit: count: 9, total: 49287, ave: 5476
		Combat Non-crit: count: 1, total: 1829, ave: 1829
		Combat Crit: count: 6, total: 35610, ave: 5935
	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: 47 secs 
		Combat cast time: 31 secs 
	Combat Average cast time: 1.17
	Haste capped casts count: 1 (2.70%)
		Combat count: 1 (3.70%)
	Ancestral:
		Procs: 30, effective: 119791, total: 132414
		Combat Procs: 27, effective: 112917, total: 119212
	Earthliving:
		Total Duration: 2 mins 57 secs 
		Ticks: 56, effective: 19079, total: 44761
		Combat Duration: 2 mins 6 secs 
		Combat Ticks: 39, effective: 14294, total: 31959
	With Ancestral and Earthliving:
		Effective: 590608 (3.51%), Total: 686724 (2.68%)
		Combat Effective: 488399 (3.04%), Total: 549798 (2.36%)
	Tidal waves count: 21, time saved: 11 secs 
		Combat count: 15, time saved: 7 secs 
	Tidal waves effective: 23666, total: 31315
		Combat effective: 18333, total: 24288
	Healing Way added effective: 0, total: 0
		Combat added effective: 0, total: 0
	Improved Water Shield procs: 26 (70.27% of casts)
		Combat procs: 23 (85.19% of casts)
	EHPS increased by:
		SP coefficient with current set/talents: 1.9917
		1 SP = 2.48109656687958
		1 Haste rating = 4.34151484404861
			(mp5 = -0.268053470097028)
		1 crit rating = 1.54103509341203
		1 int = 0.509392130319109
Healing Stream Totem: hits: 4875, effective healing: 434443 (2.59% of player's overall)
	Combat: hits: 3173, effective healing: 421583 (2.62%), ehps: 77.49
	Total (raw) healing: 2210212 (8.64% of player's overall)
	Combat: Total healing: 1430639 (6.14%), hps: 262.95
	Crits: 0 (0.00%)
	Combat Crits: 0 (0.00%)
	Averages: (453)
		Non-crit: 453, crit: 0, effective: 89, overall: 453
		Combat: Non-crit: 450, crit: 0, effective: 132, overall: 450
	Overheals: (80.34%)
		Non-crit: count: 3952, total: 1775769, ave: 449
		Crit: count: 0, total: 0, ave: 0
		Combat Non-crit: count: 2276, total: 1009056, ave: 443
		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 = 0.013153926883076
		1 crit rating = 0
		1 int = 0
Gift of the Naaru: hits: 65, effective healing: 41260 (0.25% of player's overall)
	Combat: hits: 65, effective healing: 41260 (0.26%), ehps: 7.58
	Total (raw) healing: 107334 (0.42% of player's overall)
	Combat: Total healing: 107334 (0.46%), hps: 19.73
	Crits: 0 (0.00%)
	Combat Crits: 0 (0.00%)
	Averages: (1651)
		Non-crit: 1651, crit: 0, effective: 634, overall: 1651
		Combat: Non-crit: 1651, crit: 0, effective: 634, overall: 1651
	Overheals: (61.56%)
		Non-crit: count: 43, total: 66074, ave: 1536
		Crit: count: 0, total: 0, ave: 0
		Combat Non-crit: count: 43, total: 66074, ave: 1536
		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
Fel Healthstone 0/2: hits: 1, effective healing: 4642 (0.03% of player's overall)
	Combat: hits: 1, effective healing: 4642 (0.03%), ehps: 0.85
	Total (raw) healing: 4990 (0.02% of player's overall)
	Combat: Total healing: 4990 (0.02%), hps: 0.92
	Crits: 0 (0.00%)
	Combat Crits: 0 (0.00%)
	Averages: (4990)
		Non-crit: 4990, crit: 0, effective: 4642, overall: 4990
		Combat: Non-crit: 4990, crit: 0, effective: 4642, overall: 4990
	Overheals: (6.97%)
		Non-crit: count: 1, total: 348, ave: 348
		Crit: count: 0, total: 0, ave: 0
		Combat Non-crit: count: 1, total: 348, ave: 348
		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:
		1 SP = 0
		1 crit rating = 0
		1 int = 0


Nature's Blessing adds 0.15 SP value to int.
Additional haste effects on GCD:
	1 haste rating adds 0.0971 HEP time saved casting
		earth shield and water shield in combat
		Combat Earth Shield haste capped casts count: 6 (4.88%)
		Combat Water Shield haste capped casts count: 11 (4.42%)
	Riptide Rank 4: 1 haste rating adds 0.1122 HEP combat time saved casting
		Combat haste capped casts count: 28 (6.39%)
In the longest fight, 1 int worth of mana pool is worth: 0.1801 mp5
The weight of 1 int worth of mana pool is: 0.1462
In the most mana intense fight, 1 int worth of mana pool
	is worth: 0.1813 mp5

Mana Restored Report: (sorted by total)
Water Shield Rank 9: count: 819, total mana restored: 403124 (56.67% of overall)
	Combat count: 790, mana restored: 388847 (59.14%)
	Ave: total: 492, in combat: 492
	Overall in combat mp5: 357.35
	In combat uptime: 1 hour 28 mins 13 secs  (97.30%)
	Passive mp5: 97.2974
	Procs from damage/debuffs: 166
	MP5 from Improved Water Shield: 282.2607
	Procs from Improved Water Shield in combat: 624
		out of 1250 procs possible, proc rate: 49.92%
	MP5 increased by:
		1 crit rating = 0.12316951486583 mp5 
		1 haste rating = 0.086081324649964 mp5 
		1 int = 0.0407139213351457 mp5 
Mana Tide Totem: count: 80, total mana restored: 125257 (17.61% of overall)
	Combat count: 72, mana restored: 113762 (17.30%)
	Ave: total: 1565, in combat: 1580
	Overall in combat mp5: 104.55
	Mana Tide usage in overall combat: 99.25%
	Shaman's Mana Tide usage in intense fight: 60.44%
	MP5 increased by:
		1 int = 0.071461 mp5 (0.072000 theoretical 5 min cooldown)
		1 mana = 0.003970 mp5 (0.004000 theoretical 5 min cooldown)
Insightful Earthsiege Diamond: count: 87, total mana restored: 52200 (7.34% of overall)
	Combat count: 80, mana restored: 48000 (7.30%)
	Ave: total: 600, in combat: 600
	Overall in combat mp5: 44.11
Replenishment: count: 851, total mana restored: 42379 (5.96% of overall)
	Combat count: 745, mana restored: 37084 (5.64%)
	Ave: total: 49, in combat: 49
	Overall in combat mp5: 34.08
	Replenishment uptime in overall combat: 13.69%
	Replenishment uptime in intense fight: 0.00%
	Mana pool based on replenishment: 24888
	MP5 increased by:
		1 int = 0.024648 mp5 (0.180000 theoretical)
		1 mana = 0.001369 mp5 (0.010000 theoretical)
Warning: "Mana Mana" (67666) is not a known spell
Mana Mana: count: 79, total mana restored: 39500 (5.55% of overall)
	Combat count: 59, mana restored: 29500 (4.49%)
	Ave: total: 500, in combat: 500
	Overall in combat mp5: 27.11
Totemic Recall: count: 144, total mana restored: 13958 (1.96% of overall)
	Combat count: 54, mana restored: 5431 (0.83%)
	Ave: total: 96, in combat: 100
	Overall in combat mp5: 4.99
Hymn of Hope: count: 14, total mana restored: 12614 (1.77% of overall)
	Combat count: 14, mana restored: 12614 (1.92%)
	Ave: total: 901, in combat: 901
	Overall in combat mp5: 11.59
Rapture: count: 19, total mana restored: 10218 (1.44% of overall)
	Combat count: 19, mana restored: 10218 (1.55%)
	Ave: total: 537, in combat: 537
	Overall in combat mp5: 9.39
Innervate: count: 10, total mana restored: 7870 (1.11% of overall)
	Combat count: 10, mana restored: 7870 (1.20%)
	Ave: total: 787, in combat: 787
	Overall in combat mp5: 7.23
Runic Mana Potion: count: 1, total mana restored: 4207 (0.59% of overall)
	Combat count: 1, mana restored: 4207 (0.64%)
	Ave: total: 4207, in combat: 4207
	Overall in combat mp5: 3.87


Total mp5 above character sheet (in raid): 604.27 while casting

--------------------
Current talent report:

Ancestral Knowlege talent points: 5
	Average int in combat: 1481
	Ancestral Knowlege granting on ave: 148 int
	HEP per point: 19.8202
	HEP: 99.1009
Thundering Strikes talent points: 5
	HEP per point: 40.9561
	HEP: 204.7804
Improved Shields talent points: 3
	Water Shield Combat MP5: 46.61
	Water Shield Combat HEP: 37.84
	Water Shield Intense Fight MP5: 42.68
	Water Shield Intense Fight HEP: 34.65
Improved Earth Shield talent points: 2
	To maintain current Earth Shield uptime
	Combat Earth shield casts needed:
		With 0 talent points: 91
		With 1 talent points: 73
		With 2 talent points: 64
	Casts saved with 2 points in Improved Earth shield: 27
	Global cooldown time: 1.07
	Combat time saved: 28 secs 
	Combat effective gained by fewer refreshes: 84995
	Combat EHPS gained: 15.6222
	HEP: 24.2190
	Your Earth Shield is currently improved 25%, with 5 talent points
	in Improved Earth Shield and Improved Shields
	Point 1 provided benefit count: 535 effective: 73025 (0.43%)
		Combat count: 535, effective: 73025 (0.45%), hps: 13.4220
		HEP: 20.8081
	Point 2 provided benefit count: 528 effective: 71797 (0.43%)
		Combat count: 528, effective: 71797 (0.45%), hps: 13.1964
		HEP: 20.4583
	Point 3 provided benefit count: 522 effective: 71191 (0.42%)
		Combat count: 522, effective: 71191 (0.44%), hps: 13.0849
		HEP: 20.2855
	Point 4 provided benefit count: 517 effective: 70271 (0.42%)
		Combat count: 517, effective: 70271 (0.44%), hps: 12.9159
		HEP: 20.0235
	Point 5 provided benefit count: 512 effective: 69788 (0.42%)
		Combat count: 512, effective: 69788 (0.43%), hps: 12.8272
		HEP: 19.8859
	Combat Total Earth Shield improved effective: 356074 (2.22%)
		HEP: 101.4614
	Improved Shields ave point HEP: 32.90
	Improved Earth Shield ave point HEP: 32.40
	Improved Shields and Improved Earth Shield total HEP: 163.52
Elemental Weapons talent points: 3
	HEP per point: 15
	Total HEP: 45
Improved Healing Wave talent points: 5
	Healing Wave EHPS increase per point: 204.7590
	Healing Wave EHPS increase 5 points: 1023.7952
	Combat time saved: 13 secs 
	Combat effective gained by saved time: 39869
	Combat EHPS gained: 7.3279
	HEP per point: 2.2721
	HEP: 11.3605
Tidal Focus talent points: 5
	Combat heal mana used: 1375464
	Mana saved with Tidal Focus: 68773
	Combat MP5 per point: 12.6405, HEP: 10.2609
	Total Combat MP5: 63.2024, HEP: 51.3046
	Intense Fight MP5 per point: 12.6157, HEP: 10.2408
	Intense Fight MP5: 63.0783, HEP: 51.2039
Improved Water Shield talent points: 3
	Combat MP5 per point: 94.0869, HEP: 76.3752
	Total Combat MP5: 282.2607, HEP: 229.1255
	Intense Fight per point MP5: 95.86, HEP: 77.81
	Intense Fight MP5: 287.57, HEP: 233.44
	Number of Water Shield procs in combat: 624
	Combat HEP: 229.1255, per point: 76.3752
	Intense HEP: 233.4394, per point: 77.8131
Tidal Force talent points: 1
	Tidal Force used 19 times
	Combat Not using Tidal Force: crits: 775, crit rate: 51.09%
	Combat Using Tidal Force: crits: 55, crit rate: 84.62%
		Combat Dose 3: crit rate: 85.19%
		Combat Dose 2: crit rate: 100.00%
		Combat Dose 1: crit rate: 70.00%
	Overall crit increase: 0.8185%
	HEP: 33.5222
Tidal Mastery talent points: 5
	HEP per point: 40.9561
	Total HEP: 204.7804
Restorative Totems talent points: 3
	Point 1 provided benefit count: 943 effective: 44135 (0.26%)
		Combat count: 917, effective: 42950 (0.27%), hps: 7.8943
		HEP: 12.2385
	Point 2 provided benefit count: 937 effective: 43756 (0.26%)
		Combat count: 911, effective: 42571 (0.26%), hps: 7.8246
		HEP: 12.1305
	Point 3 provided benefit count: 931 effective: 43532 (0.26%)
		Combat count: 905, effective: 42348 (0.26%), hps: 7.7835
		HEP: 12.0668
	Combat Total Healing Stream improved effective: 127869 (0.80%)
		HEP: 36.4358
Nature's Swiftness talent points: 1
	Nature's Swiftness was used: 25 times
	Nature's Swiftness Heal Count: 24, Effective: 439660, total: 463288
		Combat Count: 24, Effective: 439660 (2.74%), total: 463288 (1.99%)
	Spell report:
		Healing Wave Rank 14:
			Count: 20, Effective: 292734, total: 308733
			Combat Count: 20, Effective: 292734, total: 308733
		Lesser Healing Wave Rank 9:
			Count: 1, Effective: 6119, total: 8010
			Combat Count: 1, Effective: 6119, total: 8010
		Ancestral Awakening:
			Count: 26, Effective: 107244, total: 111263
			Combat Count: 26, Effective: 107244, total: 111263
		Chain Heal Rank 7:
			Count: 3, Effective: 33563, total: 35282
			Combat Count: 3, Effective: 33563, total: 35282
	Average effective hps: 17186.0528, total hps: 18109.6575
	HEP: 125.2786
Talent Points in Purification: 5
	Point 1 provided benefit count: 4947 effective: 249718 (1.49%)
		Combat count: 4705, effective: 239638 (1.49%), hps: 44.0455
		HEP: 68.2837
	Point 2 provided benefit count: 4921 effective: 247093 (1.47%)
		Combat count: 4680, effective: 237035 (1.48%), hps: 43.5670
		HEP: 67.5419
	Point 3 provided benefit count: 4893 effective: 244603 (1.46%)
		Combat count: 4652, effective: 234670 (1.46%), hps: 43.1322
		HEP: 66.8679
	Point 4 provided benefit count: 4869 effective: 242321 (1.44%)
		Combat count: 4631, effective: 232452 (1.45%), hps: 42.7246
		HEP: 66.2359
	Point 5 provided benefit count: 4836 effective: 239865 (1.43%)
		Combat count: 4598, effective: 230031 (1.43%), hps: 42.2796
		HEP: 65.5460
	Combat Total Purification effective: 1173827 (7.31%)
		HEP: 334.4754
Talent Points in Mana Tide: 1
	Glyph of Mana Tide: No
	Party report:
		Combat: Count: 214, restored mana: 304512
		Overall MP5: 279.8456
		Overall HEP: 227.1651
		Intense fight MP5: 98.0307
		Intense fight HEP: 79.5766
	Self report:
		Combat: Count: 72, restored mana: 113762 (17.3013%)
		Overall MP5: 104.5469
		Overall HEP: 84.8661
		Intense fight MP5: 65.6963
		Intense fight HEP: 53.3291
Talent Points in Cleanse Spirit: 1
	Count: 15
	Combat Count: 15
Blessing of the Eternals talent points: 2
	Increased Crit HEP per point: 81.9122
	Blessing of Eternals earthliving weapon proc rate: 4.8384%
	Increased earthliving HEP per point: 14.6905
	Total HEP per point: 96.6026
	Total HEP: 193.2053
Improved Chain Heal talent points: 2
	Point 1 provided benefit count: 283 effective: 108438 (0.65%)
		Combat count: 239, effective: 92941 (0.58%), hps: 17.0827
		HEP: 26.4833
	Point 2 provided benefit count: 259 effective: 100791 (0.60%)
		Combat count: 217, effective: 85780 (0.53%), hps: 15.7665
		HEP: 24.4428
	Combat Total Improved Chain Heal effective: 178722 (1.11%)
		HEP: 50.9260
Nature's Blessing talent points: 3
	Average int in combat: 1481
	1 int = 0.1500 SP
	1481 int = 222.1700 SP
	HEP per point = 74.0567
	HEP = 222.1700
Ancestral Awakening talent points: 3
	Point 1 provided benefit count: 732 effective: 619324 (3.69%)
		Combat count: 710, effective: 603718 (3.76%), hps: 110.9630
		HEP: 172.0260
	Point 2 provided benefit count: 705 effective: 591597 (3.52%)
		Combat count: 684, effective: 577379 (3.59%), hps: 106.1220
		HEP: 164.5209
	Point 3 provided benefit count: 664 effective: 552427 (3.29%)
		Combat count: 648, effective: 542868 (3.38%), hps: 99.7789
		HEP: 154.6873
	Combat Total Ancestral Awakening effective: 1723966 (10.73%)
		HEP: 491.2342
Earth Shield talent points: 1
	Combat uptime: 1 hour 23 mins 38 secs  (92.2322%)
	Combat base talent effective: 1675610 (10.43%)
	Combat EHPS increase: 307.9763
	HEP: 477.4557
Tidal Waves talent points: 5
	Buff applied count: 393, refreshed: 286
	Time saved: 11 secs 
		Combat time saved: 7 secs 
	Combat EHPS increase from time saved: 4.3324
	Time Saved HEP: 6.7165
	Lesser Healing Wave w/TW count: 436 (41.0546%)
	LHW crit rate with Tidal Waves: 68.1193%
	LHW crit added effective: 137545
	Tidal Waves bonus effective: 245921 (1.5305%)
	Overall Tidal Waves added effective: 383467 (2.3865%)
	Combat effective healing hps: 70.4810
	Effective healing HEP: 109.2667
	Tidal Waves hps: 74.8134, per point: 14.9627
	Tidal Waves HEP: 115.9832, per point: 23.1966
Riptide talent points: 1
	Riptide w/ hot effective: 3024173 (17.99%), total: 5041895 (19.70%)
		Combat effective: 2761192 (17.18%), total: 4442499 (19.05%)
	Chain heal increase casts: 35, effective: 33767 (0.20%), total: 37694 (0.15%)
		Combat casts: 35, effective: 33767 (0.21%), total: 37694 (0.16%)
	Combined effective: 3057940 (18.20%), total: 5079589 (19.85%)
		Combat effective: 2794959 (17.39%), total: 4480193 (19.21%)
	Combat EHPS increase: 513.7119
	HEP: 796.4077

--------------------
Current glyph report:

Glyph of Chain Heal:
	Count: 46, effective: 63455 (0.38%), total: 84756 (0.33%)
		Combat count: 34, effective: 46757 (0.29%)
		  total: 62861 (0.27%)
	Combat Chain Heal hps increase: 115.5727
	Combat EHPS increase: 8.5939
	HEP: 13.3231
Glyph of Earth Shield:
	Combat count: 507, effective: 329752 (2.05% combat effective)
	(note: this count is the times the glyph provided a benefit.)
	Earth Shield EHPS increase: 66.3533
	Combat EHPS increase: 60.6083
	HEP: 93.9611
Glyph of Lesser Healing Wave:
	Count: 400, effective: 333314 (1.98%), total: 553434 (2.16%)
		Combat count: 400, effective: 333314 (2.07%),
		  total: 553434 (2.37%)
	Glyph of LHW Combat hps: 291.0298
	Combat EHPS increase: 61.2630
	HEP: 94.9760
Glyph of Water Shield:
	Combat time saved refreshing Water Shield: 14 secs 
	Combat EHPS increase: 8.0039
	HEP: 12.4085

Set Bonus Report:

Tier 9 2-piece:
	Effective: 491852 (2.93%), Total: 926473 (3.62%)
		Combat Effective: 454608 (2.83%), Total: 821666 (3.52%)
	Combat EHPS: 83.5568
	HEP: 129.5382

--------------------
Stat relationships:

For healing output:
1 SP = 1 SP (0.6450 ehps)
1 Crit rating = 0.7921 SP (0.5109 ehps)
1 Haste rating = 1.9028 SP (1.2273 ehps)
1 INT = 0.4118 SP (0.2656 ehps)

For mana regen:
1 MP5 = 1 mp5
1 Crit rating = 0.1232 mp5
1 Haste rating = -0.0721 mp5
1 INT = 0.3169 mp5
1 Mana = 0.0153 mp5
Total mana regen points needed from gear: 781.02

Shaman Healing Equivalency Points:
1 SP = 1
1 mp5 = 0.8118 (calculated)
1 mana = 0.0125
1 Haste rating = 1.8442
1 Crit rating = 0.8921
1 INT = 0.6691 (actual)
1 INT = 0.8930 (max theoretical)

Insightful Earthsiege Diamond HEP: 49.8587

Last edited by UberDrivel : 01/10/10 at 3:14 PM.
 
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Old 01/11/10, 11:55 AM   #1183
Mode
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Troll Shaman
 
The Venture Co
Originally Posted by Koe View Post
Bizuri's Totem of Shattered Ice

It takes 15 sec to get 5 stacks, which is almost impossible to maintain during trash where mobs die fast,
so you end up casting FS alot more then every 40s.

I tried the totem on the 1st 4 bosses of ICC and noticed range is also an issue on bossfight, so you spent to much time keeping track of mobs etc instead of healing. So for the remainder of the night I switched to the resto totem.
This has been my experience with Bizuri's. I'm giving it another chance, but right now I feel I made a terrible call making it my first emblem purchase. You don't realize what a pain in the ass it is to be forced to stay within 20 yards of the boss or trash until you actually have to do it.
 
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Old 01/11/10, 10:23 PM   #1184
Asat
Glass Joe
 
Tauren Shaman
 
Earthen Ring
I think the biggest fundamental problem with Bizuri's is that the time when you need is most is also the time that it will be the hardest to keep up. I haven't picked it up yet but I can imagine that having to not only keep track of the buff duration and your range to a mob as well as using a gcd for flame shock could be quite a letdown during an intense fight.

Compare this to Totem of the Surging Sea which would arguably keep its self up in a lot of those situations depending on what you are healing and your preferred style. This totem also plays quite nicely with the T10 2pc bonus.

Edit: Almost forgot, would be interesting to see how big of an impact the T9 2p elemental bonus made on the hep value of this totem. Some rough theorycraft could be done with the numbers already posted but it would be interesting to see how it actually plays out in game. Having to give it less attention could be quite a buff. I am pretty doubtful that it could ever make up for the loss of hep in gear but it may make it an intriguing (fun?) choice for less intensive fights.

Last edited by Asat : 01/11/10 at 10:36 PM.
 
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Old 01/14/10, 8:43 AM   #1185
Nowaa
Glass Joe
 
Draenei Shaman
 
The Venture Co (EU)
Finally got to test out the T10 2pc last night in proper raid. It's definitely a nice bonus to our toolkit, providing that extra bit of added burst in those 'Oh shit' situations.

It's worth pointing out though that in order to gain most benefit from the buff, riptide should be cast in *anticipation* of burst damage, and not in *response* to it. Otherwise, casting riptide post burst damage just to benefit from a 0.25 second* faster CH actually results in your CH landing 0.7~ seconds slower due to inccuring the extra GCD.

Even if CH lands on the riptided target, 20% increased healing is easily negated by the fact that you would effectively be losing the 0.7 seconds (or 40%~ assuming an average CH of 1.75 seconds) of extra throughput had you just cast 2 CHs consecutively.

Because of this, the haste bonus is best reserved for those burst situations that can be directly anticipated, such as a gorlock stomp on Beasts or a decimate on those dumb new trash mobs in ICC, so that we can setup the buff in advance without incurring the GCD penalty when we need it most.

*approximate speed bonus with 1150 haste raid buffed

Last edited by Nowaa : 01/14/10 at 11:54 AM.
 
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Old 01/14/10, 9:12 AM   #1186
Hamano
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Sylvanas (EU)
Originally Posted by Nowaa View Post
Finally got to test out the T10 2pc last night in proper raid. It's definitely a nice bonus to our toolkit, providing that extra bit of added burst in those 'Oh shit' situations.

It's worth pointing out though that in order to gain most benefit from the buff, riptide should be cast in *anticipation* of burst damage, and not in *response* to it. Otherwise, casting riptide post burst damage just to benefit from a 0.25 second* faster CH actually results in your CH landing 0.7~ seconds slower due to inccuring the extra GCD.

Even if CH lands on the riptided target, 20% increased healing is easy negated by the fact that you would effectively be losing the 0.7 seconds (or 40%~ assuming an average CH of 1.75 seconds) of extra throughput had you just cast 2 CHs consecutively.

Because of this, the haste bonus is best reserved for those burst situations that can be directly anticipated, such as a gorlock stomp on Beasts or a decimate on those dumb new trash mobs in ICC, so that we can setup the buff in advance without incurring the GCD penalty when we need it most.

*approximate speed bonus with 1150 haste raid buffed
I agree on your philosophy about Riptide, but your examples are not good. You can have a 2.5 second Chain Heal and still manage to perfectly time it after a Gormok Stomp or Decimate. Both these abbilities are on a (near) perfect timer and have a cast time.

I have very little faith in the 4set bonus, it does not help with the quick burst healing that is usually needed. In an encounter where there is constant aoe damage (Twins, old Iron Council) you are better off either benching your shamans are have them healing your tanks.

For now I will be running two set tier 9 (gloves and chest) and two set tier 10 (Helm and Shoulders) untill I can get my hands on some heroic mode items. By the time heroic modes unleash and progress starts there are plenty of Frost Emblems and I will still be able to pick up the 4set tier10 for specific encounters.

I see myself using Riptide more and more, is anybody else experiencing the same?
 
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Old 01/14/10, 10:02 AM   #1187
Nowaa
Glass Joe
 
Draenei Shaman
 
The Venture Co (EU)
Originally Posted by Hamano View Post
I agree on your philosophy about Riptide, but your examples are not good. You can have a 2.5 second Chain Heal and still manage to perfectly time it after a Gormok Stomp or Decimate. Both these abbilities are on a (near) perfect timer and have a cast time.
You're right, that's an oversight on my part. Perhaps a better example would be burst damage that has a silence mechanic attached to it, so that you can't pre-cast through it, e.g. Freya or Ignis.

More generally though, there are other scenarios where burst is what i would call 'semi-predictable' that you couldn't reliably pre-cast (for fear of casting on the wrong target, say) such as mimiron P2, where the added haste would still be very useful when used intelligently and pre-emptively.

It's definitely a nice bonus, but a lot more situational than what one would naturally assume.
 
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Old 01/14/10, 2:55 PM   #1188
d4rksite
Glass Joe
 
Troll Shaman
 
Destromath (EU)
I have a question regarding 4pcT10 and the off-set pc.

Theorycrafting Think Tank tells you would ideally use the gloves for the offset slot to get maximum healing output.
But if i calcute the HEP values with the stat weights from the same topic I get 799 HEP with the gloves versus 868 with the offset mail legs.
So why is there the recommendation to use those gloves?
 
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Old 01/14/10, 3:16 PM   #1189
Zigizi
Von Kaiser
 
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Troll Shaman
 
Borean Tundra
Originally Posted by d4rksite View Post
I have a question regarding 4pcT10 and the off-set pc.

Theorycrafting Think Tank tells you would ideally use the gloves for the offset slot to get maximum healing output.
But if i calcute the HEP values with the stat weights from the same topic I get 799 HEP with the gloves versus 868 with the offset mail legs.
So why is there the recommendation to use those gloves?
You shouldn't compare the individual items' HEP; you should compare the difference between the off-set and set-pieces in those slots.

From the HEP weights in the chart on the Think tank:
Hands:
Off-set - 433 HEP
Set- 356 HEP

Legs:
Off-set- 549
Set- 492

The offset Hands give a higher relative HEP benefit.
 
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Old 01/14/10, 4:41 PM   #1190
d4rksite
Glass Joe
 
Troll Shaman
 
Destromath (EU)
Sorry but I don't get the point on this one.

As far as my understanding goes you want to acheiv the highest possible overall HEP value. Comparing single items to each other would for me just make sense if you aim for upgrades. But assuming you already have achieved the BiS items it makes no sense to me loosing some overall HEP values.

Correct me if I'm wrong.
 
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Old 01/14/10, 5:06 PM   #1191
Mumra
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Troll Shaman
 
Arathor (EU)
You're assuming the set items which the offset ones would replace have identical stats. They obviously don't.
 
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Old 01/14/10, 5:21 PM   #1192
Bloch
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Archimonde
Originally Posted by d4rksite View Post
Sorry but I don't get the point on this one.

As far as my understanding goes you want to acheiv the highest possible overall HEP value. Comparing single items to each other would for me just make sense if you aim for upgrades. But assuming you already have achieved the BiS items it makes no sense to me loosing some overall HEP values.

Correct me if I'm wrong.
His point is this: you are calculating OVERALL HEP values. This determination is made by summing all of the HEP values for all equipped items (Head+Neck+......+Trinket#2).

Now, assume you have two possible choices for an equipped item set:

Set 1 includes T10 Head, Chest, Shoulders, and Legs + offset Gloves.
Set 2 includes T10 Head, Chest, Shoulders, and Gloves + offset Legs.

All other pieces are the same. Given that these are our two options, we want to take the one with the greatest HEP value (since all other pieces are the same) for obvious reasons. Lets compare sets #1 and #2 to see which is better in terms of HEP value. For simplicity, let X=(ChestHEP+HeadHEP+ShoulderHEP).

Set 1 = X+492+433= 925+X
Set 2 = X+549+356= 905+x

As you can see, the HEP value of set 1 is greater than the HEP value of set 2. Therefore, it is better to take set legs+offset gloves.
 
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Old 01/14/10, 6:13 PM   #1193
Mihir
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Talnivarr (EU)
Originally Posted by scrusi View Post
I don't understand the reasoning behind that either and would like to know it if it exists. However, I find macroing these trinkets notoriously difficult. You don't want to fire it before you actually have spent those 1625 mana (more actually, to leave room for natural mana regen, replenishment, IWS procs etc) because that would drop you below the 68mp5 mark indeed. That means you can't macro it to a common spell, but macroing it to an uncommon one bears the risk of not using it right away when the cooldown is over.
I found making a power aura to show me when im at <80% mana and the trinket is available helped me a load in using it pretty much on cooldown.
 
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Old 01/14/10, 10:48 PM   #1194
stassart
Piston Honda
 
Tauren Shaman
 
Proudmoore
It depends on your HEP values, but using the crafted legs + 264 set gloves is best at the 264 level. But at the 277 level using the set legs + off-set gloves is best. That's probably the confusion, it depends on whether you are looking at the 264 level or the 277 level.

shaman_hep Healing Equivalency Point combatlog parser
 
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Old 01/17/10, 4:43 PM   #1195
Widewing
Glass Joe
 
Draenei Shaman
 
Bloodhoof (EU)
Wowhead: Silver of Pure Ice?

Anyone else noticed that wowhead has the cooldown on the heroic version of [Sliver of Pure Ice] is only 1 min?

If this is true, i believe that would make it better than [Solace of the Defeated]?
But of couse it could be just a error from wowhead
 
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Old 01/18/10, 6:04 AM   #1196
Allonze
Glass Joe
 
Troll Shaman
 
Tarren Mill (EU)
With regards to our tier 10 4 piece. Assuming you hit the soft-haste cap would it not be possible to gem for crit in order to maximise the effect of our 4 piece? Thinking about it, I'm currently at around 43%~ , crit raid buffed. With hgiher cerit values it would be possible to keep the HoT from the 4 piece up on mulitple people at the same time. I mean to say, that if we were to gem for crit, it would be a bigger boost to our HEP than Haste, or Spellpower, or mp/5.

By the way, is anyone thinking of replacing Solace with Althor's Abacus? Is the on proc heal worth the huge loss in mp/5?

Edit: typed 'tier 9' instead of 'tier 10'. Tier 10 is what I meant, sorry.

Last edited by Allonze : 01/18/10 at 3:45 PM.
 
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Old 01/18/10, 6:48 AM   #1197
Coilx
Glass Joe
 
Tauren Shaman
 
Balnazzar (EU)
By the way, is anyone thinking of replacing Solace with Althor's Abacus? Is the on proc heal worth the huge loss in mp/5?[/quote]

Got both atm, HC solace and Althor's Abacus, and its definatly not worth it. only healed for 3-5% on every boss in ICC25, and thats not worth the mp5 lose. at least not for me. (although it procks off both ghostwolf ticks and riptide ticks)
 
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Old 01/18/10, 8:03 AM   #1198
Valesa
Glass Joe
 
Draenei Shaman
 
Earthen Ring (EU)
Originally Posted by Widewing View Post
Anyone else noticed that wowhead has the cooldown on the heroic version of [Sliver of Pure Ice] is only 1 min?

If this is true, i believe that would make it better than [Solace of the Defeated]?
But of couse it could be just a error from wowhead

If this is true, it would mean that each time you use the trinket when it comes off cooldown, you do gain more mana then the solace. That's also becaus the solace not has a 100% uptime of all stacks.
 
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Old 01/18/10, 9:14 AM   #1199
Maltese
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Azjol-Nerub
Got both atm, HC solace and Althor's Abacus, and its definatly not worth it. only healed for 3-5% on every boss in ICC25, and thats not worth the mp5 lose. at least not for me. (although it procks off both ghostwolf ticks and riptide ticks)
What is your basis for this statement? 3-5% extra healing and increased SP most definitely "worth it" if you are not having any mana problems. IED and heroic solace are more than enough MP5 with proper mana tide/potion usage.

Last edited by Maltese : 01/18/10 at 9:37 AM.
 
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Old 01/18/10, 4:55 PM   #1200
Bloch
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Archimonde
Originally Posted by Maltese View Post
What is your basis for this statement? 3-5% extra healing and increased SP most definitely "worth it" if you are not having any mana problems. IED and heroic solace are more than enough MP5 with proper mana tide/potion usage.
I'm not sure why you wouldn't want another ~4% extra healing done. I too have heroic solace and Althor's Abacus, and those two are my trinket setup for most encounters (I sometimes go double solace for things like H Anub).

My personal opinion is that if I end fights with an excess of mana (greater than ~15%), then I should go for more throughput. Having a free 6-12.5k heal every 45s is pretty nice, especially considering its "smart" and usually quite efficient. My personal recommendation is that if you end fights with over 15% mana and you are not using Althor's, you should switch.
 
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