Elerion
User

Posts: 17 Karma: 0 |
+Healing Mechanics - 2005/08/24 16:09
The general formula for how +healing affects any given spell is as such:
Any spell of 3.5s or longer cast time gets the full bonus.
Any spell of less than 3.5s cast time gets [(full bonus)*(cast time)/(3.5)] bonus.
Heal over time spells get the full bonus spread out over the ticks.
The same rules apply to damage spells.
In addition, lower level spells recieve a lower amount of the bonus, but this formula is not known to me.
That means:
Greater Healing gets 100% of the listed bonus.
Prayer of Healing gets 86% of the listed bonus.
Flash Heal gets 43% of the listed bonus.
Renew gets 100% of the listed bonus, spread out over the ticks (20% on each tick)
To spice things up, Blizzard have also coded certain spells differently, because they have special properties. This is the general formula though.
Now, can someone fill in the gaps here? I'm uncertain about a few things:
If you have 3 prophecy pieces, bringing your flash heal to 1.4 sec cast, will you now only get 40% of the bonus?
What is the formula for lower level spells?
Does PoH fit into the formula, or is it one of the individually coded spells?
Is there a general number for instant spells, or are they all individually coded?
Any other errors?
I'd like to get this clear once and for all
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antara
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Posts: 2 Karma: 0 |
Re:+Healing Mechanics - 2005/08/27 22:07
Regarding the prophecy set bonus... u get 43% and not 40. I checked
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Atkins
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Posts: 26 Karma: 5 |
+Healing Mana Efficiency - 2005/09/01 07:09
One overall measure of healing effectiveness is total healing over the course of a fight. +Healing allows more healing per second. It also provides increased mana efficiency in terms of health healed per mana.
Because it is an additive rather than multiplicative effect, lower level spells benefit relatively more, although there is a reduction that affects spells obtained at low character levels. Even so, with sufficient +Healing lower ranks of a spell can equal or exceed the higher ranks in mana efficiency (HPM), making them viable options for customizing the heals used in order to avoid overhealing and doing so without compromising mana efficiency. .
With regard to Priests, Rank 2 Heal beccomes a viable spammable spell. It casts in 3.5 seconds and appears to receive the full bonus, with +440 healing resulting in 1049 Health healed vs. a rated heal of 56-646 and mana cost of 225 (level 60 Priest with Holy and Discipline talents). At 4.66 HPM this is actually more efficient than Flash Heals which tested at from 3.4 to 3.2 HPM and 433 to 1208 average healed. It is also more efficient than Greater Heals with HPMs between 4.04 and 3.95.
With Druids, Rejeuvenation benefits less than Renew does, but it is still worthwhile. HT benefits in the same way as GHeal, but Regrowth continues to lag in efficiency (criticals aside).
With Shamans, there is a fairly even but not spectacular efficiency gain across the Board (see data in the comments to the Shaman FAQ). Reported results with Paladins are that this accentuates their already excellent healing efficciency if using the right casts and talents, although I have no numerical data handy.
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Elerion
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Posts: 17 Karma: 0 |
Re:+Healing Mana Efficiency - 2005/09/01 12:13
Spamming Rank 1 Flash Heal through most of a DM run we did last night, it appears it actually gets the same 43% bonus as the final rank does. Obviously, rank 1 is a tad too small, but the same should hold true for the entire line. That means mid-rank flash heals are excellent to keep inspiration going on the tank.
That said, if the damage coming in is slow enough that you can get by with rank 3-4 flash heals, it's probably far more efficient to just go Greater+Renew every 8-9 seconds or so.
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