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Intelligence vs. +Healing formula Print E-mail
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By: Michael Crosato

This article is simply being written because of the shear number of times I see the Int vs. +Healing question arise so much. This can also be used as a Spirit or Mana/Regen vs. + Healing comparison as well with the use of this article http://www.wowhealers.com/content/view/167/50/ .

a = The number of times you cast the given spell
b = The number of +Healing points you have
c = The % the given spell benefits for +Healing (i.e. Flash Heal Rank 7 = 43%, Renew Rank Highest = 100% spread over the 5 ticks, Greater Heal Rank 4 = 100%)
d = The amount of intellect points given up to get +healing points (i.e. Trading Truefaith Vestments +73 healing for Devout Robe +24 intellect)
15 - represents the conversion on intellect to mana.
e = Efficiency of the given spell (HP per mana see http://www.wowhealers.com/content/view/114/50/ to get the numbers easily otherwise a 99% accurate formula is 0.25(min + max)(2 + your chance to critical)
f = A ratio. Greater than 1 favors +healing, less than 1 favors +intellect. (i.e. 1.01 = 1% better, 0.99 = 1% worse)

(a * b * c) / (d * 15 * e) = f

So to find out how many times you have to cast a certain spell to make up for the loss of the intellect leave "a" blank and solve the equation. Set f to 1 if you want to find what it takes to make b healing = d int. If you want to know what it takes to make it 10% better than Int set it to 1.1 if you want to see what it takes to make it Int 10% better set it to 0.9.

If you know how many times during the course of a given battle you will cast a spell and want to know if it more or less efficient in respect the +Healing given up for +intellect then solve for f.

So you have to calculate the spells you use out each to see how well the +healing works out for you, but since I mainly use Flash Heal and Renew that what I tend to calculate out.

So.... lets just look at FHR7 (Flash Heal Rank 7) as reference.

1 = (A * 55 * 0.43) / (22 * 15 * 2.77)
1 = 23.65A / 914 (By Algebra)
914/23.65 = A (By cross multiplication)
A = 38.65

Since A = 38.65 you would have to cast FHR7 ~39 times to make equal to or better than have +22 intellect.

Just to let you know how reasonable that is when can look at that amount of mana required to do this. FHR7 cost 380 mana.

39 times * 380 mana = 14820 mana.

That’s a bit of mana. Your average person looking at these enchants are going to be well equipped so we can assume that they will have 7K mana unbuffed and 8K buffed. Basically this person would have to engage in a fight in which they consume approximately 2 full mana bars.

Based of the information I complied here http://www.wowhealers.com/content/view/183/50/ you’re only going to have access to that mana during 5 minute battles. Now, my stats don't include potions, demonic runestones, inner focus etc. So the 3 minute could easily get to 15K total mana point as well.

Comments
hmm
Written by Holyouch on 2006-05-31 01:14:07
I will go for +22 int. 
 
Reasons: Besides formulas, we are always at least 5 priests, 5 druids, 5 palies, thats alot of healing. All boss encounters got periods with lots of damage and some periods where less healing is required. All and all the bigger mana pool carries you through the crittical parts. No mana regen from Items or spirit really gets a chance to effect mana much. In the quieter part, yes mana regen from spirit and +x mana/5sec etc helps allot. So both is beneficial on different times. 
I myself also like pvp and there is no substutute for a LARGE mana pool and we are not even talking about boosting your crit %. 30+% crit is any opponents worse nightmare.. I love it. 
 
I hope this help you make your decision. 
There is no conclusion.
Written by Guest on 2005-10-22 05:58:17
The post was obviously just informative. 
 
In all actuality, someone said that bigger heals benefit more and through numerical analysis, I've realized that actually your Flash Heals benefit from +Healing *more* than GH, even when you include Master Healer talents. 
 
Some things to note: While HPS does go up from +Healing, there are very few times when you actually need to get your HPS so high that your normal spells won't do without any HPS enhancements. Also, to increase your spells to the point where you can get additional time outside the 5-sec rule, you'd need to increase your healing potential by 10-25% at the very least. If you're losing more than that much in the way of mana pool total, then obviously tere is a problem until you start regenning mana quite a bit and use more than your original mana pool's worth of casting. To turn it into a simple equation, you can plan on getting between 35 (Flash 7 at 10k mana spent) and 75 (GH4 at 6k mana spent) to make up for the loss of just TEN points of +Intellect. 
 
Note: As you drop down below FH7 and GH4, it becomes easier to make up for +Int by adding +Helaing. At 10k mana spent, FH 5 only requires 24 points of +Healing to make up for 10 points of lost Int. GH2 has similar numbers, starting at 45 +Healing per 10 points of Int at 6k mana and going down to 28 +Healing per 10 points of Int at 10k mana.
Written by kaeolla on 2005-10-05 12:18:51
If you have maxed out the mental strength talent, you need to use 16.5 mana per int instead of 15 mana per int in that equation above.
Written by Guest on 2005-08-10 12:11:12
bleh, I'm the type to go for +healing primarily, but I already figured that 22 int was better... 22 int is a lot of int. 55 healing is average. 
 
I favor +healing but I still got 22 int over it. It's much more useful.
http://s9.invisionfree.com/Seksonic_Legi
Written by Guest on 2005-08-04 13:10:35
Assuming these are the 2 setups, both are UNBUFFED. 
 
8500 mana, 325 spirit, +90 heal spells, 16/5s 
6500 mana, 200 spirit, +300 heal spells, 30/5s 
 
------------ 
 
Just decided to do a number crunch for everyone thats saying 15 more 5/s is going to do more. 
 
325 spr / 16 5/s 
During 15% regeneration, this item would regenerate 12.1875 mana per tick, or 366 mana/minute. 
The item you entered has an effective score of 26 Spirit or 16 mana per 5 seconds during normal regeneration. That's 6.4 mana per tick or 192 mana per minute 
 
total 
558 mana per minute(15% regen) 
 
200 spr / 30 5/s 
During 15% regeneration, this item would regenerate 7.5 mana per tick, or 225 mana/minute. 
The item you entered has an effective score of 48 Spirit or 30 mana per 5 seconds during normal regeneration. That's 12 mana per tick or 360 mana per minute. 
 
total 
585 mana per minute(15% regen) 
 
 
---- 
mana 5/s isnt as good as you think :) 
 
on top of that, You would regen more from non-casting period with the spirit gear. 
 
so, we'll say its 65 mana less for every flash heal because you use rank 6 instead of 7. 
 
6500 / 315 = 20 flash heals 
 
 
8500 / 380 = 22 flash heals 
 
thats still 2000 more in heals, and 2 more flash heals. 
 
so, calculate that over time with regen included.(with the global 1s cooldown, making each heal 2.5sec apart) 
 
do this over 10 minutes. 
 
6500+5850= 12350 pool over 10 min 
 
8500+5580= 14080 pool over 10 min 
 
so, lets see how many heals you get off. 
 
12350 / 315 = 39 flash heals 
 
14080 / 380 = 37 flash heals 
 
that is NOT including rest time when you arent casting for longer than 3 sec, so, If you say for 2 minutes out of that 10 minutes, you get 100% regen. 
 
6500 = 12350+((1500*2)=3000) = 15350 over 10 minutes with 2 minutes of 100% regen time 
 
8500 = 14080+((2436*2)=4873) = 18953 over 10 minutes with 2 minutes of 100% regen time 
 
 
so, now that we have the pools calculated with rest time added in, lets number crunch again to see. 
 
6500 = 15350 / 315 = 48 flash heals 
 
8500 = 18953 / 380 = 50 flash heals 
 
so, once again a bigger mana pool with more spirit is better than + healing with less stats. 
 
and I'm not saying flash heal is the only spell you will be casting, but its a concrete number to crunch with this. 
 
 
so, in the end, mana 5/s doesnt beat out higher spirit, and + healing, doesnt beat out having more stats. 
 
 
so, we can even take this from a totally different approach, and say you dont even have meditation talents, and you are 31 or more in holy. 
 
6500 + 3000(2m 100%) + 3600 = 10400 over 10 minutes with 2 minutes of 100% regen 
 
8500 + 4873(2m 100%) + 1920 = 15293 over 10 minutes with 2 minutes of 100% regen 
 
10400 / 315 = 33 flash heals 
 
15293 / 380 = 40 flash heals 
 
 
so, in the end, more stats is still better than + healing with 5/s. 
 
:) 
 
---- 
used this for calculations 
http://solareclipse.net/Charles/spirit.html
Written by Guest on 2005-08-04 07:42:38
Or. you could get a GBS/Argent Crusader. Put +22 int on it. Then switch to a Guiding Staff with either +55 healing or +20 spirit after you've exhausted 22 int's worth of spells.
Hmmm.
Written by Guest on 2005-07-31 03:33:54
You have proven that a spell that uses lots of mana is improved most by simply having more mana to cast it. The entire drawback behind flash heal is the mana cost associated with it. The analysis is flawed because you're using a spell that obviously favors boosting intelligence. 
 
You have healing per second and health gained per point of mana. Increasing +healing is the only cost-effective way of increasing HPS and increasing healing per point of mana spent. +Crit items are simply not as effective (alone) as +healing items, although a mixture of both item types is more effective than only one or the other.
+ Healing in Real Life
Written by Guest on 2005-07-26 12:28:53
I was skeptical at first, but in practice + healing, at least for Druids 
 
- lowers my mana pool to 5100 self buffed, but that mana plus any regen and potion effects are high octane 
- more than makes up for pool reduction in HPM, especially in a small or easy fights when I can use fine-tuned smaller rejuvs and HTs  
- much more HPS spamming heals in desperate situations, even if you lose mana efficiency 
- reduces overhealing since I can freely use lower level spells without losing mana efficiency since they benefit relatively more than the higher level ones 
 
On a Priest renew benefits nicely, while the flash heal bonus is reduced almost 60% but that is not quite so bad when you consider flash is much smaller than GH. Shaman LHW is similarly affected. In conclusion, I am happy with +Heal as a Druid.
please test with lower ranks of flash he
Written by Guest on 2005-07-24 12:24:34
any priest that runs MC knows that we don't spam flash heal rank 7 on the MT. we normally are constantly spamming a lower rank. I can only assume that the results will be even more overwhelming than with FHR7 since lower rank spells get even less of the percentage of +healing gear.
flash hal isnt good for +healing
Written by Guest on 2005-07-18 12:24:22
Flash heal only gets 43% of the bonus. Additionally, Druid mana effeciency is very different. For druids using healing touch, its goes a little more like this: 
(rank 7 for example) 
 
1 = (A * 55 * 1.00) / (22 * 15 * 2.85) 
1 = 55A / 940(By Algebra) 
940/55 = A (By cross multiplication) 
A = 17 
 
Rank 7 HT is 378 mana. 17 casts = 6426 mana. 
Druids can easily have 6k mana, and with a little spirit regen the difference. Add in innervate, and +healing wins out.
HPS
Written by Guest on 2005-07-17 23:20:34
Regardless of how long it takes to become more efficient +healing is really great for giving you more hps. In a lot of situations of burst healing your better off having a heal that will average out to heal 100 or 200 more per heal than an extra heal per mana bar which is all +22 int is really going to give you.
+healing on actual items
Written by Guest on 2005-07-13 13:03:55
While I agree with the above anaylsis process, and the conclusion for that particular case (+healing enahcnt vs. +INT enchant) this is just one case. 
 
If you look at +healing gear found in DM for druids, you sacrifice a little +INT and +SPI for alot of +healing. If you then alter your healing style to use lower ranks, you end up saving mana in the end.
Written by mcroasto on 2005-07-12 07:11:15
Q: can you include "x mana / 5 secs" in the formula? good items have that one too...  
 
A: You can use the information found in http://www.wowhealers.com/content/view/167/50/ which allows you to equate spirt/int/mana regen. Since you'll be able to equate everything to int you can plug the value into the formula.  
 
Q: is there an addon that tracks  
- how long a fight lasts  
- howmany time i spent in FR/RDC?  
- stats about my healings? (howmany FHR7, RR9 etc)  
 
A: Yes there is. Its called Spirit Factor and can be downloaded at curse-gaming.com. It tracks time in FR and RDC. And futher it equates int to spirt and mana regen to spirit. 
 
Comment: Not meant to criticize or debunk anything that's been stated, just a word of caution against using this - or anything - as absolute ammunition in the '+heal vs. +regen' argument. 
 
Reply: True. This was simply meant as a tool to help compare the two stats. As with most any formula's applied to the real world there are many other factors that need to be included. While a more complex model could be derived to include many other factors; it would be generally too difficult to use for most of the audience. 
 
Also it must be pointed out that any battle that you don't go out of mana while taking the +healing stat makes it better by default compared to a +int stat.
+healing weak
Written by Guest on 2005-07-12 05:15:49
What are the arguements in favour of plus healing 
 
1) in a very long fight there is a payback 
2) if you have enough mana and mana regen then why not use +healing 
3) higer heals per second 
 
Arguemnts against 
1) will likely reduce you int or spirit.  
2) over healing 
 
To me the maths for plus healing looks bad.. But if you have lots of spirit and int already then why not. Or if you cna find items with little trade off in terms of spirit then why not. 
2 questions
Written by Guest on 2005-07-11 22:29:01
hi, 
 
thx for the nice formula to compare. i hae 2 questions on that: 
 
     
  • can you include "x mana / 5 secs" in the formula? good items have that one too... 
     
  • is there an addon that tracks  
    - how long a fight lasts 
    - howmany time i spent in FR/RDC? 
    - stats about my healings? (howmany FHR7, RR9 etc) 
 
Written by Guest on 2005-07-11 17:09:16
As with 90% of these analyses, it's really, really, really, easy to get locked up into a simple mathematical formula, but it doesn't mean your analysis is applicable to specific examples. 
 
Fights where a tank is taking a lot of damage in a short time-frame (Magmadar, Ragnaros, etc.) require a certain threshhold of over-healing. The most efficient healing in the world means nothing if the tank dies and the party wipes before the fight's over. 
 
Not meant to criticize or debunk anything that's been stated, just a word of caution against using this - or anything - as absolute ammunition in the '+heal vs. +regen' argument.
Conclusion from the Example Above...
Written by Guest on 2005-07-08 17:03:37
It seems to me that the pupose of this article was not to show if +healing or +int is better, but to provide you with a tool that you can use to make the conclusion yourself. 
 
However, based on the example above, you can draw the following conclusion: In order for the +55 Healing enchant to be better than the +22 Int enchant, you would have to engage in a battle where you would cast flash heal at least 39+ times.  
 
I presume that you could safely say that +55 Healing is only really useful for long boss fights. Any shorter fights would mean that it would be more useful to have the +22 Int. Is that a safe assumption? 
Written by Guest on 2005-07-07 11:37:28
This doesn't take into account several things that +healing gives you. 
 
* HP healed per second goes up. 
* as per above, HoT time spells increase. These don't stack and can not be improved any other way. 
* You can use lower ranks of a spell for good mana effeciency. Too low and you start to lose some of the +healing effect. 
RE: Conclusion
Written by mcroasto on 2005-07-07 09:39:52
There is no real definite conclusion. The main point of the article was to show the forumla on how to directly compare the two stats. The information you are able to derive should answer the question on what is better because not every fight is fought the same way.
Conclusion
Written by Guest on 2005-07-06 18:37:39
Your conclusion is not clearly stated...if at all...which is better?
Conclusion
Written by Guest on 2005-07-06 13:53:40
What is your conclusion?
The Example Above
Written by mcroasto on 2005-07-05 10:32:43
The example above compares +55 Healing to +22 intellect. This was used as an example when asked which enchant one should get.

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