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Priest Healing Stats
So, how good are really items that have +Healing Spells?�
Should a healing character choose an item that is +63 Healing Spells over one
that gives +15 Int?
This document sets out to find some basis for making those
choices.� It assumes that the
one thing the character wants to be good at is healing, and that other abilities
do not make a big difference when choosing equipment.�
The calculations are based on a level 60 healing-specced
priest who is assumed to have 6000 mana points.
If you can�t
be bothered to ready the thing, I can reveal my conclusion: Based on my own
playing style, the +Healing Spells bonus must be >3.8 times higher than the +Int
bonus for me to pick the +Healing item.
How +Healing items work
Here is the explanation from Blizzard on how +healing items
work [edited for focus only on healing items]:
There is some confusion about how
these effects work and how effective they are, so I wanted to explain what they
do.
When an item has the effect
"Increases healing done by magical spells and effects by up to 20", the hit
points healed by one of your spells will be increased by a fixed amount up to
20. The actual amount that the spell is increased by is not determined randomly,
but by which spell you are casting. You are not receiving a random bonus value
between 1 and 20 whenever you cast a spell. Some random items, such as those
with the property "of Healing", indicate that they provide "+X Healing Spells".
The actual amount of the bonus is again determined by the spell being cast.
There are a few items that do provide a random bonus, such as
Dreamweave Gloves, but their effect notes the
randomness by stating that item's bonus as "up to 1 to 19." Once again, the
bonus received could be reduced depending on the spell being cast.
Spells with longer casting times
such as Greater Heal will receive the full bonus listed every time they cast the
spell. Spells with instant or short cast times receive a fraction of the bonus
listed. As an example of such a spell, Flash Heal (Rank 7) only receives
approximately 43% of the item bonus. Talents or other effects that might change
the casting time of the spell will not change the bonus; the amount received is
a property of the spell being cast.
Most long duration Heal over time
spells have the bonus divided amongst every tick. So Renew, which lasts 15
seconds and heals an amount every 3 seconds, has 20% of the bonus applied each
tick. In a similar fashion, channeled spells also have the item bonus divided
amongst every tick of the spell's duration.
Lower level spells receive a
greatly reduced benefit from these effects.
These effects all stack. So if a
Priest is wearing 3 items that provide up to +20 Healing Spells, you will have a
combined +60 to Healing Spells. This means every high level Greater Heal cast
will heal an extra 60 hit points.
These bonuses are also added to
the effect of the spell before the 50% bonus from a critical spell hit is
applied.
Note that there is currently a
bug in the game that affects heals over time such as Renew and Rejuvenation. The
+healing items worn by the caster are only providing the appropriate healing
bonus if the caster is also the target of the spell. Direct heals such as
Greater Heal work fine, and the +Healing bonuses are being appropriately
applied. We're working to fix this bug, but currently I can not provide any kind
of ETA on the fix. [The patch note for 1.4 stated:
�Effects that indicated that
they increased damage and healing by all magical spells were actually not
improving healing. They now will properly increase healing by the listed the
amount.�.�
It is unclear to me whether or not this refers to the bug discussed here, but I
will assume in the document that it has been fixed.]
In another post, Blizzard clarified that to get the full
bonus, a direct heal spell must have a casting time of at least 3.5 seconds.�
Thus, the Priest healing spells get the following bonus factors:
Greater heal:
��������������� 1.000
Flash Heal:������������������
0.429
Prayer of Healing:��������
0.857
Although not stated unambiguously, it seems that Renew gets
the full effect (but spread out evenly over the spells duration).
The basis for comparison
I want to compare +Int and
+Healing items on two parameters that are important to a healer:
�
Hit points healed per full mana bar (hpmb)
�
Hit points healed per second (hps)
Hpmb determines how many hit
points the priest can heal before he must announce
�oom�
and tell his party to start quaffing their healing potions.�
This is arguably the most important measure of how good a healer the priest is.
�Hps
determines the speed at which the priest can spew out hit points, which is also
important in fights with high-damage mobs and not quite enough healers in the
group.
Here is a table created by Whispre
and Amentet and published in their excellent Priest
Guide on Allakhazam.com (Table 1).�
I have added a column for Hpmb and added accuracy to
the hps column.
Table 1. Healing spell
effects with healing spec and without +healing items
|
Spell |
Mana |
Time |
Min
heal |
Max
heal |
Average heal |
HP/M |
HP/S |
Hpmb |
Talents applied |
|
PW:S |
450 |
Instant |
942 |
942 |
942 |
2.09 |
n/a |
12,540 |
MA |
|
Renew |
329 |
15 sec |
1013 |
1013 |
1013 |
3.08 |
68 |
18,480 |
IR, MA,
SH |
|
Flash
Heal |
380 |
1.5 sec |
893 |
1054 |
974 |
2.56 |
649 |
15,360 |
SH |
|
Greater Heal |
816 |
3.5 sec |
2637 |
2941 |
2789 |
3.42 |
797 |
20,520 |
SH, IH,
MH |
|
Prayer w/3 targets |
824 |
3.0 sec |
1033 per
target |
1090 per
target |
1062 per
x3=3186 |
3.87 |
1062 |
23,220 |
SH, IPH |
|
Prayer w/4 targets |
824 |
3.0 sec |
1033 per
target |
1090 per
target |
1062 per
x4=4248 |
5.16 |
1416 |
30,960 |
SH, IPH |
|
Prayer w/5 targets |
824 |
3.0 sec |
1033 per
target |
1090 per
target |
1062 per
x5=5310 |
6.44 |
1770 |
38,640 |
SH, IPH |
�Talents
applied�
refers to talents that affect the stats in this table.�
These are the talents that in this document are referred to as a
�healing
spec�.
These are: MA = Mental Agility, IR = Improved Renew, SH = Spiritual Healing, IH
= Improved Healing, MH = Master Healer, IPH = Improved Prayer of Healing
The effect of +100 Int
I will calculate using large bonuses, to avoid rounding
errors.
Getting +100 Int increases the
Priest�s
mana bar to 7500, and it improves the chance of getting critical heals by
1%.
The effect of the extra mana is
straightforward � it
increases hpmb by 25.0% and does not affect
hps at all.
The effect of the extra crit
chance is to increase the average heal of each spell by 0.5%. This increases
both hpmb and hps by
0.5%.
So, to summarize the effect of +100
Int:
�
+25.5% hpmb
�
+0.5% hps (although this does not apply to
Pw:S)
The effect of +100
Healing Spells
+100 Healing Spells simply impacts the
�hit points�
part of the ratios.� All we
have to work out is how many percentage points that effect is for each spell:
Table 2. The
percentage effect of +100 Healing Spells
|
Spell |
Average heal w/o +100 |
Average heal w/+100 |
HP/S
effect |
Hpmb
effect |
|
PW:S |
942 |
942 |
no
effect |
no
effect |
|
Renew |
1013 |
1113 |
+9.9% |
+9.9% |
|
Flash
Heal |
974 |
1016.9 |
+4.4% |
+4.4% |
|
Greater Heal |
2789 |
2889 |
+3.6% |
+3.6% |
|
Prayer of healing |
1062 per
target |
1147.7
per�
target |
+8.0% |
+8.0% |
Evidently, the value of +Healing Spells depends quite a bit
on the casting habits of the priest.
To try complete the analysis, we
must make assumptions about the �spell
mix� that the priest casts.�
This totally depends on playing style, but I must choose something. I assume the
following (Table 3):
Table 3. Casting mix
(share of spells cast)
|
Spell |
In situations where
HPS is what matters |
In all situations
in general |
|
PW:S |
10% |
5% |
|
Renew |
5% |
20% |
|
Flash
Heal |
60% |
25% |
|
Greater Heal |
20% |
40% |
|
Prayer of healing |
5% |
10% |
Based on this, I calculate the following average effects of
+100 Healing Spells:
�
+5.3% hpmb
�
+4.3% hps
Summing it all up
In summary, these are the effects of +100
Int and +100 Healing Spells respectively (Table 4):
Table 4. Comparison of +100 Int and
+100 Healing Spells
|
|
Hit points per
mana bar (6000 mana) |
Hit points per
second |
|
+100 Int |
+25.5% |
+0.5% |
|
+100 Healing Spells |
+5.3% |
+4.3% |
This table is inconclusive, because deciding between +Int
and +Healing Spells depends a lot on what you value
� hpmb
or hps.�
The conclusions can be as follows:
�
It might be interesting to have two sets of equipment
� one
hps set and one hpmb set.
�
An item with +5 Healing Spells will always be better than an item with +1
Int
�
An item with +10 Int will always be better
than an item with +1 Healing Spells
One way to reach a definite conclusion is to assign
importance to hps and hpmb
respectively.� Again, this is
about playing style and the encounters you expect.�
Personally, I think that hpmb is significantly more
important than hps.�
I�ve seen much more wipes in
oom situations than in situations where my healing
simply couldn�t keep up.�
So I would assign 75% importance to hpmb and 25%
importance to hps.
On this basis I score the two alternatives on
�weighted average percentage
improvement� for the
comparison (Table 5):
Table 5. Comparison of +100 Int and
+100 Healing Spells
� scoring
|
|
Weighted average
percentage improvement |
|
+100 Int |
+19.2% |
|
+100 Healing Spells |
+5.1% |
Conclusion: +Int is
approx. 3.8 times better than +Healing Spells.�
This means that I would choose an item with +Healing Spells only if the bonus
was about 4 times better than the stat bonus of the +Int
item.
A final comment: Some items have a random +Healing
effect (see the example of Dreamweave Gloves in the
Blizzard quote above).� To
compare these with +Int, take the mid-point of their
range.� For example, the
mid-point for Dreamweave Gloves if 10 (mid-way
between 1 and 19).�
Therefore, they are comparable to +10 Healing Spells items.
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