You can check the exact stats if you select the player and then click summary. You will be even able to see all talents, artifact traits and every item with gems and enchants. It's a new feature in Legion logging.
https://www.warcraftlogs.com/guilds/201 These are mine. A lot shittier numbers than yours and I'm generally not at the top.
This is your Chromatic Anomaly
kill. And this is our 3 min longer
wipe. Your fourth healer is doing roughly the same hps as our priest who is #1. You had 20m, 5 healers. We had 18m, 4 healers. I died at some point, so let's say we cut it to the same duration as your kill
link.
Most the difference is from me playing rather poorly. No artifact uses, no flourish, no innervate. You had 24680 total secondary stats and I had 18991. I assume that's from 3 gems of 1200 stats each and neck giving 1000 vers. You had much higher CPM, although I probably was trying to pace my mana around our kill time and you around yours (can't remember wtf I did there quite frankly) and I guess 2 Innervates contributed heavily. You had 22% more rejuv ticks and almost 35% more Cultivation ticks.
I think the take from our logs is that you are probably playing more efficiently with spreading Rejuvs around while I'm trying to funnel hots into certain people and that's not really working. Although my Germination overhealing is lower than Rejuv overhealing (which is currently an indicator of properly using it), my Cultivation numbers are much lower. Even with Mastery stacking it appears that current way of playing where you don't really want to double Rejuv unless it's absolutely needed (debuffs, tanks, etc) might be the better way to play.
Also Devs finally confirmed how WG with Flourish is supposed to work: "Any extension or refresh of Wild Growth resets the decay; it's essentially a freshly-applied Wild Growth (but with whatever duration it now has)." I just tested on Alpha and from the 4 uses of doing both in the end and in the start it appears that there's literally no difference when to do it. If you are doing in the start, it decays for less. If you are doing in the end, it decays faster, then gets refreshed and decays fast again. Can anyone confirm this?
Not sure where I got that, but I'm certain I was testing it before. Either I did something wrong during testing or they fixed it. Alright. This actually makes evaluating the talent's strength much easier.