I don't think resto is that bad. I am finding so far that dps not doing their job is whats wiping my groups. There is only so much you can do now to 'carry' a group, dps need to be smarter, but hasn't this always been the case????
I don't think resto is that bad. I am finding so far that dps not doing their job is whats wiping my groups. There is only so much you can do now to 'carry' a group, dps need to be smarter, but hasn't this always been the case????
Anybody test Winged Hourglass trinket? Does it proc off our heals or is it still bugged? wtb base int + spirit proc
Just starting to try to figure stat priorities; until I can get my stat weight addon working again, here is how it looks to me:
Raw numbers:
36.67 Mastery Rating = +1% Mastery, but with 5% Purification passive, this become 34.92 = +1% Mastery.
65.9 Multistrike Rating = +1% Multistrike = +0.6% raw healing; thus, 110 Multistrike = +1% healing
100 Haste Rating = +1% Haste, but with 5% Ancestral Swiftness and 5% Grace of Air buff, 90.7 Haste = +1%
110 Crit Rating = +1% Crit chance; thus 110 Crit rating = +1% healing in PvE (and +6 Spirit, see below)
130 Versatility = +1% healing (and 0.5% damage reduction)
100 Spirit = 525 MP5
100 Intelligence is about +2.5% healing at 4k spellpower, so it will be much better than any secondary stat for a while.
I estimated the Spirit value of Crit Rating by assuming endless spam of Riptide/HW/HW. That is fairly optimistic. It works out to 110 points of Crit Rating being as effective for regen as about 6-7 points of Spirit.
Crit and Multistrike are equal in throughput, to first order, but Crit gives Resurgence (feeble as it is), while Multistrike criticals *do not* proc Resurgence. Thus, Crit > Multistrike, at least until we take overhealing into account. If we do, Crit is more likely to result in overhealing than Multistrike, obviously, so if overhealing is included, Multistrike must be slightly better in terms of throughput. But overall, these stats are extremely close, and the difference between them is probably negligible.
Without the 5% Purification buff, Mastery beats Crit/Multistrike when the target's health is 66% or lower. With the 5% Purification buff, the break-even point moves up to 68.2%.
Mastery beats Versatility (for throughput) when the target's health is below 73%.
For pure throughput, Haste is extremely good thanks to the two 5% buffs it receives. It beats Mastery unless the target's health is 61% or lower. Of course, the problem with Haste is always running out of mana; that argues against stacking it too heavily, but point for point it's certainly a good stat (and the throughput gains on HoTs and Totems do not cost any extra mana).
To summarize:
Mastery > Haste below 61%
Mastery > Critical or Multistrike below 68%
Mastery > Versatility below 73%
Last edited by rheeah; 2014-11-22 at 11:05 AM.
Out of combat? I think in combat 100 spirit is 206 MP5.
Another point currently in favor of crit is that ascendance and ancestral guidance copy crits, but ignore multistrikes. Hopefully blizzard will fix this.Crit and Multistrike are equal in throughput, to first order, but Crit gives Resurgence (feeble as it is), while Multistrike criticals *do not* proc Resurgence. Thus, Crit > Multistrike, at least until we take overhealing into account. If we do, Crit is more likely to result in overhealing than Multistrike, obviously, so if overhealing is included, Multistrike must be slightly better in terms of throughput. But overall, these stats are extremely close, and the difference between them is probably negligible.
Did you assume particular stats on gear when calculating the above thresholds?Without the 5% Purification buff, Mastery beats Crit/Multistrike when the target's health is 66% or lower. With the 5% Purification buff, the break-even point moves up to 68.2%. Mastery beats Versatility (for throughput) when the target's health is below 73%.
I think the thresholds aren't fixed but depend on the current stats, since each heal benefits from all the stats in a multiplicative fashion. For example, if we have zero mastery and heal someone with near zero HP, 1% additional mastery will increase the heal by 1%. However, if we already have 100% mastery, 1% additional mastery will increase the heal only by approximately 0.5%. Same for crit - 1% crit will improve the average heal by 1% only if we have zero crit (assuming no overheal), therefore to compare crit and mastery, we need to know the base stats before the upgrade.
Yes, you're right - I forgot that there is a large base regen even with Spirit = 0.
Yes, the part I bolded is certainly true, but I don't think it follows that the thresholds are gear-dependent. It is sort of an artifact of thinking about things in percentage terms.
At any achievable gear level, +110 Crit Rating and +110 Multistrike Rating will increase your healing output by nearly the same (absolute) amount, and likewise, +110 Mastery and +110 Crit Rating will also increase your healing output by the same (absolute) amount, if the target is at 68% health. That is (I think) what you really care about when deciding how to gem/enchant.
Last edited by rheeah; 2014-11-22 at 08:52 PM.
I think the absolute number turns out to be the same only if we start from a baseline of 0% mastery and 0% crit. For any other case, crit and mastery interact in a multiplicative way. For example:
Suppose we start with 0% crit and 0% mastery, a base heal of 10000 for the spellpower, and target at 68% health.
+110 crit rating = 1% crit. We will heal for 1.01 * 10000 = 10100.
+110 mastery = 3% mastery (took the 36.67 factor). We will heal for [1+0.03 * (1-0.68)] * 10000 = 10096.
So indeed about the same.
Now, let's assume we start with 100% mastery and 0% crit.
Before the gear upgrade, our spell will heal for [1+1*(1-0.68)] * 10000 = 1.32 * 10000 = 13200.
With +110 crit rating, we will heal for 1.01 * [1+1*(1-0.68)] * 10000 = 1.01 * 1.32 * 10000 = 13332. Difference 13332 - 13200 = 132.
With +110 mastery, we will heal for 1.00 * [1+1.03*(1-0.68)] * 10000 = 1.00 * 1.3296 * 10000 = 13296. Difference 13296 - 13200 = 96.
--> crit is more beneficial in this case.
And the other case, let's assume we start with 0% mastery and 30% crit.
Before the gear upgrade, our spell will heal on average for 1.3 * 10000 = 13000.
With +110 crit rating, we will heal for 1.31 * 10000 = 13100. Difference 13100 - 13000 = 100.
With +110 mastery, we will heal for 1.30 * [1+0.03*(1-0.68)] * 10000 = 1.30 * 1.0096 * 10000 = 13125. Difference 13125 - 13000 = 125.
--> mastery is more beneficial in this case.
In the first case (heavy mastery build), adding crit provided the biggest absolute difference, and in the second case (heavy crit build), the situation was reversed, and adding mastery provided bigger difference.
Last edited by Koor; 2014-11-22 at 09:52 PM.
Need help deciding between heroic helm and engineering goggles
ilvl 640 Eng Goggles:
184 Int
93 Haste
139 Multistrike
ilvl 630 Heroic helm:
167 Int
109 Haste
113 Mastery
Is mastery THAT good that I should use the heroic helm until I can reroll the eng goggle stats?
No. INT is that good that you should take it over anything else. There is no base spellpower anymore. adding to your spellpower is the most important thing in wod.
What's the deal with versatility at the moment?
Trying to decide if I should pick a crit/versatily 540ilvl piece of gear or a crit/haste 540ilvl piece of gear