Originally Posted by
Keiyra
Also why are you using a 2.3 crit multiplier for the direct heal? If you are doing so to include the living seed; it should be 2.5 (as seed is 50% now, not 30%) - actually shouldn't it really be 2*1.5 or a x3 multiplier - since seed is an additional 50% of the total crit, not just an additive 50% to the crit bonus. You also ignored the non crit portion of the math for determining average heal for the unglyphed RG.
Example at 15% crit (non NS)
Your average non glyphed RG is (214*2*1.5*.75)+(54*2*.75)+(214*.25)+(54*.25) = 629.5% sp average heal (including seed)
Your average glyphed RG is (214*2*1.5*1) = 642% sp (including seed)
So at around 20% crit the average non glyphed RG starts to surpass the glyphed heal - but still suffers from 20% chance to be a far weaker "flash" heal. Since healers tend to value consistency, the RG gylph is usually the better option.
Maybe at 25-30% crit or higher (when the failure rate is low) you can consider dropping it, or of course if you want to use the RG hot to power rampant growth. Beyond those 2 conditions, the glyph is better.