6.2 brought in some changes to Paladin (whether it be gear changes or class changes) that haven't been overly theorycrafted yet on these forums, so I decide to make a post dedicated to these changes so people can react appropriately.
Paladin Spell Coefficients:
Format:
Spell Power: Spell Power Coefficient x Targets x Holy Insight x Seal of Insight x Beacon x/+ Special Effects
HPMS: ((Total Spell Power Coefficient/100) x (8000 Spell Power)) / Mana Cost
HPS: ((Total Spell Power Coefficient/100) x (8000 Spell Power)) / Cast Time
Holy Shock:
Spell Power: 140% x 1.25 x 1.05 x 2 = 367.5%; (1209.6% / 3)* + 367.5% = 770.7%
HPMS: (7.707% x 8000) / 2352 = 26.21
HPS = (7.707% x 8000) / (1.5) = 41104
Has double the normal critical chance.
Criticals reduce cast of next Holy Light or Holy Radiance by 1.5s, or increases the healing of your next Flash of Light by 60%.
*1 Holy Power
Holy Light:
Spell Power: 300 x 1.25 x 1.05 x 2 = 787.5%
HPMS: (7.875 x 8000) / 3300 = 19.09
HPS = (7.875 x 8000) / 2.5 = 25200
Flash of Light:
Spell Power: 240% x 1.25 x 1.25 x 1.05 x 2 = 787.5%
HPMS: (7.875 x 8000) / 6400 = 9.84
HPS = (7.875 x 8000) / 1.5 = 42000
Holy Radiance:
Spell Power: (151.319% + ((151.319 / 2) x 6)) x 1.25 x 1.05 x 1.3 = 1032.75%; 1032.75% + (183.75% x 0.3 x 6)* + (1209.6% / 3)** = 1766.7%
HPMS: (17.667 x 8000) / 11405 = 12.39
HPS = (17.667 x 8000) / (2.5) = 56534
*Daybreak.
**1 Holy Power.
Eternal Flame:
Spell Power: (330% + (10% x 15)) x 1.20 x 1.05 x 2 = 1209.6%
HPMS: N/A
HPS = (((12.096 x 0.6875) x 8000) / 1.5) + (((12.096 x 0.3125) x 8000) / 30) = 45360
The HPS on this can be misleading because Eternal Flame does 31.25% of its healing over 30 seconds. It will have lower HPS then Light of Dawn, but more HPM.
Light of Dawn:
Spell Power: (73.5 x 6) x 1.50 x 1.05 x 1.3 = 903%
HPMS: N/A
HPS: (9.03 x 8000) / 1.5 = 48160
Holy Prism:
Spell Power: (300% x 5) x 1.25 x 1.05 x 1.30 = 2559%
HPMS: (25.59 x 8000) / 5440 = 33.64
HPC: (25.59 x 8000) / 1.5 = 136480
This is assuming Holy Prism hits 5 targets, none of which are tanks.
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In Terms of HPMS:
1. Holy Prism
2. Holy Shock
3. Holy Light
4. Holy Radiance
5. Flash of Light
In Terms of HPS:
1. Holy Prism
2. Holy Radiance
3. Light of Dawn
4. Eternal Flame
5. Flash of Light
6. Holy Shock
7. Holy Light
Infusion of Light: Holy Light vs. Flash of Light
Holy Light:
Spell Power: 300% x 1.25 x 1.05 x 2 = 787.5%
HPMS: (7.875 x 8000) / 3300 = 19.09
HPS = (7.875 x 8000) / 1 = 63000
Flash of Light:
Spell Power: 240% x 1.25 x 1.25 x 1.05 x 1.5 x 2 = 1181.25%
HPMS: (11.8125 x 8000) / 6400 = 14.77
HPS = (11.8125 x 8000) / 1.5 = 63000
So in the end Infusion of Light is still drastically better to use with Holy Light of Flash of Light, except in the cases where you are straight up spam healing and need the bigger burst from Flash of Light. Also, the value of Infusion of Light with Holy Light will be lower HPS then Flash of Light simply because our cast will go under 1 second, making it so we have wasted time sitting on the GCD, AFAIK.
Glyphs and Talents:
There are going to be two different setups of Talents depending on what gear you have access too.
4 Piece T17:
Tier 1: Speed of Light
Tier 2: Fist of Justice
Tier 3: Eternal Flame
Tier 4: Unbreakable Spirit
Tier 5: Divine Purpose
Tier 6: Holy Prism
Tier 7: Beacon of Faith
T18 and/or Libram of Vindication:
Tier 1: Speed of Light
Tier 2: Fist of Justice
Tier 3: Eternal Flame
Tier 4: Unbreakable Spirit
Tier 5: Sanctified Wrath
Tier 6: Holy Prism
Tier 7: Beacon of Faith
The talent changes here are quite self explanatory. T17 scales immensely well with DP, but once you lose T17 DP loses significant value and Divine Purpose pulls ahead. Same thing goes with Sanctified Wrath, once you get Libram of Vindication (You want this trinket so bad) SW pulls ahead because of the crazy amount of burst healing it adds coupled with Libram. One thing you may be noticing in this Tier is I am no longer choosing Clemency. Clemency was extremely strong in T17 because it allowed you to get double BoP which could be used to ignore a lot of mechanics from a lot of bosses. In T18 however, there are very few encounters which BoP has any effect at all. On the flip side, there are very many magic damage burst phases on a lot of bosses in T18. Having a reduced cooldown on Divine Protection is going to make you feel a lot safer when getting targeted by many of the mechanics. It's going to save your life, allow you to soak certain mechanics, and reduce the stress on yourself. In addition, having bubble on a 2.5m CD is going to allow you to cheese certain mechanics more often. One of the notable things you will be losing is the addition of having another Hand of Sacrifice, however I find tank health to be a lot more stable this tier due to Beacon getting buffed, as well as Druids and Monks getting their own faux beacon mechanics.
Glyphs:
The only notable thing to mention here is Glyph of Beacon of Light. In T17 you should have been running Protector of the Innocent because of how many free EF procs we got. Now that we are no longer going to be using anywhere near as many EF casts, I think Beacon of Light may be slightly better. There are a lot of fights in HFC that reward you for Beacon swapping, and having the removed GCD is going to help with that a lot. Beacon swapping requires a bit of micro-managing and can be tricky, so if that is too much to manage don't be overly concerned with it. If you are in a guild pushing Mythic content however, you should get comfortable with it.
Losing T17 and DP:
https://www.warcraftlogs.com/reports...get=24&fight=3
On our first kill of Blast Furnace lasted almost exactly 10 minutes. Over the course of this fight I had a total of 47 procs of DP/T17.
The way this impacts our rotation, is LoD/EF will fill a Holy Light cast inbetween our next Holy Shock cast, thus we save the mana cost of a Holy Light.
47 x 3300 = 155100 Mana Saved.
155100 / 120 = 1293 Mp5
1293 / 2.06 = 627 Free Spirit.
That means, that the impact DP/T17 had on our mana pool outside of just raw healing increase from stronger spells, was ~627 spirit.
It should be noted that if you get a Infusion of Light proc the rotation would have been HS > EF > HL > HL > HS not saving you any mana, however being a throughput increase. Also, the amount of free procs I got on this specific pull was said to be quite low on average. I feel it is safe to budget T17/DP around 500-600 Spirit on average.
Libram of Vindication:
http://ptr.wowhead.com/item=124518/l...tion&bonus=566
Equip: Healing with Holy Shock grants you Magnifying Light, increasing the healing of your next Holy Light or Flash of Light within 6 sec by 101.03%.
New Holy Light Healing with Trinket:
Spell Power: 300% x 2.0103 x 1.25 x 1.05 x 2 = 1583.1%
HPS: (15.831 x 8000) / 2.5 = 50659
Looking at these numbers, the trinket is obviously a pretty large healing increase, let's take a look at how big the healing increase is when applied into a standard rotation.
Normal Rotation: (Holy Shock x 1; Holy Light x 2)
367.5% + (787.5% x 2) = 1942.5% (Without Trinket)
367.5% + 787.5% + 1583.1% = 2738.1% (With Trinket)
2738.1% / 1942.5% = 1.41
That means that Archimonde Holy Trinket results in a 41% healing increase for our standard rotation. Now, this doesn't take into effect mechanics like Holy Prism, or Eternal Flame, so we will look at a longer rotation including those as well.
20 Second Rotation: Holy Shock; Holy Light; Holy Light; Holy Shock; Holy Light; Holy Light; Holy Shock; Eternal Flame; Holy Light; Holy Prism
(3) Holy Shocks: 367.5% x 3 = 1102.5%
(5) Holy Lights: 787.5% x 5 = 3937.5%
(1) Eternal Flame: 1209.6%
(1) Holy Prism: 2559%
Total: 8808.5%
(3) Holy Shocks: 367.5% x 3 = 1102.5%
(3) Empowered Holy Lights: 1583.1% x 3 = 4749.3%
(2) Holy Lights: 787.5% x 2 = 1575%
(1) Eternal Flame: 1209.6%
(1) Holy Prism: 2559%
Total: 11195.4%
11195.4% / 8808.5% = 27%
So in the end the Heroic version of this Trinket comes out to be around a 27% Healing Increase per 20 seconds about the average time it takes to do the following rotation listed above.
How does this trinket compare up against a Static Intellect Trinket? Well let's assume an Int trinket gives us 400 Spell Power.
88.085% x 8400 = 739914 Healing
111.954% x 8000 = 895632 Healing
895632 / 739914 = 1.21
So the Archimonde trinket is going to average around 21% more Healing then the comparable stat stick trinkets that we get from Hellfire Citadel. Please keep in mind this is before overhealing, which does play a factor.
Demonic Phylactery:
http://ptr.wowhead.com/item=124233/d...tery&bonus=566
For the purpose of this argument let's assume you get 3 casts per 5 seconds (pretty reasonable assumption).
639 x 3 = 1917
That's 1917 mana saved every 5 seconds, now let's convert this to Spirit.
1917 / 2.06 = 930
This trinket (if you are casting three times in 5 seconds) yields ~930 Spirit for the Heroic Version.
This is by far the highest stat weighted trinket in Hellfire Citadel. However, it is important to realize that if you have moments of standing around not healing, this trinket does absolutely nothing for you in terms of regen. For the most part, you should always be casting regardless.
Unstable Felshadow Emulsion:
http://www.wowhead.com/item=124234/u...sion&bonus=566
I am currently in the process of testing this trinket as I bonus rolled it during one of our kills. Once I am able to do another Heroic clear I will have better logs to judge how much healing this is currently adding.
Some things to note, it does not proc from Illuminated Healing. This is one of the key factors of this trinket that makes it a lot worse for us then throughput healers. Immediately around 20% of our healing is not going to give any leech. Another factor, is that almost 50% of our healing goes into tanks. The problem with this, and the UFE, is that Tanks on average do 50%-65% of the damage of a standard DPS. So right there, this trinket becomes another 25% worse for us then other standard healers who generally do 20% healing to tanks, and 80% raid. I would always always always let this trinket go to a throughput healer over a Paladin any day.
Here are the logs from one of our Fel Lord wipes that I was doing very high HPS on due to a Healer DCing -
Healing: https://www.warcraftlogs.com/reports...aling&fight=26
Leech: https://www.warcraftlogs.com/reports...=26&by=ability
25M Healing, and 5Mil total raid Leech healing. If you give me 50% of that Leach Healing (2.5Mil which may be low balling the trinket) that trinket counts for 10% of my Healing.
This is also supported by comparing our logs from the week before where I did 82k HPS and we had 2.5Mil Leech Healing (Before Trinket).
Previous Logs: https://www.warcraftlogs.com/reports...ing&by=ability
One thing to remember about this trinket, is it will perform VERY differently depending on the fight. Gorefiend for example, this trinket is going to be extremely strong for the Feast of Souls phase. Not only will you be doing huge amounts of sustained HPS, but your DPS are doing 100% bonus damage, drastically increasing how much Healing they get from Leech. Other fights such as Velhari it performs much, much weaker on and you will be better off using Intuitions Gift or Demonic Phylactery.
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If you feel I have messed up on any numbers, feel free to point anything out.