Originally Posted by
Atonement
Suddenly my "Partial Differential Equations in Engineering" course seems relevant xD Thank you for settling this debate, it's been getting on my nerves, as the stat priority section of my satiric disc guide may have indicated :|
That being said, and I hate to throw a spanner in the works here, but in doing dungeons the last few days I have been noticing that CoW (and PWS to a lesser extent) are coming dangerously close to capping, and I only have ~620 ilevel at the moment, so this can only be expected to increase as we get more stats.
Absorbs are still restricted to a % of the caster's maximum health, so wouldn't mastery, multi and crit have a diminishing value as we get enough of them that we hit the cap in a single cast? In MoP, this problem still existed except it wasn't really possible to reach the levels of crit/mastery necessary to make it happen, but when you throw multi strike in the mix, and the insane SP co-efficients on CoW and PWS, it's seems to be a real possibility now.
Basically it would happen when MaxHp*0.66 < sp*k*(1+M/2)*(1+C*(1+M))*(1+0.6*Mt)*(1+V)*1.3
where MaxHp is the disc priest's max health and it's capped at (I think) 66% of our hp.
I'm not very confident with the maths here, but essentially it's likely to happen whenever you crit AND multistrike at the same time, or when you multistrike twice, or when your multistrikes crit or any combination of these, so (I think) the chance of it happening is essentially your crit*multi + multi*multi + multi*crit*multi*crit and so on (i'm really not sure about the math there when it comes to the interactions between crit and multi, because i'm not sure if Multi crits independently or if it's based on the crit of the original spell, but what I am confident about is that it can happen in a number of ways, which means there are a number of events which can result in capping, meaning that the probability of any event happening is additive ("or" events), meaning that frequency of it occuring is much higher, ie, it's not going to be that rare for us to cap compared to MoP when we didn't have multistrike. Mastery obviously contributes by increasing the potency of the crits/multistrikes.
PWS alone is less problematic because of Weakened Soul, but CoW, with it's larger Coefficient and ability to refresh/stack I've been finding I'm capping out, occasionally in a single cast, but quiet often in 2 casts if the tank has some of their own, smaller absorbs up. Furthermore, PWS is going to start experiencing this problem just as much once we hit t18, maybe even mythic t17. I'm also wondering how Divine Ageis would be affected by this problem.
Now, good gameplay can minimize this problem, by making sure you're not close to the cap when you recast it, but it's just an extra thing to have to manage, and it's still very RNG and hitting the cap is purely wasteful overhealing. Also, during Archangel it's even more likely to happen, and if you have any other healing buffs present then it's quiet probable.
What I'm wondering is whether we're going to get to a point where we should consider stacking haste or even stamina over mast/mult/crit to avoid frequently capping our absorbs.
Haste is strange, it only partially addresses the problem; by allowing more, weaker casts we're less likely to hit the cap in a single cast, but we still need to be careful not to stack up to the cap with successive casts; essentially it reduces the likelihood while blanketing (since we usually won't cast on the same target twice in a row), but does little while focusing a single target such as tank healing in raids or 5man healing (since faster casts means we may be refreshing/stacking CoW before it is consumed, potentially reaching the cap).
Stamina, is also strange, by increasing our max hp, we make it harder to reach the cap, however it doesn't contribute to our throughput in any other way. We'll always be getting increased stamina with each upgrade, so it's not like our MaxHp isn't going to scale up passively, but what's important is the ratio between the rate at which throughput stats and MaxHp scale. Even though they increased player Healthpools relative to everything else, I wonder if they've also adjusted the scaling rates relative to the scaling of healing. This is a problem unique to disc, as no other healer has absorbs with the potential to reach cap before being consumed, and true heals don't have a cap, so it's fairly likely they haven't considered this (also, its disc, they don't consider anything anyway). Anyway, as it currently stands at ~heroic dungeon level, I'm already coming close to capping on a noticeably often basis, and I can't imagine that Health is going to passively scale ahead of healing by any really significant amount with higher ilevels, so it's pretty safe to assume that this problem is going to persist, and increase, with higher ilevel. So, we consider whether it's worth stacking stamina at all. Obviously the scaling of the stamina passively available on 'regular' healing gear isn't enough to prevent this from occurring in the first place, however, what I want to know is whether the stamina available on trinkets and from gems contributes a significant enough amount of extra health that it's worth seeking them out. You'd also need to be very frequently capping and unable to reduce it any more through gameplay and/or shifting stats into haste/spirit before it was even worth considering using stamina. However, I suspect we may get there by the later tiers.
TLDR - Strong potential for capping absorbs with higher crit/multistrike levels, manage through gameplay and shifting stats towards haste, potential need for stam stacking in the late tiers of WoD.
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Oh and also, Havoc, would you be able to make a script macro that uses this math to work out the balance point based on the player's current gear?