Post 3/4 here, this one will be looking at crit. So I am actually almost done the process of making my sim for secondary stat weights as they scale with average health. I thought it would take longer, but I had quite a bit of free time. The basic gist of it will involve you inputting your current secondary stats as well as average health threshold you are targeting for, and it will output the optimized amount for crit/haste/mastery as well as gains you potentially could get. I am still in the process of including versatility, but I may or may not get this done since... it will only play a very minor role. But, I want to try to include it nonetheless.

Also the point of these posts is just to give an exact description of how I am basing some of these estimates and stat weights. I apologize if these posts seem longwinded and obtuse, but a few people may want to know exactly how the sim works and I figure it is better to just be open about it if they want to actually use it. Not to mention, it can always be improved I feel with more input.

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Anyhow, back to looking at crit and the passives that hurt it. These include:

1) Empowered Droplets: Adds 6% crit to a heal that is routinely ~12-13% of our overall raid healing. This can be approximated as having an overall extra 0.75% baseline crit.

2) Floodwaters: I am going to be conservative here, but others who spam CH harder on beta raids may disagree with me. But I am trying to put crit in its best possible scenario and so if you spam it harder than the estimate I am putting, the value of crit will actually be even less for you. Anyhow, estimated as adding 10% crit to a heal that is 15% (in a real duration encounter with good usage, but not insanity like it is in a 2 minute live encounter) of our overall output. This can be approximated as having an overall extra 1.5% baseline crit.

3) TW: In a legion raid setting, I have not seen anyone use healing surge too often in any true duration raid encounter (especially with HW + TW). As a result, this never breaks ~1-2% of my overall output (in 5 mans, it is obviously almost ~20x higher, but my focus is on raids). YMMV, but this is what I am going to use to estimate it. Assuming 3/3 Tidal Chains and assuming every HS is affected by TW, this comes out to 52% additional crit for each HS. This can be approximated as having an overall extra 0.75% baseline crit if we assume HS comprises ~1.5% of overall output.

So as a result, with all 3 'negative' passives for crit and the baseline 5% we have at 110, we actually, on average, have8%baseline crit.

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Now for the positives of crit - It is time to figure out QA. This is probably the most complicated thing to estimate.

First, I will only be assessing 3/3 QA. Finding and spending 3 additional relics for QA is not reasonable for mythic raids. It might be for normal / heroic, when you start off the expansion given that EoA is farmable for 825 relics, but if you continue to use 825 relics (or an 840 mythic version) into a mythic raid, then I seriously question what you are doing. The ilvl of even a normal mode 850 relic will trump keeping an 825 QA relic. Not to mention, we have other efficacious traits and just automatically picking up an additional 3/3 QA without considering those other traits makes little sense. Finally, remember that QA can only affect HW/HS/CH and nothing else.

Here is what QA actually buffs and doesn’t buff:

1)Using QA in conjunction with HS ALWAYS results in a net 0 gain of HPS. This is true regardless of the amount of haste you stack and it is simply because QA is not real haste, does not lower the GCD, and so having a 1.2 second HS does not mean anything when you cannot cast for an additional 0.3 seconds

2)Using QA in conjunction with HW + TW ALMOST ALWAYS results in a net 0 gain of HPS. With 3/3 TC, we get 39% faster HW casts under TW. This puts our HW cast time at just a bit above 1.5 seconds. Once QA procs, you get the same problem as above in that you cannot cast faster than the GCD.

3)Using QA alone (no TW) with HW DOES result in an HPS gain.. This should make sense. But remember that the only spells that can proc QA are Riptide, CH, HW, HS (and UL, but... just no). However, both riptide/CH already proc TW and so they cannot be used to proc QA alone. The only way to get a ‘solo’ QA proc is through HW spam or HS spam. To estimate these both, I have been using an average of casts and healing through various logs. In these logs, 1/4 of the total casts (in a long, typical fight) come from HW. The resultant QA proc can be used to benefiteithera HW or CH which together make up ~30% combined output on a given fight. As for the HS contribution, it makes up 2% of my overall casts on a given fight. Same assumptions as above.

4)Proc'ing QA with CH and using the subsequent QA on CH, DOES result in an HPS gain. This is the obviously a big draw towards QA. Remember, QA does not increase the HPS of HS and because you are using CH to proc QA (which spawns TW), it will never increase the HPS of HW (see 2). The assumptions I am making here are that you have High-Tide and Floodwaters. I am assuming CH is about 1/8 of my casts in a given fight (This is honestly excessive, but I am trying to put QA in the strongest light here). I am again assuming CH's output to be approximately 15%.

In the above 3) and 4), I made the assumption that EVERY single QA proc was used effectively meaningnonewere used on HS andnonewere used on a HW that also was under the effects of TW. I also assumed you USED every single QA proc, but remember this is only a 5 second buff. The point of doing all of this was to make QA appear in its strongest form. This isn't realistic and is probably over exaggerating the value of QA for me personally, but I did it this way nonetheless.

The end result of combining everything in 3+4 (and when you give QA a lot of assumptions and put it in it's basically strongest possible form) is that each point value of crit is actually about20% stronger. In other words, crit is getting a 1.2x stronger weight in my sim.

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So putting it altogether:Previous to this post, the assumption of all those above calculations was that you had 5% baseline crit. However, as it turns out, because we have a lot of passives that give us crit, it is apparent that on average, we sit at about 8% baseline crit when taking into account Empowered Droplets, Floodwaters, TW (3/3 TC). But, QA makes crit about 20% more valuable. These are the estimates I have made in the sim.

One last note about crit: Again, while resurgence considerations are true, the mana returns from stacking an exceedingly high amount of crit don't just suddenly give you a ton more longevity. Better spell selection and gearing for higher output can easily be argued to be superior to just stacking a boatload of crit to try and have ~10% additional mana regen in an intensive fight.