Archive

Archive for April, 2009

Priest Theorycrafting - Critical Rating (Part 5)

April 30th, 2009

v3.1

There are three areas which are affected by Critical Rating. There is the base 50% additional healing which results from a critical and then there is then one talent for each of the healing schools which is crit based. These are Divine Aegis for Discipline and Surge of Light for Holy.

Assumptions:

  • Flash Heal is being spammed (1887 base heal, 80.86% co-efficient. 1.5s cast time)
  • Discipline has 1950 spell power
  • Holy has 2147 spell power
  • 45.91 Crit Rating equals 1% Crit
  • 167 Intellect equals 1% Crit
  • 30% over-heal
  • Divine Aegis is 70% consumed.
  • Surge of Light procs are 70% consumed
  • Inspiration prevents 5% damage (for 25% armour buff) and has a 40% uptime

Base Critical value

Healing spells that critically hit heal the target for 150% of their normal healing value. To calculate the value of this additional healing we assume that the caster is using Flash Heal and use the attributes associated with that spell. To determine its value as MP5 we equate the total heal for the FH as MP5 based on the SP to MP5 ratio (0.6) and then calculate how much is additional healing is due to the critical. Over-healing is also taken into account.

Flash Heal Crit MP5 value = (base heal + (SP * SP co-efficient)) * SP MP5 value * proportion from crit * (1 - over-heal %)
FH Crit MP5 value (Disc) = (1887+(1950*80.86%))*0.6*0.5*(1-0.3)
FH Crit MP5 value (Disc) = 726.65
FH Crit MP% value (Holy) = 760.01 (Holy FH crits are bigger)

1% FH Crit MP5 value (Disc) = 7.2665
1% FH Crit MP5 value (Holy) = 7.6001

These numbers are now converted to Critical Rating and Intellect values:

  • Discipline
    • Crit rating MP5 = 7.2665/45.91 = 0.1583
    • Intellect MP5 = 7.2665/167 = 0.0435
  • Holy
    • Crit rating MP5 = 7.6001/45.91 = 0.1655
    • Intellect MP5 = 7.6001/167 = 0.0455

Divine Aegis

Discipline priests have an additional effect that triggers on healing critical hits. Divine Aegis creates an additional 30% of the critical heal value as a damage absorption bubble. To calculate its MP5 value we need to once again assume Flash Heal is being cast and then calculate the MP5 value of the Flash Heal and the associated Divine Aegis.

Divine Aegis FH MP5 value = (base heal + (SP * SP co-efficient)) * SP MP5 value * 1.5 * DA bonus * DA consumption rate
Divine Aegis FH MP5 value = (1887 + (1950 * 80.86%)) * 0.6 * 1.5 * 0.3 * 0.7
Divine Aegis FH MP5 value = 653.9891

1% DA FH MP5 value = 6.5399

Divine Aegis Crit Rating MP5 value = 6.5399/45.91 = 0.1425
Divine Aegis Intellect MP5 value = 6.5399/167 = 0.0392

Surge of Light

Holy also have a critical based talent which creates MP5 value. Surge of Light provides free Flash Heals, 50% of the time, following a spell critical.

SoL MP5 per 1% crit = Spell mana cost / cast speed * 5 * proc rate * consumption rate / 100
SoL MP5 per 1% crit = 621/1.5*5*50%*70%/100
SoL MP5 per 1% crit = 7.245

SoL Crit Rating MP5 value = 7.245/45.91 = 0.1578
SoL Intellect MP5 value = 7.245/167 = 0.0434

Inspiration

The 25% armour buff from Inspiration grats about 5% damage reduction.  Using numbers for Patchwerk 25 for a priest with 22.72% critical rating there is about 40% uptime.  This equates to 0.09% damage reduction per 1% crit.

Over the course of a 6 minute fight the one of the tanks takes approximately 1,000,000 points of damage.

Damage prevented = damage reduction % x damage actually received.
Damage prevented = 0.09% x 1,000,000
Damage prevented = 880.281 (per 1% crit)

Next we calculate the number of Flash Healing spells saved by the damage reduction (including the 30% overheal).

FH healing = (base heal +(SP*SP co-efficient)) * (1 - overheal %)
FH healing (Disc) = 2523
FH healing (Holy) = 3122.7 ( I realise i’ve missed some of the the Holy talents which increase this number.  They will slightly decrease the MP5 value, but not significantly)

Number of Flash Heals saved by Inspiration = Damage prevent / FH healing
FH saved (Disc) = 0.3488
FH saved (Holy) = 0.2819

Flash Heal Mana cost (Disc) = 528
Flash Heal Mana cost (Holy) = 621

Inspiration MP5 (per 1% crit) = FH saved x FH healing / Fight time * 5
Inspiration MP5 (Disc) = 2.5581
Inspiration MP5 (Holy) = 2.4314

Inspiration Crit Rating MP5 value (Disc) = 0.0557
Inspiration Intellect Rating MP5 value (Disc) =  0.0153

Inspiration Crit Rating MP5 value (Holy) = 0.0530
Inspiration Intellect Rating MP5 value (Holy) = 0.0146

Next bringing it all together.

Posted in Priest

News Uncategorized

Soul Warding nerf

April 30th, 2009

v3.1

Here comes the first nerf of Disc, but probably not the last.  As Kitts pointed out Soul Warding now only reduces PW:S mana cost by 15%.

T’was bound to happen.

Now back to our regular programming.

Posted in Priest

News Uncategorized

Priest Theorycrafting - Haste Rating (Part 4)

April 28th, 2009

v3.1

Calculation of the MP5 value of Haste Rating was a bit trickier and I feel the assumptions made are a little less robust than for mana pool, mana regen, etc.

Assumptions:

  • Flash Heal is being spammed (1880 base heal, 81% co-efficient and 1.5s cast time)
  • Discipline has 1950 spell power
  • Holy has 2147 spell power
  • 32.8 Haste Rating equals 1% Haste
  • Caster currently has zero haste. The effect of moving from 0% to 1% haste is slightly greater than moving from 6% to 7% haste. However the effect on weighting is very small.
  • 30% over-heal
  • Borrowed Time and Serendipity have been ignored as only FH is being spammed.
  • Latency and Surge of Light procs are ignored.

Firstly we calculate the MP5 value of a Flash Heal. We calculate this so we can figure out how much an additional FH, enabled by haste, is worth.

Flash Heal MP5 value = (base heal + (SP * SP co-efficient)) * SP MP5 value * (1 - overheal %)
Flash Heal MP5 value is 1452.99 for discipline and 1519.967 for Holy.

Secondly we need to calculate the number of additional casts 1 Haste Rating allows.

Cast time for 1% Haste = Base Casting Time/(1 + (% Spell Haste / 100))
Cast time for 1% Haste = 1.5/(1 + (1 / 100))
Cast time for 1% Haste = 1.48149

Extra casts for 1% Haste = 1.5 - Caste time for 1% Haste
Extra casts for 1% Haste = 1 .5- 1.48149
Extra casts for 1% Haste = 0.014851

Extra casts for 1% Haste (%) = Extra casts for 1% Haste/ Base cast time
Extra casts for 1% Haste (%) = 0.014851 / 1.5
Extra casts for 1% Haste (%) = 0.990099%

Extra casts for 1 Haste Rating = Extra casts for 1% Haste / Haste Rating per Haste
Extra casts for 1 Haste Rating = 0.009901 / 32.8
Extra casts for 1 Haste Rating = 0.030186%

So for each 1 Haste Rating you get 0.030186% additional casts

Finally we bring the parts together to calculate how much MP5 value 1 Haste Rating brings.

Haste Rating MP5 value = FH MP5 value per second * Extra casts for 1 Haste Rating

Haste Rating MP5 value (Disc) = 1452.99 / 1.5 * 0.030186%
Haste Rating MP5 value (Disc) = 0.292399

Haste Rating MP5 value (Holy) = 1519.967 / 1.5 * 0.030186%

Haste Rating MP5 value (Holy) = 0.305878

I’m pretty sure this section could use some refinement and include perhaps latency at least. I generally play with latency around 300ms. This turns a 1.5s Flash Heal into a 1.8s Flash Heal. A very quick and dirty sensitivity test shows that dropping a 1.8s cast time into the equation results in a Haste Rating MP5 value of 0.243666 for Discipline and 0.254898 for Holy. The reason for this is not that the percentage of additional casts changes (it doesn’t), but that the same healing payload, and therefore equivalent MP5 value, is delivered over a longer timeframe. You get less bang for your buck. Or rather the same bang but for more bucks.

Incidentally the values for spamming Greater heal with 300ms latency are 0.321005 for Discipline and 0.335357 for Holy.

Posted in Priest

News Uncategorized

Priest Theorycrafting - Haste Rating (Part 4)

April 28th, 2009

v3.1

Calculation of the MP5 value of Haste Rating was a bit trickier and I feel the assumptions made are a little less robust than for mana pool, mana regen, etc.

Assumptions:

  • Flash Heal is being spammed (1880 base heal, 81% co-efficient and 1.5s cast time)
  • Discipline has 1950 spell power
  • Holy has 2147 spell power
  • 32.8 Haste Rating equals 1% Haste
  • Caster currently has zero haste. The effect of moving from 0% to 1% haste is slightly greater than moving from 6% to 7% haste. However the effect on weighting is very small.
  • 30% over-heal
  • Borrowed Time and Serendipity have been ignored as only FH is being spammed.
  • Latency and Surge of Light procs are ignored.

Firstly we calculate the MP5 value of a Flash Heal. We calculate this so we can figure out how much an additional FH, enabled by haste, is worth.

Flash Heal MP5 value = (base heal + (SP * SP co-efficient)) * SP MP5 value * (1 - overheal %)
Flash Heal MP5 value is 1452.99 for discipline and 1519.967 for Holy.

Secondly we need to calculate the number of additional casts 1 Haste Rating allows.

Cast time for 1% Haste = Base Casting Time/(1 + (% Spell Haste / 100))
Cast time for 1% Haste = 1.5/(1 + (1 / 100))
Cast time for 1% Haste = 1.48149

Extra casts for 1% Haste = 1.5 - Caste time for 1% Haste
Extra casts for 1% Haste = 1 .5- 1.48149
Extra casts for 1% Haste = 0.014851

Extra casts for 1% Haste (%) = Extra casts for 1% Haste/ Base cast time
Extra casts for 1% Haste (%) = 0.014851 / 1.5
Extra casts for 1% Haste (%) = 0.990099%

Extra casts for 1 Haste Rating = Extra casts for 1% Haste / Haste Rating per Haste
Extra casts for 1 Haste Rating = 0.009901 / 32.8
Extra casts for 1 Haste Rating = 0.030186%

So for each 1 Haste Rating you get 0.030186% additional casts

Finally we bring the parts together to calculate how much MP5 value 1 Haste Rating brings.

Haste Rating MP5 value = FH MP5 value per second * Extra casts for 1 Haste Rating

Haste Rating MP5 value (Disc) = 1452.99 / 1.5 * 0.030186%
Haste Rating MP5 value (Disc) = 0.292399

Haste Rating MP5 value (Holy) = 1519.967 / 1.5 * 0.030186%

Haste Rating MP5 value (Holy) = 0.305878

I’m pretty sure this section could use some refinement and include perhaps latency at least. I generally play with latency around 300ms. This turns a 1.5s Flash Heal into a 1.8s Flash Heal. A very quick and dirty sensitivity test shows that dropping a 1.8s cast time into the equation results in a Haste Rating MP5 value of 0.243666 for Discipline and 0.254898 for Holy. The reason for this is not that the percentage of additional casts changes (it doesn’t), but that the same healing payload, and therefore equivalent MP5 value, is delivered over a longer timeframe. You get less bang for your buck. Or rather the same bang but for more bucks.

Incidentally the values for spamming Greater heal with 300ms latency are 0.321005 for Discipline and 0.335357 for Holy.

Posted in Priest

News Uncategorized

Priest Theorycrafting - Mana pool (Part 3)

April 28th, 2009

v3.1

Next we look at mana pool and abilities which effect mana pool. There a number of parts to discuss in this post. Base mana pool and calculating the effective MP5 of a static mana pool for a specific fight duration is first followed by Replenishment, Shadowfiend and Rapture for Disc priests.

Assumptions:

  • MP5 for mana pools is based on a 6 minute (360s) fight over which the entire mana pool is depleted.
  • Discipline has 1092 Intellect
  • Holy has 950 Intellect
  • Replenishment is assumed to have an 80% uptime and returns 0.25% of the mana pool every second.
  • Shadowfiend returns 5% of the mana pool per hit and strikes for an average of 8 times per use. It is only used once per 6 minute fight.
  • Rapture returns 2.5% of the mana pool each time it procs and does so once every 15s. In theory it can proc every 12s but this seems unlikely in reality.

Mana pool

This is also called maximum mana. To calculate the MP5 value of this firstly we need to calculate what the mana pool actually is. This calculation is fairly straight forward.

Maximum mana = Base mana + 20 + (15 x (Intellect - 20))

Base mana@80 is 3836 so the maximum mana is 19943.5 for Disc and 17806 for Holy. Over a 6 minute fight this is (Maximum mana/360)x5 = MP5 or 277 MP5 for Disc and 247 MP5 for Holy.

The Intellect MP5 weighting for maximum mana = Max mana Mp5/Intellect so we get these weightings:

  • Intellect MP5 weighting for Discipline maximum mana = 0.253541
  • Intellect MP5 weighting for Holy maximum mana = 0.260322

Replenishment

Replenishment MP5 = Maximum mana x uptime x mana return per second x 5

This results in 19943 x 80% x 0.25% x 5 = 199 MP5 for Discipline and 17806 x 80% x 0.25% x 5 = 178 MP5 for Holy.

The Intellect MP5 weighting for Replenishment = Replenishment Mp5/Intellect so we get these weightings:

  • Intellect MP5 weighting for Discipline Replenishment = 0.182549
  • Intellect MP5 weighting for Holy Replenishment = 0.187432

Shadowfiend

Shadowfiend MP5 = (Maximum mana x mana return per hit x number of hits) / Fight duration in seconds x 5

This results in (19943 x 5% x 8 ) / 360 x 5 = 111 MP5 for Discipline and (17806 x 5% x 8 ) / 360 x 5 = 99 MP5 for Holy.

The Intellect MP5 weighting for Shadowfiend = Shadowfiend Mp5/Intellect so we get these weightings:

  • Intellect MP5 weighting for Discipline Shadowfiend = 0.101416
  • Intellect MP5 weighting for Holy Shadowfiend = 0.104129

Rapture

Rapture MP5 = ((Maximum mana x mana return per proc) x (1/proc frequency)) x 5
Rapture MP5 = (19943 x 2.5%) x (1/15) x 5
Rapture MP5 = 166

The Intellect MP5 weighting for Rapture = Rapture Mp5/Intellect so we get this weighting:

  • Intellect MP5 weighting for Discipline Rapture = 0.152124

Notice that Discipline’s mana return talent Rapture appears to be producing about the same MP5 as Holy’s Holy Concentration (166 MP5 vs 142 MP5).

Posted in Priest

News Uncategorized

Priest Theorycrafting - Mana pool (Part 3)

April 28th, 2009

v3.1

Next we look at mana pool and abilities which effect mana pool. There a number of parts to discuss in this post. Base mana pool and calculating the effective MP5 of a static mana pool for a specific fight duration is first followed by Replenishment, Shadowfiend and Rapture for Disc priests.

Assumptions:

  • MP5 for mana pools is based on a 6 minute (360s) fight over which the entire mana pool is depleted.
  • Discipline has 1092 Intellect
  • Holy has 950 Intellect
  • Replenishment is assumed to have an 80% uptime and returns 0.25% of the mana pool every second.
  • Shadowfiend returns 5% of the mana pool per hit and strikes for an average of 8 times per use. It is only used once per 6 minute fight.
  • Rapture returns 2.5% of the mana pool each time it procs and does so once every 15s. In theory it can proc every 12s but this seems unlikely in reality.

Mana pool

This is also called maximum mana. To calculate the MP5 value of this firstly we need to calculate what the mana pool actually is. This calculation is fairly straight forward.

Maximum mana = Base mana + 20 + (15 x (Intellect - 20))

Base mana@80 is 3836 so the maximum mana is 19943.5 for Disc and 17806 for Holy. Over a 6 minute fight this is (Maximum mana/360)x5 = MP5 or 277 MP5 for Disc and 247 MP5 for Holy.

The Intellect MP5 weighting for maximum mana = Max mana Mp5/Intellect so we get these weightings:

  • Intellect MP5 weighting for Discipline maximum mana = 0.253541
  • Intellect MP5 weighting for Holy maximum mana = 0.260322

Replenishment

Replenishment MP5 = Maximum mana x uptime x mana return per second x 5

This results in 19943 x 80% x 0.25% x 5 = 199 MP5 for Discipline and 17806 x 80% x 0.25% x 5 = 178 MP5 for Holy.

The Intellect MP5 weighting for Replenishment = Replenishment Mp5/Intellect so we get these weightings:

  • Intellect MP5 weighting for Discipline Replenishment = 0.182549
  • Intellect MP5 weighting for Holy Replenishment = 0.187432

Shadowfiend

Shadowfiend MP5 = (Maximum mana x mana return per hit x number of hits) / Fight duration in seconds x 5

This results in (19943 x 5% x 8 ) / 360 x 5 = 111 MP5 for Discipline and (17806 x 5% x 8 ) / 360 x 5 = 99 MP5 for Holy.

The Intellect MP5 weighting for Shadowfiend = Shadowfiend Mp5/Intellect so we get these weightings:

  • Intellect MP5 weighting for Discipline Shadowfiend = 0.101416
  • Intellect MP5 weighting for Holy Shadowfiend = 0.104129

Rapture

Rapture MP5 = ((Maximum mana x mana return per proc) x (1/proc frequency)) x 5
Rapture MP5 = (19943 x 2.5%) x (1/15) x 5
Rapture MP5 = 166

The Intellect MP5 weighting for Rapture = Rapture Mp5/Intellect so we get this weighting:

  • Intellect MP5 weighting for Discipline Rapture = 0.152124

Notice that Discipline’s mana return talent Rapture appears to be producing about the same MP5 as Holy’s Holy Concentration (166 MP5 vs 142 MP5).

Posted in Priest

News Uncategorized

Priest Theorycrafting - Mana regeneration (Part 2)

April 24th, 2009

v3.1

Before I get into mana regeneration I will mention two best guesses that are used in my model.

Spell Power

Firstly I continue DwarfPriest’s weighting for spell power (SP) to MP5 of 0.6. This is effectively defining the relationship between mana equivalence points (MEP) and healing equivalence points (HEP) used in other models.

I am yet to discover any evidence for this or any other ratio between HEP and MEP. DwarfPriest alludes to having previously calculated this somehow (see Spellpower vs Mana section), but I am unable to discover how she did it.

The 0.6 SP = 1.0 MP5 is very important to the model and adds a lot of sensitivity to it. A number of other stats are calculated based on this ratio and changing it changes their weightings also.

Spell power MP5 value = 0.6

Holy priests also benefit from Spiritual Guidance (SG), which adds 25% of their spirit as spell power.

Spiritual Guidance Spirit MP5 value = SP MP5 * SG SP bonus
Spiritual Guidance Spirit MP5 value = 0.6 * 25%
Spiritual Guidance Spirit MP5 value = 0.15

Stamina

Secondly I have plucked a best guess number from the air for a stamina weighting. Stamina is often ignored in gear weighting models but I think this is a mistake. Dead players don’t DPS or heal. Now, having said that, I can not offer a method for calculating a stamina weighting and have instead plucked 0.2 out as a number which gives stamina some weight without getting to heavy.

Stamina MP5 value = 0.2

Mana regeneration

OK, now on to the real topic of this post. There are two parts to this section: mana regeneration based on the 5 second rule; and mana regeneration for holy spec priests with Holy Concentration.

Assumptions:

  • Discipline has 1092.5 Intellect and 795 Spirit
  • Holy has 950 Intellect and 787.5 Spirit
  • Both discipline and holy specs have Meditation 3/3 (50% mana regen IS5SR)
  • Priests spend 80% of a fight inside the 5 second rule (IS5SR)
  • Holy Concentration is has 70% uptime, which requires about 20-25% raid buffed critical rating
  • Holy Concentration regen occurs 100% IS5SR.

Base mana regeneration outside the 5 seconds rule (OS5SR) has this formula (since 3.1):

MP5 = 3 * (0.001 + sqrt(Int) * Spirit * LevelRegen)

Where LevelRegen is a constant of 0.005575 at level 80.

Base MP5 (OS5SR) is:

  • Discipline = 439 MP5
  • Holy = 406 MP5

IS5SR MP5 is:

  • Discipline = 439 x 50% = 219.5 MP5
  • Holy = 406 x 50% = 203 MP5

Actual MP5, based on 80% IS5SR is MP5 = (20% x OS5SR MP5) + (80% x IS5SR MP5)

  • Discipline MP5 = (20% x 439) + (80% x 220) = 264
  • Holy MP5 = (20% x 406) + (80% x 203) = 244

To calculate the value of Spirit and Intellect to MP5 we need to calculate the actual MP5 for each spec when 1 Spirit is added and when 1 Intellect is added. Here we go (hold on to your math napkins).

Spirit MP5 value = MP5 (Spirit+1) - MP5 (Spirit)
Spirit MP5 value = (20% x 3 * (0.001 + sqrt(Int) * (Spirit+1) * LevelRegen)) + (80% x (3 * (0.001 + sqrt(Int) * (Spirit+1) * LevelRegen) x 50%)) - (20% x 3 * (0.001 + sqrt(Int) * Spirit * LevelRegen)) + (80% x (3 * (0.001 + sqrt(Int) * Spirit * LevelRegen) x 50%))

So plugging the numbers into this formula we end up with:

  • Spirit MP5 weighting for Discipline = 0.331687
  • Spirit MP5 weighting for Holy = 0.309299

Intellect MP5 value = MP5 (Int+1) - MP5 (Int)

Intellect MP5 value = (20% x 3 * (0.001 + sqrt(Int+1) * Spirit * LevelRegen)) + (80% x (3 * (0.001 + sqrt(Int+1) * Spirit * LevelRegen) x 50%)) - (20% x 3 * (0.001 + sqrt(Int) * Spirit * LevelRegen)) + (80% x (3 * (0.001 + sqrt(Int) * Spirit * LevelRegen) x 50%))

So plugging the numbers into this formula we end up with:

  • Intellect MP5 weighting for Discipline = 0.120655
  • Intellect MP5 weighting for Holy = 0.128163

Holy Concentration

Holy priests have an additional source of MP5 style mana regeneration from Holy Concentration (HC). This talent gives the player 50% additional mana regeneration for 8 seconds after scoring a critical with Flash Heal, Greater Heal, Binding Heal or Renew.

I am not yet sure if the 50% extra mana regeneration is based on OS5SR or IS5SR. Initially I assumed IS5SR (for at least 5 seconds after trigger HC you’d have to be IS5SR), but I have read blog entries of in game estimates which look to be OS5SR. Also to make Holy Concentration roughly equal to Rapture in value it would have to be OS5SR, so I have used OS5SR.

Given the above calculation for Holy of 406 MP5 OS5SR HC MP5 can be calculated as:

HC MP5 = OS5SR MP5 x 50% additional regen x HC uptime
HC MP5 = 406 x 50% x 70%
Holy Concentration MP5 = 142

Calculation of Holy concentrations addition to Spirit’s MP5 value is similar to the base Spirit MP5 calculation but simplified.

HC Spirit MP5 value = MP5 (Spirit+1) - MP5 (Spirit)
HC Spirit MP5 value = (3 * (0.001 + sqrt(Int) * (Spirit+1) * LevelRegen) x HC regen % x HC uptime %) - (3 * (0.001 + sqrt(Int) * Spirit * LevelRegen) x HC regen % x HC uptime %)
HC Spirit MP5 value = 0.180425

HC Intellect MP5 value = MP5 (Intellect +1) - MP5 (Intellect)
HC Intellect MP5 value = (3 * (0.001 + sqrt(Int+1) * Spirit * LevelRegen) x HC regen % x HC uptime %) - (3 * (0.001 + sqrt(Int) * Spirit * LevelRegen) x HC regen % x HC uptime %)
HC Intellect MP5 value = 0.074762

Summary

Holy Concentration is worth about 142 MP5 at this gearing level.

Discipline have:

  • Base Spirit MP5 weighting of 0.331687
  • Base Intellect MP5 weighting of 0.120655

Holy have:

  • Base Spirit MP5 weighting of 0.30929
  • HC Spirit MP5 value = 0.180425
  • Base Intellect MP5 weighting of 0.128163
  • HC Intellect MP5 value = 0.074762

I’ll bring all the numbers together in a post at the end.

Posted in Priest

News Uncategorized

Priest Theorycrafting - Introduction (Part 1)

April 22nd, 2009

v3.1

It happened. I think I’m a theorycrafter now. Do I get an achievement for that?

This started out as a little project to calculate the effect of the outside-five-second-rule nerf that happened with 3.1 and snowballed into this wall of text. It ended up being a complete reworking of DwarfPriest’s excellent post from pre-3.0.2 regarding gear stat weightings. These posts also contain some potentially useful information on calculating the value of some of the new priest talents, such as the reworked Rapture. I’ll post this in parts and then link to them permanently from Priestly Resources in the navigation above.

This tome is aimed at healing priests of both flavours. If you are interested in math and theory crafting there will be heaps of text for you to scrutinise and offer constructive criticism on. If you don’t care for that sort of stuff here are a pair of links to gear lists using the numbers I have learned:

The basic premise of these weightings is attempting to equate all gear stats relative to MP5. So 1 MP5 = 1 MP5, but how much MP5 is 1 haste rating worth?

Assumptions

As always when creating my model I needed to make a number of assumptions. I will mention these again, where relevant in each section, but I will cover the bigger ones here at the onset.

  • Mana regeneration is based on the caster spending 80% of their fight time inside the 5 second rule.
  • Stats, where required, are based on Turkelife’s current stats at time of writing. This is about a T7.5 gearing level:
    • Discipline
      • Intellect 1092.5 (950 base + 15% for Mental Strength)
      • Spirit 795 (750 base +6% for Enlightenment)
      • Spell power 1950
    • Holy
      • Intellect 950
      • Spirit 787.5 (750 base +5% for Spirit of Redemption)
      • Spell power 2146.875 (1950 base + 25% of spirit)
  • Fight length is 6 minutes (360 seconds)
  • Flash Heal is used whenever the spell cast is required
  • Spell power co-efficient 81%
  • Base heal is 1880
  • Mana cost 621 (assuming talents and glyphs)
  • Over-healing is assumed to be a flat 30%

I have ignored raid buffs generally, so you won’t see mentions of Blessing of Kings and the like. The reason for this is that, even though they do affect the weightings they are confounded within the general interaction of stats and talents. After the initial regurgitation of information I will look at some different gearing levels and how these affect the weightings. I’ll chuck some raid buffs in there.

I’m sure that I have made at least one error with my calculations (I found a few just writing these posts), so please let me know of any you notice.

Posted in Priest

News Uncategorized

Moowall slams on

April 21st, 2009

Leveling a protection warrior continues to be a thoroughly enjoyable experience.  Patch 3.1 had minimal impact on my prot warrior other than giving him a free respec.  So I took the plunge and specced away from Cruelty all together in order to reach the bottom of the Prot tree faster.  This allowed me to immediately take Warbringer which is as I expected a complete pleasure.  I was pulling with Taunt for the first 50 levels but now I can charge everything and charge often.


I have not missed Cruelty at all.  This could be partially because following respecing I also discovered Berserker Rage.  More rage every 30s, i love it!  This ability plus 3/3 in Focused Rage now means Shield Slam has assumed it’s rightful place as priority one in the rotation.  Shield Slam is currently critting for just over 1k even in my quest greens.

I’ll be picking up Sword and Board very soon and i’m expecting to go from using most global cool downs to wishing I had more of them.

I also only put the minimal points in Shield Specialization this time around.  My current spec at level 54 looks like this: http://www.wowhead.com/?talent#LZZMIurx0didIzs

I’ll continue working my way down the Prot tree and then take 3/3 in Armored to the Teeth from Fury.  Finally i’m currently planning on moving into Arms for Impale/Deep Wounds for a level 80 spec something like this: http://www.wowhead.com/?talent#LAM00fZhZMItrx0didIzsGo

At level 50/51 I moved into Ungoro Crater where the Level 54 dinosaurs can easily be solo’ed. Level 55’s are doable, but slow, mainly because they are harder to hit (WTB Hit gear while leveling).  Soloing one takes about 40% health loss, so dying isn’t an issue.  At this level soloing 2-3 apes around level 52-53 is feasible, but sometimes requires a bandage afterwards.  Don’t forget Shield Wall for the bigger, multi pulls.

Now with Warbringer leveling the Prot warrior is such fun that I look forward to the “kill X” quests and i’m going to be a bit sad when I get to 80 and have to think about being a real tank ;-)   With the BoA shoulders effecting quest rewards since 3.1 i’m expecting 80 to be here even faster.

Next alt… a druid :-)

Posted in Warrior

News Uncategorized

Moowall slams on

April 21st, 2009

Leveling a protection warrior continues to be a thoroughly enjoyable experience.  Patch 3.1 had minimal impact on my prot warrior other than giving him a free respec.  So I took the plunge and specced away from Cruelty all together in order to reach the bottom of the Prot tree faster.  This allowed me to immediately take Warbringer which is as I expected a complete pleasure.  I was pulling with Taunt for the first 50 levels but now I can charge everything and charge often.


I have not missed Cruelty at all.  This could be partially because following respecing I also discovered Berserker Rage.  More rage every 30s, i love it!  This ability plus 3/3 in Focused Rage now means Shield Slam has assumed it’s rightful place as priority one in the rotation.  Shield Slam is currently critting for just over 1k even in my quest greens.

I’ll be picking up Sword and Board very soon and i’m expecting to go from using most global cool downs to wishing I had more of them.

I also only put the minimal points in Shield Specialization this time around.  My current spec at level 54 looks like this: http://www.wowhead.com/?talent#LZZMIurx0didIzs

I’ll continue working my way down the Prot tree and then take 3/3 in Armored to the Teeth from Fury.  Finally i’m currently planning on moving into Arms for Impale/Deep Wounds for a level 80 spec something like this: http://www.wowhead.com/?talent#LAM00fZhZMItrx0didIzsGo

At level 50/51 I moved into Ungoro Crater where the Level 54 dinosaurs can easily be solo’ed. Level 55’s are doable, but slow, mainly because they are harder to hit (WTB Hit gear while leveling).  Soloing one takes about 40% health loss, so dying isn’t an issue.  At this level soloing 2-3 apes around level 52-53 is feasible, but sometimes requires a bandage afterwards.  Don’t forget Shield Wall for the bigger, multi pulls.

Now with Warbringer leveling the Prot warrior is such fun that I look forward to the “kill X” quests and i’m going to be a bit sad when I get to 80 and have to think about being a real tank ;-)   With the BoA shoulders effecting quest rewards since 3.1 i’m expecting 80 to be here even faster.

Next alt… a druid :-)

Posted in Warrior

News Uncategorized