All posts in this series can be found here.
As promised at the end of my last post on Warlords heals, the next step would be to analyze more complex rotations involving multiple spells. This post will go into single-target healing rotations for each class, building on the overview of individual spells I did previously. Single-target rotations are only one slice of the healing picture, but one of the more readily quantifiable ones, making them a good place to start. Also, the need to directly heal tanks is expected to be a much bigger part of Warlords than it was in Mists.
On Modeling Healing Rotations
One difficulty in expressing numerical results of combined healing spells, especially cross-class, is that healers don’t use “rotations” in the same way DPS do. They’re constantly reacting to the demands of the encounter and modulating output based on that. A model of a pure max-output rotation akin to DPS is slightly informative, but rather limited because that’s an unusual mode of casting. Since you spend nearly all your time somewhere in the middle of the sliding scale of mana usage vs. healing output, it’s hard to nail down exactly what numbers to measure or model. We can choose cases to model that are informative, but it takes more thought to motivate the decision of what those are. The assumptions also have to be made clear so people understand what the numbers represent.
The usual way I approach this is anticipated by earlier posts in this series, and should also be familiar to anyone who used my TreeCalcs sheet in Wrath/Cata/Mists (for this post, I actually put the heal chart from the prior post into the WrathCalcs/TreeCalcs shell). I assume a certain subset of spells are used whenever possible: on cooldown, whenever a HoT expires, or whenever procs/resources allow. All available cast time that’s left over is for “filler” or no-cooldown/spammable spells. In the case of the single-target model, the filler time is divided between a) the cheap direct heal, b) the expensive direct heal, and c) casting nothing. This flexibility in how to allocate the filler time is needed for two important purposes:
- One class filling all time with its cheap heal (for example) may not be parallel to another class filling with its cheap heal. The first class might do less healing but also use less mana in that comparison, but then equal the other class in both healing and mana consumption if it mixed in the expensive heal some. Every class has a different mana vs. healing profile, and being able to adjust spell usage allows more sensible comparisons.
- It provides a basis for evaluating mana. As discussed extensively in the post on mana, mana usage affects your use of non-cooldown heals much more than it affects your use of cooldown-bearing heals. In a more concrete framework like a rotation model, you can evaluate exactly what mana lets you do by varying the spell usage correspondingly. The conceptual chart in the final section of that post, describing healing done as a function of mana, will be revisited in this post.
This is of course idealized, as is unavoidable when theorycrafting healing, but it’s useful in a lot of ways. In particular, while in various low-healing situations you might use spells more in isolation and not nonstop like in a rotation model, we already have HPCT and HPM info on individual spells. Those can be looked up anytime on the spell chart form the last post. Models of rotations let us find out more about what happens when cooldowns and cast time become a limiting factor in how much healing you can do.
I’ve not yet modeled every talent and glyph combination for every class, but I’ve tried to include the ones that were especially relevant to the current analysis.
I’ve been doing a lot of in-game testing of spells lately, as a part of making spreadsheets and other projects. In particular, with the new beta, I’m more inclined to vet the info for any spell I look at by measuring in-game, rather than simply putting the coefficient from wod.wowhead into a spreadsheet, because:
- The designers are changing spells a lot, and tooltips are out of date much more often than on live.
- The passives, talents, and Draenor Perks aren’t all familiar, and you have make sure you know what all needs to be multiplied in between the coefficient in the data and the final damage amount.
- There are frequent bugs on beta, and actually testing means you can help catch/report them.
There are a lot of various techniques and tricks you get used to for doing this stuff quickly, but I wanted to dash off a quick post on one that both saves work and is mathematically interesting. It looks like Theck is starting a series on general concepts of theorycrafting, and while I don’t expect to do anything that elaborate, I do want to write down ideas that are familiar to me but might be helpful to people who are just getting into it.
Just in case anyone reads this blog other than being linked to it from my twitter or anywhere else, I should mention that I co-wrote a post today, with Dayani from Healiocentric, that’s over on her site. Go take a look.
All posts in this series can be found here.
I’ve been waiting since alpha started to sink my teeth into the numbers of six new healing toolkits. Rather, I’ve been doing so for a while, but trying to get the information to the point where I can write about it in an organized way. I’ve been assembling a large spreadsheet of 6.0 heals since even before alpha started (since we had spell data). It’s mostly for my own purposes, to have a good reference for the properties of all the spells. I’ll post it here for people who want the full detailed background, while using the post to discuss various interesting points. The goal for this, and ensuing posts, is to work both for people who don’t peruse the actual sheet and just read the post (so I copy various numbers and such into the post), and also for people who want to look further into the sheet after I use a post to highlight some interesting points.
This is the sheet (download).
It’s more utilitarian than user-friendly; as I said, it’s mostly an easy place for me to store/compare numbers (it’s not a character setup tool). The main focus for each heal is to compute an index for their HPM and HPCT (healing per unit cast time). In some cases, for non-spammable heals, HPCD (healing per cooldown time) is used to measure how much healing is added if the spell is used as often as possible. Some notes:
- All of these are in unusual units, which is fine since they’re only meant to be compared against each other. For people who want details, HPCT and HPCD are in units of (spellpower coefficient)/seconds, and HPM is in units of (spellpower coefficient)/(% base mana cost).
- All heals use the haste, crit, mastery, and multistrike values from the top of the sheet (Multistrike affects all spells equally so is not that interesting, except that Holy Priest heals get 25% more benefit).
- Mastery is also in unusual units. “0.2” means, the amount of mastery stat that’s equivalent to 20% crit, or what was once called “20 points of mastery.”
- The main computation in each row is to combine a spell’s spellpower coefficient from wod.wowhead.com with haste/crit/mastery/MS, any class passives or other auras, and any Draenor perks or other bonuses, to compute an overall effective spellpower coefficient.
- I make assumptions as needed about talents, glyphs, and other variables. Usually the guideline is, a spell’s row in the sheet represents whatever case I was most interested in when thinking about how it would be used in practice.
- Similarly, sometimes a spell has multiple entries if I want to see e.g. both glyphed and unglyphed, or if I want to see a combination of spells in a single row.
- Blanket disclaimer: the beta build is changing often, changes aren’t always documented, some spells’ behaviors don’t match their tooltip data, and so on. I got some help from Dayani of Healiocentric, and we vetted all of the rows against in-game behavior in beta builds 18505 or 18522 (often with the techniques described here), and are continually updating them.
On to some of the interesting patterns. Continue reading
Previous posts in this series can be found here.
This is an interim update covering a few loosely related topics about 6.0. Not exactly a normal post in this series that analyzes some point of theory in detail, but I wanted to catch up on a few issues, and I figured most of the same people who read this series will be interested in this.
6.0 Regen Math
Now that I’ve gotten to play the alpha some, I have some more concrete numbers on regen in 6.0.
As a reminder, regen currently (5.0) consists of base regen and spirit regen. Base regen is an amount of MP5 equal to 2% of your max mana (6000 MP5 currently). Spirit regen is 0.564 MP5 per Spirit, in combat.
Two important things are happening to Spirit in 6.0:
- Each point of Spirit is worth substantially more MP5 (2.061 MP5 in combat). This increase is even more dramatic when you consider that mana pools will be smaller by factor of around 2. Adjusted for this deflation, the real value of Spirit (proportional to the size of your mana bar) is about 6.85 times stronger in 6.0 than it is in 5.0.
- You will have much less Spirit, even after controlling for the item squish. This is because you will only have it on a few slots: rings, necks, cloaks, and possibly trinkets.
The end result is that these two effects, roughly speaking, cancel each other out. The amount of regen you get from Spirit, controlling for the changed size of your mana bar, will be in the same ballpark as it is now (i.e. at a comparable gear level, your mana bar will “look” like it refills at around the same rate).