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Unread 01-30-2008, 07:05 AM   #1
Klon

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Join Date: Jul 2005
Posts: 56
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Hey my fellow wardens!If there is already a thread clarifying all this, please point me to it, couldn´t find any usable answers using the search...I was looking for a way to compare how much benefit we would gain from the different ways to enhance our healing via items.

To compare the actual HPS values of Healmod and Timer-Reduces I started with following formula:

HealValue + HealMod / [(Casttime- %CasttimeReduce)+(Recast-%RecastReduce)]

So, just for examples since I don´t know the base healvalues by heart (i´m at the office right now SMILEY<img src=" width="15" height="15"> ) I went with a simple number for our bigger target heal:

Healvalue: 1000; Casttime 1.5 seconds; Recast: 10 secondsThis heal, on base values would calculate to 86.96 hp/s: 1000 / (1.5+10) = 86,96Now I added different values to get an overview:

  • +50 Healmod: 1000+50 / (1.5+10) = 91,30
  • -5% Casttime: 1000 / [(1.5-1.5*5%)+10] = 87.53
  • -5% Recast: 1000 / [1.5+(10-10*5%)] = 90.91

Obviously, the higher the values for cast/recast are the higher the impact of modifiers will be.

So, unless you are already at the cap an increase of heal-amount seems to be the most efficient way to enhance our healing.

Taken my +700 HP (thats still not capped on single target heals):

1000+700 / (1.5+10)= 147.83

To reach that value one would need 47% Recast Reduce. The casttime couldn´t even be lowered enough to reach this value, even if it would be set to 0 (instacast) you´d still need another 32% Recast to reach the raw HP output that could be achieved with some +HealAmount items.

However, I do not know how to calculate the gain of healcrits since i don´t know they work (well ... how a crit will increase the healamount) ...

Anyone can help me there to find out how crits affect our HPS?

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