Posted by Leotharius

Posted by Leotharius

Posted by Tiberriaa



Currently, almost all of the efficient spells are actually severely mana negative. For example, on a level 100 pre-made with Spirit items in all available sockets (including a static Spirit trinket), I have 5928 combat mp5.



Healing Touch - 3680 mana - 2.06 sec cast

By just spamming Healing Touch, I am burning through 8932 mana per 5 seconds - more than 51% more mana than I gain back. Even with Omen of Clarity procs factored in, it is still 8196 mana per 5 seconds spent on average.



Rejuvenation - 3360 mana - 1.24 second instant cast GCD

Rejuvenation is also supposed to be one of Druid's "efficiency spells". Rejuv spam costs 13,548 mana per 5 seconds, nearly three times the combat regen on the ilvl 660 premades



These mana costs are fairly comparable across all classes. The mana costs on all healing spells, or at least those intended to be efficient seem to be upwards of 40% higher than they would need to be to even be mana neutral let alone mana positive. Is this intended, or are the mana costs currently way off?

Quick clarification about multistrike and absorb interactions. As I reported earlier, in my tests with Sacred Shield, I observed the following numeric results (expressed in normalized form), which I equated to the following combat results:



1.0: Regular tick

1.3: Tick + Multistrike (1.0+0.3)

1.6: Tick + Multistrike + Multistrike (1.0+0.3+0.3)

2.0: Critical tick

2.6: Critcal tick + Multistrike (2.0*1.3)

3.2: Critical tick + Multistrike + Multistrike (2.0*1.6)



What I'd like to note here is that these results suggest that multistrikes for absorbs do not crit independently. In other words, there is only one crit roll made for the absorb as a whole, which is then automatically applied to the multistrike events (should they occur). Another way to look at this is that the multistrikes automatically crit if the absorb cast itself crits.



Thus, the absorb amount is governed by the formula:



absorb_amount = (1+crit*crit_mod) * (1 + 0.3*multistrike1 + 0.3*multistrike2)



where crit, multistrike1, and multistrike2 are boolean 0 or 1 based on success or failure of that particular roll, and crit_mod is your crit modifier (1.0 for most classes).



Note that this is not how standard healing and damage multistrikes work. For those, each multistrike rolls independently for crit. So you could, for example, have a critical damage spell with non-crit multistrike procs or a non-crit damage spell result with critical multistrikes.



If absorbs worked the same way, we would also see results at 2.3 (crit spell + non-crit MS) and 2.9 (crit spell + crit MS + non-crit MS). In about an hour or so of testing, I saw none of these events, which should both be much more probable than the white wale 3.2 event (which was <1% chance).



This raises a few questions

1) Is this intended, or is it a bug?

2) If it is not a bug, then are crit modifiers applied in the obvious way (i.e. crit_mod would become 1.02)?

3) If it is a bug, and for damage and healing spells in general, do crit modifier bonuses apply to the multistrikes (I assume the answer to this is yes, but may as well ask)?

4) Is this crit/ms behavior intended for all absorbs in the game now, or is it just Sacred Shield?

Posted by Purge

At level 100: 130 Versatility Rating = +1% Dmg/Healing/Absorbs, -0.5% DmgTaken.We don't use the term "Rating" in-game anymore, only under the hood and in talking to theorycrafters and experienced players. So when we say "5 Mastery" in-game, that refers to 5 Mastery Rating. For all of the other buffs, we can give the %. "5 Crit" means 5 Crit Rating, but "5% Crit" means 5% crit chance. However, that doesn't work for Mastery. I can't say "5% Mastery", since every spec's Mastery has a different conversion rate.There's a difference between spamming your efficient direct heal, and doing an efficient rotation. There are things like Holy Shock and HoPo spenders for Paladins, etc. For Druids, there's just Lifebloom in that regard. It's possible that it's mistuned, but we're not seeing Druids having mana problems in internal testing. In particular, we're concerned that Wild Growth is too much throughput, since it can be made free with Omen of Clarity, making AoE healing feel too reliant on OoC.1) Intended due to technical necessity. Absorbs (or rather, aura applications in general) cannot actually multistrike; we just simulate multistrikes by varying the amount of the absorb, based on your multistrike chance. Same as how Crit has been for Discipline on PW:s for a while now.2) Yes. Crit multipliers should apply identically to how they do for an actual crit heal.3) n/a?4) It's not a blanket thing, no. Just on a few that we want to not decrease in value as your crit/multistrike go up. The full list of affected spells right now is Sacred Shield, Power Word: Shield, and Clarity of Will. Spirit Shell also accounts for Multistrike and Crit but it averages them out, no random chance (not that that really matters right now, since we've removed Spirit Shell, but just FYI in case it were to return in the future or something).This is actually only the case for Chain Lightning; we custom did how Multistrike works for Chain Lightning, in order to make it feel the same as Elemental Overload did. Here's the logic, in case it's not obvious: On cast, roll multistrike chance once. Instead of multistriking, cast that many copies of a second Chain Lightning Multistrike spell (different spellID) at a random target that was hit by the initial Chain Lightning (random target selection per cast; could be different targets for each of the two multistrikes).