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Archive for the ‘Analysis and Theorycrafting’ Category

Atonement Improvements

Posted by Malevica on December - 22 - 2010

Great news for those of us still loving the Atonement spec in the form of a couple of recent hotfixes.

First:

The range of the heal on Atonement has been increased to 15 yards. It has been verified to be working correctly for the priest and party/raid members.

(Source)

This is a change we’ve been calling for for a while. You stil don’t get total control over the heal if the melee are taking damage as well, but it makes it much more likely that you’ll be able to hit the tank with Atonement at all.

And second:

The healing effect from Atonement is now being effected by healing modifiers correctly.

(Source)

This means that Atonement is being buffed by both Twin Disciplines (6%) and Archangel (15%). These are multiplicative, so for every 1000 points of Smite, you get 1060 points of Atonement normally and 1219 points of Atonement under a 5-stacked Archangel.

So you can finally push the Archangel button guilt-free now, since you don’t lose the 15% bonus from dropping your Evangelism; it gets transferred to Archangel, and you can rebuild your Evangelism for a bigger buff.

However, Grace does not affect the size of the Atonement heal, according to my testing this evening. It would be nice to have this, especially for tank healing, but it’s a step in the right direction.



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Power Word: Barrier Changes

Posted by Malevica on November - 11 - 2010

A (power) word about Power Word: Barrier, prompted by the latest Beta build (13277).

The latest change is:

Power Word: Barrier – duration reduced to 10 sec, down from 25 sec. No longer absorbs a given amount of damage, now reduces all damage done to friendly targets by 30%. While within the barrier, spellcasting will not be interrupted by damage.

Source

A brief history

If you want to explore the history of PW:B properly, you need to go back to February 2009, before Ulduar was released, when Wryxian posted a list of upcoming Priest changes for the 3.1.0 patch, including:

Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).

Unfortunately the spell never made it into the game at the time, much to the disappointment of Disc Priests the world over.

Over the following year it seems Blizzard hadn’t given up on the spell, and PW:B made a reappearance in the Cataclysm class previews in April:

Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.

The closest analogue to PW:B is the DK Anti-Magic Zone, but it has some important differences, such as a way to counter it in PvP (since it absorbs all damage, not just magical damage).

Early versions on the Beta were buggy, absorbing the wrong amount of damage or disappearing almost instantly. Finally though, the spell evolved into a working version and hit the Live servers with patch 4.0.1.

The version which made it to Live in 4.0.1 has the following functionality:

Power Word: Barrier          Level 80
30% of base mana            40 yd range
Instant cast                 3 min cooldown
Summons a holy barrier on the target location that absorbs ((19005 + (6 * $SP)) * .20) damage done to friendly targets within it each time they take damage. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 25 sec or until it absorbs (19005 + (6 * $SP)) damage.

Put simply, the barrier absorbs around 45000 damage in total, with an individual cap of around 8500 per person within the barrier, then it will disappear.

The new Beta build changes the function pretty fundamantally:

  • The mechanic is no longer an absorb, just a flat 30% damage reduction
  • The duration is fixed at 10s, rather than being variable anywhere up to 25 seconds depending on how much damage is absorbed
  • The cooldown is down to 2 minutes, instead of 3

The problem

So why this big change to PW:B?

I think the underlying problem is the way the absorb cap works, which changes how the spell behaves in different raid sizes.

Suppose you cast PW:B on the melee DPS group (since they’re grouped up already); in a 10-man raid that might only be 2 people, while in a 25-man you’re probably looking at 8 people. Since the overall absorb cap is the same in each mode, your PW:B is used up a lot sooner that you expect in the 25-man situation (it’s ‘balanced’ around 5 people benefiting).

Raise the absorb cap so that it lasts a reasonable amount of time in 25-man and you end up being theoretically able to cover the whole raid for several seconds in a 10-man, which is a little overpowered. A flat 30% reduction on the other hand works in a predictable way, regardless of the raid size.

What this does, in effect, is give us a Priestly twist on Divine Sacrifice. Plunk it down and get people to run under it, and they all get a 30% cooldown. Or, to quote Matticus, we’ve been given “Power Word: Suppression”!

My thoughts

I’m slightly disappointed that the new PW:B is a bit less exciting and unique than the old one was, but I do understand why the change was made and I think it’ll be better for us in the long run.

It was very frustrating to put a PW:B down in a 25-man raid and have it disappear in seconds, and it has the side benefit of making the otherwise tempting Glyph of Power Word: Barrier a more practical choice again. And it’s still in keeping with the Discipline position as a damage absorber/preventer.

I do wonder, in the light of this change, if there’ll be changes made to Pain Suppression, since there’s a lot of overlap now. My worst fear is a shared cooldown (two damage reduction cooldowns means one every 1 minute 12 seconds on average, which is quite a lot) and my brightest hope is a stronger damage reduction on PS to better differentiate it from PW:B. We’ll have to wait and see.



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[Cataclysm Beta] Haste and HoTs – A Quick Example

Posted by Malevica on September - 23 - 2010

Way back in April Blizzard were talking about making Haste (and Crit) affect HoTs and DoTs. Here’s what they said:

All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).

I should point out that this also applies to channelled spells as well, which will now have the possibility to gain extra ticks just like HoTs. Penance-lovers rejoice!
Update: This appears not to be applying to Penance on Live, as of 16th of October. I don’t know if this is a bug or not, but it was working on Beta. Feel free to comment if you spot a Blue confirmation either way.

To begin with, in response to a thread on PlusHeal, I first did a quick-and-dirty test on the Beta. I tested with Renew (nominal 12s duration, 3s tick interval) with whatever haste I was standing up in (7.53% total haste), a Potion of Speed (11.52% total haste) and Borrowed Time (23.46% total haste)

If you want the raw numbers, they’re available by clicking through, but in summary:

  • The total duration does initially reduce with haste as the ticks get shorter.
  • When you get a certain amount of haste you get an extra tick and the duration jumps back up again. It’s possible for the duration to go above the nominal duration (12s in the case of Renew).
  • If you cast a HoT while under a haste effect, such as Borrowed Time, all your ticks will be hasted, not just the ones that go off while the buff is active. However, the spell tooltip and the HoT buff you get both (misleadingly) update as soon as the haste effect fades.
  • Haste rating per 1% Haste = 128.11

Breakpoints

Erdluf and Zusterke at PlusHeal pointed out that the current thinking is that you gain the extra tick whenever the difference between the nominal duration and the actual duration gets to be more than half a tick, and that this certainly can lead to the total duration exceeding the nominal duration when the extra tick is added. This is consistent with the original statement from Blizzard that the duration won’t change, on average at least.
So if you can speed up the HoT enough to fit at least half a tick in, you get a full extra tick.

Based on this, here’s where the total haste breakpoints should be for various HoTs. The reason the HoTs have different breakpoints is because they have different tick intervals and total durations.

HoT Name        Breakpoints at (total haste):
Penance        25%, 75%
Renew        12.5%, 37.5%, 62.5%, 87.5%
                
Rejuvenation        12.5%, 37.5%, 62.5%, 87.5%
Regrowth (HoT)        16.666%, 50%, 83.333%
Lifebloom        5%, 15%, 25%, 35%, 45%, 55%, 65%, 75%, 85%, 95%
Wild Growth        7.15%, 21.43%, 35.715%, 50%, 64.285%, 78.57%, 92.855%
                
Riptide        10%, 30%, 50%, 70%, 90%

I went back and tested this in more detail on Renew, which is a 3s tick interval, 4-tick HoT, and it does appear that the transition to an extra tick does indeed happen at the 12.5% haste point as expected. Here’s the result of a few trials I did:

Healing per mana (HPM) and Healing per cast time (HPCT)

Here’s a look at the way haste affects the total duration and numbers of ticks of various HoTs:

Note that the numbers of ticks for Rejuvenation and Renew do not include the instant heal from Gift of the Earthmother and Divine Touch respectively, since these aren’t true ticks.

What you can see in this graph is the duration of the HoT decreasing as your haste increases (not quite linearly, haste does have a bit of a curve on it because of the way it’s calculated) and then when you reach the breakpoint the extra tick is added and the duration jumps up again, to somewhere above the nominal duration.
I’ve labelled the breakpoints to indicate the total number of ticks you’ll be getting from that breakpoint onwards as you increase your haste. So looking at the line for Riptide at the top, after the first breakpoint you’ll now be getting 6 ticks instead of the standard 5.

This graph also lets you see graphically the locations of the breakpoints for the HoTs, so if the table above wasn’t clear enough, you can use the graph instead. You can see on this graph, for example, the breakpoints for Renew and Rejuvenation at total haste percentages of 12.5%, 37.5% and 62.5%.

From a healing-per-mana (HPM) and healing-per-cast-time (HPCT) point of view, you want as many ticks as possible, because each extra tick adds a chunk of healing for no extra cost in time or mana. This makes it highly desireable to get above a breakpoint. However, HPM and HPCT only change at a breakpoint.

Healing per second (HPS)

I also wanted to look at things from an different angle: healing per second. In this case, since the result is similar for every HoT, I’ve just picked out Renew/Rejuvenation as an example. (I’ve arbitrarily given each tick a value of 2k, which is about right for Renew on the beta. Look at the shape, rather than the numbers.)

The thing to notice here is that the HPS curve increases linearly while your haste increases, it doesn’t change around breakpoints. So if you’re using your HoTs for their throughput, you’re not going to see a radical difference in HPS from stepping over a “breakpoint”.

Of course, you will notice the difference between a HoT with a 10.7s duration and one with a 13.2s duration (the biggest jump in duration for Renew/Rejuvenation) when you have to spend GCDs more often to refresh your HoT, and of course refreshing a HoT less often saves mana, so you will still want to get over that breakpoint.


Updated 3rd October: Improved clarity and readability. Added more HoTs and more detail to the main graph. Included all the breakpoints in tabular form as well, for reference.



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[Cataclysm Beta] Priest Spells and Numbers

Posted by Malevica on September - 23 - 2010

With Cataclysm’s release creeping closer, I’ve started rebuilding my personal spreadsheet for my Priest, so I can better understand the spells and talents I’m using. It’s not as advanced as some of the insanely complicated ones you can find out there on the net, but I like having it to tell me:

Since I’ve spent the time generating these numbers, I figured I might as well put them up for information purposes. I’ll be doing a bit more conclusion-drawing in a later post, once I’ve had more of a chance to put this stuff into practice.

In the following, all values relate to beta build 12984, and were taken over the last 2-3days on Malevica who at level 85 had approximately 5k SP, 10% crit, 500 haste rating and 750 mastery rating, and a Disc spec with 2% Haste from Darkness (the trees have changed, so the link broke). When Cataclysm goes live you’ll probably have slightly better gear, but the general conclusions will all hold.

A final reminder that this is beta and all numbers are subject to change.

Stat Conversions

The first thing that’s needed is the set of conversion factors that let you convert ratings into percentages or points (in the case of Mastery):

Crit rating per %: 179.3134458. Haste rating per %: 128.1138737 Mastery rating per point: 179.1809524

I generated these by standing around unbuffed and untalented and slowly removing gear to generate a series of data points, and then using a linear regression to extract the conversion factor.

By way of example, here’s a graph of the results for Haste:

Haste Rating to Haste % Conversion Chart

Because of the way I chose to plot this graph, the gradient (0.0078055559) of the graph is the haste% per point of haste rating, so the haste rating required for 1% haste is 1/ that value: 1/0.0078055559 = 128.1138733501.

Spell mana costs, cast times and coefficients

Now for some information about the spells themselves.

Mana costs are typically expressed within the game as a percentage of base mana, which is your mana pool with no gear or buffs on. (This is what lets the spell costs scale smoothly with your level.)

For a level 85 Priest, base mana = 20590

Using this number, I could work out the baseline (untalented and unglyphed) spell costs, and I also verified them in-game. Here are the current numbers (Blizzard does some funky things with rounding and tooltips so I’ve left the first decimal place for calculation purposes):

Flash Heal: 5765.2; Greater Heal: 6588.8; Heal: 1853.1; Penance: 2882.6; PW:S: 3912.1; PW:B: 13383.5; Renew: 4323.9; Prayer of Healing:	7412.4

Spell coefficients are trickier to get at, and have to be worked out empirically.

When calculating how much a spell should hit for, you take the base heal amount, and add your spellpower modified by another number which can be changed to affect how spells scale with spellpower.
The basic formula is:

Heal amount = Base heal amount + (Coefficient x Spellpower)

Here are the base heal amounts and coefficients I calculated:

Flash Heal: 5649.7, 0.60391843; Greater Heal: 7532.9, 0.80590514; Heal: 2824.8, 0.30190914; Penance:	7513.4, 0.80393165; PW:S: 3906.0, 0.41800560; PW:B: 3247.4, 0.91785502; Renew: 4897.1, 0.52421638; Prayer of Healing: 3112.4, 0.33301546

These were obtained by standing untalented and unbuffed (except PW:B, for obvious reasons) and recording the average heal amounts at varying spellpower levels. Like with the combat ratings, a linear regression was used to extract the base heal value (the intercept of the graph where SP=0) and coefficient (the gradient of the graph).

Here’s the values in graph format, for those interested:

The scaling on PW:B is a bit odd, since it scales very well with spellpower. That might change as the beta goes along, but remember that having such a long cooldown on a spell allows it to be a bit more highly-powered because it can’t end up dominating at high gear levels.

Typical hits and crits

Armed with the information above, I was able to work out what a typical heal should land for. In doing this, I have also included the ability to take into account the various talents available and their effects on the spells.

To work out the average hit, I used the following general formula:

Heal amount = [Base heal amount + (Coefficient x Spellpower)] x [1 + (% effect from talent A / 100)] x [1 + (% effect from talent B / 100)] x …

Those “6% increase” type talents are multiplicative, rather than additive, so if you get 6% from Twin Disciplines and 15% from Empowered Healing, you get at 22% increase, not the 21% you might expect (1.06 * 1.15 = 1.219).
At this time I want to say a huge thank you to Blizzard for trimming some of those passive healing increase type talents, it made my life a lot easier!

Anyway, for information purposes, here are the numbers untalented:

And in a typical Disc spec:

In these and the other tables (BT) means the spell is being cast while Borrowed Time is up, (G) refers to either a glyphed version of a spell (Renew) or the glyph component of a spell (PW:S). The numbers in brackets after PoH are the number of targets the spell hits.

What I’ve included in the second table is a column of typical crits (heal x 1.5) and then a weighted average illustrating what all of your casts, a mix of hits and crits, would average out to over time.

These tables are really useful for helping with spell selection. If you have an idea of how much each spell heals for, you’re able to pick the right size for the job, and understand where they fit into the healing toolkit.

Healing per second and healing per mana

As well as raw healing amounts, healers also need to know how quickly they can crank out healing with a spell, and how mana-efficient those spells are, especially in Cataclysm.

Here are the values untalented, assuming no crits:

And once again, in a typical Disc spec:

Once again, I’ve added extra columns to the second table. The HPS and HPM columns are based on that weighted average I talked about in the previous section, and should give a better estimate of the HPS and HPM you might achieve if you consider a whole fight.

I’ve not included HPS for PW:B because it’s not a repeatable cast, and I’ve not included HPM for the Glyph of PW:S because it’s essentially cost-free.



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Downranking Power Word: Shield

Posted by Malevica on May - 11 - 2010

Last time around I talked about healing the Lich King as Discipline, and mentioned the idea of downranking Power Word: Shield to maximise mana returns from Rapture. At the time I noted a suggestion, picked up on PlusHeal, to downrank to Rank 12. I’ve since had the opportunity to do a test, and I want to present some results and numbers.

Numbers

First thing is to push some numbers through a spreadsheet to produce estimated output numbers for a range of ranks. From the spreadsheet I produced comparison tables, reproduced below, assuming 3600 spellpower to represent the amount I typically have when raid-buffed and 4000 spellpower to represent a peak case when, for example, the Ashen Verdict ring has procced.

These assume 4xT10 and the 15% version of Hellscream’s Warsong.

Average absorbs for ranks 11-14 of PW:S, at 3600 Spellpower

Average absorbs for ranks 11-14 of PW:S, at 4000 Spellpower

You can use the graph below (click for a larger, more readable version) to estimate the amount you’ll absorb with your typical raid spellpower. You should use your typical raiding spellpower, so pop open your character sheet during a raid fight if you don’t know it. (This saves me having to produce multiple charts to account for totems, buffs, procs and so on).

PW:S absorbs by spellpower and rank

Read across to your typical raiding spellpower (as shown in your character sheet during a fight) and then read up to see how much each rank of shield will absorb

Then I went through raid logs to get some real data on absorbs. In the recent raid I used PW:S 12 as my primary rank, based on the PlusHeal suggestion. Here’s some WoL extracts: the first is with PW:S Rank 14, the second is with PW:S Rank 12. Note that when these logs were acquired the ICC buff was at 15%.

WoL extract showing absorbs and mana returned from Rapture, with Power Word: Shield Rank 14

WoL extract showing absorbs and mana returned from Rapture, with Power Word: Shield Rank 12

Results

I definitely made some gains using PW:S 12 over PW:S 14, and the mana situation improved subjectively, but the log shows that I could have gained yet more mana back.

In the first case I cast 18 shields at a cost of 11988 mana, and gained 3518 mana back.
In the second case I cast 20 shields at a cost of 13320 mana, and gained 7036 mana back (I have not included the extra Rapture proc from bubbling myself, in case you wonder about the maths. I think it’s better to compare without it).

Even in the better of the two cases I am only getting back around 53% of the mana I spent, and only 40% of the theoretical maximum of 17590 mana I could have got back from those 20 shields.

The problem is that my shields were too close in size to the size of the Infest hits for this trick to be totally effective. Both Infest and the shields varied in size between 7,000 and 8,000 so where Infest was low or the shield was high I didn’t get mana returns. The Ashen Verdict ring proc would easily be enough to rob me of an entire cycle’s Rapture returns.

Looking at the tables at the top, and given my current gear level of ilvl 264 across the board, plus the 277 reputation ring, I would conclude that I should drop further down to Power Word: Shield Rank 11 instead of Rank 12 to get better mana returns while still taking enough damage off the Infest to prevent it ticking on most people.
However, since I didn’t have mana issues with Rank 12, perhaps Rank 12 would be a suitable compromise between giving adequate mana returns and guaranteeing Infest won’t tick on people I’ve bubbled. It’s important to adapt your play to the rest of your raid, so if Infest is a problem for your raid it’s worth spending more mana on higher ranks.

Extra tip for VuhDo users

VuhDo, while being awesome in many regards, has a slight blind spot when it comes to spell ranks. Iza, the author, explains:

VuhDo is not using any spell ranks internally, which leaves it to wow client to choose the apropriate rank for the target’s level. Which should be 14 for rank 80 targets indeed.

Therefore if you want to use a lower rank of PW:S with VuhDo you’re going to need to use a macro instead, you can’t just type “Power Word: Shield(Rank 12)” into the box. So here’s a simple macro to use:

/cast [@mouseover] Power Word: Shield(Rank 11)

All you need to do is create the macro, being careful not to name it after the spell (also likely to confuse VuhDo) and then bind the macro to the keypress or mouseclick in VuhDo’s options.

Updates:

17th May – Added the chart, clarified the ICC and T10 bonuses being used, and tweaked some phrasing



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