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As there are often questions about the healing mechanics, decided to post again the formula ( which apart from some bugs during different patches, hasn't really changed since ch 2). [B]Burst Heals:[/B] (final result of burst heals gets random bonus multipliers +6%/-6% so in fact the result is within 94-106% of the calculated value) [B][MagicPower] x (CastTime) x (ReceivedHeals) x [(Wisdom x 0.3 + mDamage x 0.5) x (IncreasedHealing) + HPI] + (SkillHeal x Received Heals x IncreasedHealing) [/B] To translate different multipliers into smth easier to understand: - Magic Power Increase - global increase of the final damage/heal output, typical examples Vahtos/ Juggler sets. Bugged at start of ch3 (no effect on burst heals) but was fixed back soon. Can raise the cap for regens. Total increase is a bit less than 15%/10%, as Skill Heal is added separately at the end. - Cast Time - like most RoM skills, you have time of cast spells as multiplier: 2 sec - x2, 3sec - x3 - ReceivedHeals - buffs that increase heals received by target - pet passive, Curing Seed, Lunar Halo, Healing Salve. They increase the amount of heals by % - Increased Healing - usually the class passives that increase your heals - Prayer, Pure Healing, Divine Incarnation, as well as food (but as mDamage food gives better results, usually out of calculations). Note - those don't affect your HPI. For example 1.35 multiplier from Pure Healing only applies to the rest of equation, so the total increase is far less than 35% - Wisdom - every healing spell has cap above which Wisdom is ignored for healing purpose. Really notable with Priest - GH at ~4k and UH ~7k. Druid has it easier - Recover ~4.5k, MEF ~ 13k (11k is no NP), Restore Life/Heal ~11k are not really used in combat but no harm to mention them too. mDamage - total mDamage you get from your weapons, gear, buffs. Note that there is some gear (chests) that gives '+ magic damage [U]bonus[/U] points' - unlike '+ magic damage points', those only provide static increase to your final damage and are of no use for heals. HPI - Healing Points Increase that you get from your healer gear (D/S can get a bit of HPI from 40 elite) SkillHeal - the value added by the skill itself. [B]HoT Heals:[MagicPower] x (CastTime) x (ReceivedHeals) x [(Wisdom x 0.3 + mDamage) x (IncreasedHealing) + HPI] / ticks + (SkillHeal x Received Heals x IncreasedHealing) [/B] Main differences: mDamage has double value with HoTs; HoTs can't crit; no Wisdom cap, but 24015 cap for regens (a bit over 26k with Juggler's), since ch3 mechanic was often bugged - now you get all the ticks but they start with 1 tick delay. Example how calculations go (random numbers): D/S 9k mDmg, 15k Wis, 12k HPI casts Recover on target with Lunar Halo buff active: burst:[1.00] x 2 x 1.05 x [(4500x0.3 + 9000x0.5) x 1.35 + 12000] + (600 x 1.35 x 1.05) ~ 43k non-crit regen: [1.00] x 2 x 1.05 x [(15000x0.3 + 9000) x 1.35 + 12000] / 7 + (272 x 1.35 x 1.05) ~ 9.5k per tick life link (Life Guide) in this case as all multipliers are the same is 7/3 of Recover ticks ~ 22.5k per tick [B]Crit rate:[/B] general formula calculates crit resistance of target and then depending on your rate determines the %. [B][I]CritResist=(60*lvl + 600) [/I][/B][I]if[/I][B][I] cRate > cResist/2 [/I][/B][I]then[/I][B][I]100 * (cRate - cResist/4) / cRate [/I][/B][I]else[/I][B][I] 100 * cRate / cResist[/I][/B] As we see up to 50% things go linear, above 65% rate gives very diminishing returns. Just to complete the theme to add that bosses have extra crit Resist, skills that add to crit% in fact reduce crit Resist, and that every level of difference additionally puts +/- 3% bonus/penalty to your final score. But as we are speaking about healing - all that is important is healer level (for critResist - 4800 at 70) and his Rate. For example 2400 should give 50%, 3000 - 60%, 3600 - 66%. Ofc those numbers change with every new lvl cap but this helps plan your gear to keep crit above 60%. Though I left RoM for good , hope that re-posting formulas may help new healers who enjoy the game. |
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and that will heal everybody so good... but it just doesn't work, you're paper and nobody gonna treat you seriously, one aoe in kbn and you're dead. Now I'm still paying the price and trying to restat and get a new gear, but still kinda stuck with 16k unbuffed wisdom, and still regretting it
(maybe in tosh days it worked, maybe in new instances some day it might work again, but right now definitely not good idea)
oh and yes use magic food, I'm d/wd and it's better, d/s also I heard much better.
Quoted from "RoMunited;593815"
How much does the amount of crit you need to stay near the 70% cap increase every level? and so long as wisdom*0.3 is less than mdam*0.5 go for the mdam?
unless you've reached decent wis levels then go for mdam I understand, but how much would the extra stamina/defense/health points make in a difference? Would it be enough to have decent survivability and keep heals within a good margin?
trying to re-educate myself raves![]()

Quoted from "sk8rdanman;599276"
Just wondering because an instant self heal with no GCD every 30 seconds seems pretty nice.

Quoted from "Ravesden;599339"
Take ur priest shiz elsewhere!