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[ARCHIVE] 1.1.5 Sith Sorcerer Healing Compendium
03-09-2012, 08:34 PM (This post was last modified: 03-09-2012 09:22 PM by Arulan.)
RE: Sith Sorcerer Healing Compendium
(03-09-2012 03:04 PM)Petrus Wrote: http://www.youtube.com/watch?v=Vi2I2Qd5n1E
The first thing I will compare will be between the Rakata Power and Surge/Crit Relics. I will be comparing it twice, with my stats (they've changed slightly since I last updated my spreadsheet but that isn't important for this comparison) and yours. This is assuming raid buffs, stim, and a power adrenal (495). As for the calculation with Dark Infusion, I ignored the Marauder and Merc buff, as well as the 8% self-healing buff from talents, as these would cancel themselves with the comparison anyways. The 2% healing from talents however is included. These calculations are done via my spreadsheet, and as for the RNG Min/Max healing values, I used the average of the two coefficients for calculations. Again, this is going by your logic of just trying to see which path can reach the highest heal. (The stats below show base stats + stim, it does not include the Power adrenal, however I did include it in the calculations)
Force Power 1217
Dark Infusion (Power Relic): 6875.3
Dark Infusion (Crit/Surge Relic): 6730
Force Power 1224
Dark Infusion (Power Relic): 7003
Dark Infusion (Crit/Surge Relic): 6657
Honestly I shouldn't have to do these calculations, simply, with the amount of Crit and Surge you have on your gear already, the diminishing returns of both of those stats is already hitting fairly hard. Adding more Crit and Surge via the Relic is not going to give you more output compared to the Power Relic. As you can see, with my own stats, because I have lower Crit/Surge the difference between the two isn't as large.
Now that I've cleared that up, I think there are a few errors in your reasoning. Let me start by saying, what type of target is this meant to be used on? I would assume this answer is the tank. Everyone else in the raid does not usually have to be brought up to full health, and even if they do, it's not a race to top him off as quick as possible. It's certainly not worth blowing ALL of your CDs to do so. With this said, I think it's fairly safe to remove the 8% self-healing out of the equation.
Before I go further, let me ask another question. Is said target (hopefully the tank) dropping to very low HP by predictable damage, or unpredictable damage? If it is predictable damage, these calculations hold very little meaning because it doesn't matter how much you can hit a large heal for. Typically in predictable damage situations, multiple healers will be chain-healing the tank. This is due to the fact that you won't have sufficient time to respond if you wait to see the damage. This then causes that a lot of your heals while being chain-casted might overheal a lot. One of the ways I organize my guild's heals for situations like this (ie Foreman Crusher) is that I have a certain number of them chain-casting, and another number of them are reactive. This eliminates excessive overlapping, separates the various cast times, etc. Back to the point, being able to cast a heal for the highest possible amount does not mean much in these situations, reducing your cast time via Alacrity for example does.
Now I'll begin with unpredictable damage. (ie your tank suddenly gets crit or brought down low, but this is not part of a mechanic or a timed event which we could foresee at the beginning of the fight) In this case everyone is put into a reactive situation and our objective is to heal said target back to relatively full health. This is the type of situation where what you're arguing matters. I'll start with the Marauder 15% healing buff. How can you guarantee this buff will be active when said target takes unpredictable damage? I suppose you could argue that you're always in the same group as a Marauder, and when said unpredictable damage occurs you could call it out and he would activate. A few things to mention: Are you really in a group with a Marauder always? I believe most guilds keep their Marauders in groups with other DPS, and although I haven't thought too much about this or done calculations I believe it is best used for DPS rather than healers for the benefit of the raid. Secondly, given said Marauder can flawlessly activate it immediately, it is very likely you're only going to get one use in a fight. I'll briefly make the same point regarding the Merc buff, although in this case the likelihood of it being active is much higher. One thing to consider is that it could have just fallen off, and given the situation, it might not be worth it for the Merc to use Kolto Bomb if the goal is to take said target's health to full as fast as possible.
The other argument I wanted to make is in your use of ALL of your CDs at once. Why use all of them at once just to make one heal be as high as it can go? There will definitely be more than just one, or even two situations in a boss fight where the tank will be brought down low and you have to bring him back up. If you use all of your CDs at once they won't be up for the other occasions. Occasionally I could see combining your +Crit % on next direct heal CD and a Power CD together, but there is absolutely no need for all of them.
Finally a comparison between Static Barrier, Innervate, and Dark Infusion (Using averages, which is honestly what needs to be used. However I did include a comparison with Crit/Surge and Recklessness, which should make the average be closer to the crit value.)
Using Petrus' stats:
(Base stats + stim, including 2% healing from talents)
Static Barrier: 2554.9 HPCT
Dark Infusion: 1833.6 HPCT
Innervate: 1848.1 HPCT
(Base stats + stim, 2% from talents, and Power Trinket)
Static Barrier: 2742.5 HPCT
Dark Infusion: 1968.5 HPCT
Innervate: 1984.0 HPCT
(Base stats + stim, 2% from talents, Power Trinket, and Recklessness)
Static Barrier: 2742.5 HPCT
Dark Infusion: 2674.6 HPCT
Innervate: 2695.6 HPCT
(Base stats + stim, 2% from talents, Surge/Crit Trinket)
Static Barrier: 2554.9 HPCT
Dark Infusion: 1915.5 HPCT
Innervate: 1930.6 HPCT
(Base stats + stim, 2% from talents, Surge/Crit Trinket + Recklessness)
Static Barrier: 2554.9 HPCT
Dark Infusion: 2595.0 HPCT
Innervate: 2615.5 HPCT
(Base stats + stim, 2% from talents, Surge/Crit Trinket, Recklessness, and Power Adrenal)
Static Barrier: 2799.3 HPCT
Dark Infusion: 2843.7 HPCT
Innervate: 2865.9 HPCT
Again, this is not taking into account the Merc or Marauder buff which you may or may not have. I could perhaps see a reasoning with including the Merc buff into the calculations, but the Marauder buff, especially with unpredictable damage I believe should not be counted, especially with the other reasons I mentioned earlier. That all said, yes you can make both Innervate and Dark Infusion produce higher HPCT with several CDs being used. In all honestly these calculations don't hold much meaning in real situations, for example, given the same target (possibly tank) is at low health:
(Target isn't in immediate threat of taking more damage)
In this case, you probably won't use Static Barrier because there isn't anymore incoming damage. In this specific case the target probably is not a tank however. Depending on the situation of the rest of the raid, you might heal him efficiently with an Innervate with force-bending, or if time was in issue (meaning you have to heal other targets soon) you could simply use an Innervate without force-bending, etc.
(Target might take some moderate damage)
In this case, which could be a tank. After the target has taken the big hit, said target is still in danger of taking some moderate damage.
A. (You feel the target might die before you can heal him)
In this case, it's fairly clear, Static Barrier.
B. (You feel you have enough time to land a heal before the damage)
This situation has several possibilities of choices. If you have force-bending up using either Innervate or 2x Dark Infusion (until this gets fixed) is a good idea. The possibilities, situations, and different spell orders for this type of situation are quite numerous and depend on several more variables. For example, in a raid you're not going to be alone healing the tank, or even other targets. You have to take into account what your other healers are doing as well, what spells they are using, etc. If multiple healers are healing the tank and you realize he is about to be topped off, and damage is still incoming, a Static Barrier is a very good choice.
(Target is about to take considerable amount of damage shortly)
In this case, of course it depends on when shortly is. If it's too soon to have time to cast anything, Static Barrier. If you have some amount of time, you could cast a heal such as Dark Infusion or Innervate with a Static Barrier immediately following it. This increases the targets effective health by a considerable amount faster within a time span in which you don't have time to cast two consecutive heals. (if force-bending is up, 2x Dark Infusion would be an exemption)
I'll end by saying that with healing everything is relative. Everything depends on the situation. Static Barrier is a great spell, and just judging from what you said in an earlier post about being somewhat anti-spamming shield, etc. I believe shield has several amazing uses and I believe should be used a little more frequently than how you described you using it. However, you do have a great point about a lot of people viewing the spell as THE spell to use in any situation, that it is not.
I also just realized how long this post is, lol. I hope everyone finds this information useful.
Seer | Corruption Spreadsheet
|Messages In This Thread|
RE: Sith Sorcerer Healing Compendium - Arulan - 03-09-2012 08:34 PM
RE: [Archive] 1.1.5 Sith Sorcerer Healing Compendium - Kaedis - 04-13-2012, 05:31 AM