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Mercenary|Commando PvE End Game Healing Compendium
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03-08-2012, 12:33 AM
(This post was last modified: 03-08-2012 12:37 AM by Nore.)
Post: #91
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RE: Mercenary|Commando PvE End Game Healing Compendium
(03-07-2012 11:29 PM)Ymoh Wrote: I'd say that a 24% chance to not crit at all means 76% that at least one of your spells will crit, which further supports my point of bringing crits into consideration being important.I never said crits are bad or unimportant. What I said is, that optimizing the case in which you crit is the wrong way. A crit generally heals enough, the noncrit is the problem. Improving the 75% where you crit and heal enough anyway is not the way to go IMO, it is the 25% that you need to improve (03-07-2012 11:29 PM)Ymoh Wrote: A non-crit doesn't place surge in the shelf, casting an ability that cannot crit does. There is a huge difference there, and I think this is where your reasoning is faulty. By your reasoning, a "trinket" that triggers a heal for 5000hp every 10 seconds is useless because for 9,99 seconds it does nothing, and if you happen to need to heal in a 5 second window within those 10 secs... you are screwed.I am fully aware that surge is not "not there" just because you don't crit. What you do (to use the trinket analogy), is taking a trinket with 33% proc chance each heal which heals 3k and then assume it gives you a 1k heal every cast. It does not. It can give you 9k over 3 casts and it can give you 0k. If you rely on that trinket, you are screwed in the worst case. Yes, overall, statistically it still gives you 1k over each 3 casts, but that won't help you in that particular case in which you don't heal enough. And not healing enough is the bad thing you want to rule out. (03-07-2012 11:29 PM)Ymoh Wrote: I don't wanna make this any longer. My belief is that your confusing the desireability of reducing how much RNG affects our healing with the overall benefit of RNG-based stats vs. flat increase stats, and sorry, but that is a too blunt approach to conclude with something as gamechanging as a stat priority ranking.No, i'm saying the "overall benefit" is unimportant because it is a statistical average that assumes you do enough casts to factor out RNG. In reality, in time frames that matter (eg. someone is going to die if you don't heal him) you don't cast enough to do that. It is the minimal healing you can provide that you should optimize because you can rely on it. To the mods: If you feel I'm being unreasonable or don't back up my arguments with enough proof, feel free to delete my posts, I'm okay with that. |
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