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Phaelia Speculation: Revitalize and Wild Growth

Published on February 7, 2009 by Phaelia
Analysis, Patches, Spells and Talents
21 Comments

Warning: This article is speculative (and maybe a little preparatory). It assumes that Wild Growth will be affected by Revitalize at the same rate (15% chance per tick) that Rejuvenation is. It is possible that Wild Growth will see a lower percent chance of proccing this effect, though I am excited at the possibility that it won’t.


As of Patch 3.1, the effects of Revitalize (simultaneously renamed from Replenish to avoid confusion with the Replenishment effect) will be able to proc from ticks of our 51-point group heal, Wild Growth. This substantially increases the effectiveness of the ability for a number of reasons:

  • Wild Growth has seven ticks instead of the six of a talented Rejuvenation.
  • These ticks occur every second instead of once every three seconds, making it less likely that they will go toward overheal and yielding a much higher rate of restoration.
  • Wild Growth hits up to five targets at a time instead of one per spell cast.
  • While justifying the use of Rejuvenation can sometimes be difficult, there are many cases where the use of Wild Growth makes sense.

In short, the returns go from looking rather shabby to looking OM-NOM-NOM-delectable. To update the values presented under the Rejuvenation discussion, we’ll look at the effects it can have on just one target, keeping in mind that it has the potential to hit five of assorted shapes and colors. We can use a modified 8.57 casts per target per minute (60/7-second duration) and 1.05 procs per cast (0.15 * 7) to arrive at an approximate average PPM of 9.0, three times that of Rejuvenation:

Mana cost per Wild Growth Cast = 643
Wild Growth Casts per Minute = 60 / 7 = 8.57
Avg. PPM per Target = 8.57 * 1.05 = 9.0
Mana Cost per Target per Minute = (643 * 8.57)/5 = 1102.102*

* Here I’ve divided the total cost by five targets to avoid overstating the mana cost per target.

We can then apply this new PPM value to our previous calculations by individual class:

Avg. Return per Minute DK = 9 * 16 = 144 Runic Power/Minute
Avg. Return per Minute Warrior = 9 * 4 = 36 Rage/Minute
Avg. Return per Minute Rogue = 9 * 8 = 72 Energy/Minute

For mana users, the return is again based on total mana pool, using the higher PPM of 9 instead of 3.

Avg. Return per Minute Paladin = 9 * 0.01 * MANA POOL

Keep in mind that the above returns are on a per mana-using target basis. Assuming you hit a group of well-geared spell casters with it, you could be looking at upwards of 600-700 MP5 for your raid, more than (indirectly) compensating you for the cost of casting the spell.

Summary

With such a potent regenerative tool in their arsenal, Restoration Druids may soon be counted among those players who can contribute significantly to the longevity (or throughput) of their raidmates (alongside Moonkin, Shamans of all flavors and Replenishment-providing Survival Hunters, Shadow Priests, and Retribution Paladins), and with the unique twist of restoring more than just mana. Such a change would go a long way toward accomplishing Blizzard’s stated intention to "offer [Replenishment] to additional classes, as well as make sure that existing sources of Replenishment are more equitable." And if you’re wondering if Blizzard would consider giving such a tool to a healing class, remember that Shamans provide Mana Tide Totem, and Paladins provide Blessing of Wisdom, each of which has the potential to overshadow Revitalize, given the number of targets they can effect and the relative ease with which they are maintained.

It's good to be wanted.

Dear Blizzard,

I promise not to (excessively) lord my Wild Growth over DPSers if you give it the same proc chance per tick as Rejuvenation.

All my love,
Phae

Related Posts

  • Living Seed, Replenish, and Gift of the Earthmother
  • Wild Growth … Grows a Pair *
  • Ghostcrawler: Wild Growth May Receive 6-Second Cooldown
21 Comments
Categories: Analysis, Patches, Spells and Talents

Phaelia Gift of the Nerfmother

Published on February 6, 2009 by Phaelia
Analysis
16 Comments

You may recall this snippet from my previous article, Living Seed, Replenish, and Gift of the Earthmother:

Unlike other talents that affect casting speed, the reductions from spell haste and GotEM are additive; both values are calculated off a 1.5 second global cooldown and are not applied in any particular order. This means it actually scales better than it would otherwise and, contrary to popular belief, does not scale inversely with haste. Nonetheless, plan to drop one or more points out of this talent as your haste increases.

With the release of Patch 3.08, this is no longer the case. Gift of the Earthmother has been changed so that it’s applied the same way other self-hasting talents are, representing a considerable nerf to its effectiveness. As a point of reference, you now need 655 haste rating (19.98%) to reach the same 1.0 sec GCD you could formerly reach with only 505 haste rating, assuming 5/5 Gift of the Earthmother.

We can adapt the formula provided by Zoltair of Korialstrasz (US) via Elitist Jerks to solve for the amount of haste needed to reach a 1.0 sec GCD at different points in GotEM:

Haste from Gear = (1.5 * (1 – GotEM%) / ((1 + WoAT%) * (1 + Aura%) * (1 + CF%))) – 1

You can use the following JavaScript-driven calculator to determine the necessary haste rating to reach a 1.0 second GCD based on the number of points you have invested in Gift of the Earthmother (and how useful your raidmates are):

  Wrath of Air Totem
0

1

2

3
  Swift Retribution Aura or Improved Moonkin Aura
0

1

2

3
  Celestial Focus
   
GotEM   Haste for 1.0 sec GCD
0/5 =  
1/5 =  
2/5 =  
3/5 =  
4/5 =  
5/5 =  

Thanks to readers Zoltiar and Trellan of Ravencrest for the heads up on this change and to Zoltair of Korialstrasz (US) for the math!

Related Posts

  • Living Seed, Replenish, and Gift of the Earthmother
  • Impressions Solicited: Spell Haste
  • Direct Healing in Wrath
16 Comments
Categories: Analysis

Phaelia Living Seed, Replenish, and Gift of the Earthmother

Published on January 5, 2009 by Phaelia
Analysis, Lunar Guidance, Spells and Talents
51 Comments

resto_end_talents Wrath of the Lich King included many changes to the Druid class, including some very positive changes to the Restoration and Balance trees. Talents such as Nature’s Focus and Improved Mark of the Wild were reduced from a cost of 5-points to 3 and 2 points respectively, and fun abilities such as Omen of Clarity, Nature’s Grace, and Nature’s Grasp were made a lot more accessible. In particular, I consider the 14 points in Balance for Genesis, Moonglow, Nature’s Majesty, Nature’s Grace, and Nature’s Splendor to be staples of the healing Druid’s specialization.

In addition to the obvious care and attention that was given to “pruning” our early talent trees, we were given 4 new abilities at the bottom of the Restoration tree to give us something to spend points on leading up to our 51-point talent, Wild Growth. Today, I’d like to take a look at three of these abilities: Living Seed, Revitalize, and Gift of the Earthmother.

Continue reading ‘Living Seed, Replenish, and Gift of the Earthmother’…

Related Posts

  • Speculation: Revitalize and Wild Growth
  • Gift of the Nerfmother
  • Direct Healing in Wrath
51 Comments
Categories: Analysis, Lunar Guidance, Spells and Talents

Phaelia Direct Healing in Wrath

Published on December 15, 2008 by Phaelia
Analysis, Lunar Guidance
103 Comments

If the post title seems familiar, it’s because I already wrote this post once during the WotLK beta, using the then-applicable values for +Healing, coefficients, talents, and Glyphs. A lot has changed since then (for the worse, unfortunately) so we’re due for a second look at the various direct heals in Wrath, their relative efficiency, and relative effectiveness. Today we’re going to look at the following spells:

  • healing_calculation Regrowth without the [Glyph of Regrowth] used as a raid heal and cast on a target without Regrowth
  • Regrowth with the [Glyph of Regrowth] used as a tank heal and cast on a target with Regrowth already
  • Nourish used as a raid heal and cast on a target without Rejuvenation, Regrowth, or Lifebloom
  • Nourish used as a tank heal and cast on a target with Rejuvenation, Regrowth, or Lifebloom
  • Nourish used as a tank heal and cast on a target with Rejuvenation, Regrowth, AND Lifebloom with the 4-piece T7 set bonus
  • Healing Touch
  • Healing Touch with the [Glyph of Healing Touch]

Since our goal is to compare the maximized version of each of these spells, we’re going to assume the following talents have been taken:

  • Regrowth: Improved Regrowth, Empowered Rejuvenation, Moonglow 
  • Nourish: Tranquil Spirit, Moonglow 
  • Healing Touch: Naturalist, Empowered Touch, Tranquil Spirit, Moonglow 

All spells will be assumed to have been cast in Tree of Life form, and all benefit from Gift of Nature and Master Shapeshifter.

Continue reading ‘Direct Healing in Wrath’…

Related Posts

  • Method: Coefficient Testing
  • 2.4 Mana Regen: Valuing +Healing
  • Nordrassil Raiment and Regrowth
103 Comments
Categories: Analysis, Lunar Guidance

Phaelia Spell Power, +Healing, and Coefficients

Published on September 1, 2008 by Phaelia
Analysis, Featured, Lunar Guidance
20 Comments

By now, you’ve almost certainly heard about the change to itemization whereby the +Healing and +Spell Damage stats are being retired for the less specialized Spell Power stat. What, exactly does this mean, though, and what can you expect at the release of Patch 3.0?

Converting +Healing to Spell Power

Balance Druids should see a direct translation of their spell damage into spell power at a 1:1 ratio. (This doesn’t account for the loss of spell power due to the reduction being made to Lunar Guidance, however.) Restoration Druids – or anyone wearing their healing kit – can expect to see their +Healing converted to Spell Power in the following manner:

Spell Power = +Healing * 0.532

In other words, players can expect to see a 46.8% reduction in their +Healing when converting to Spell Power. Note that this change will not affect your effective healing as spell coefficients are being adjusted to account for this reduction (more on this below). 0.532 was derived by comparing the ten staves with the highest +Healing values available in TBC:

  +Healing
Before
Spell Power After +Damage Before Conversion Ratio Spell Damage Gain
[Nightstaff of the Everliving] 348 185 116 0.532 59%
[Rod of the Blazing Light] 348 185 116 0.532 59%
[Exodar Life-Staff] 364 194 122 0.533 59%
[Crystalheart Pulse-Staff] 382 204 128 0.534 59%
[Staff of Dark Mending] 407 216 136 0.531 59%
[Ethereum Life-Staff] 415 221 138 0.533 60%
[Staff of Immaculate Recovery] 443 236 148 0.533 59%
[Apostle of Argus] 486 259 162 0.533 60%
[Crystal Spire of Karabor] 486 259 162 0.533 60%
[Golden Staff of the Sin'dorei] 550 293 183 0.533 60%
Average       0.532 60%

At the same time, you can expect to see your Bonus Spell Damage (in the form of spell power) increased by approximately 60%. This increase in fire power – or Arcane/Nature power, as the case may be – should make leveling in your Resto-kit a lot more viable than it would have been otherwise.

Adjusting Coefficients

While it was Blizzard’s intention to streamline spellcaster gear by having DPS and Healer casters use the same items, it wasn’t their intention to nerf the effectiveness of our spells. Therefore, the +Healing coefficients for Healing spells pre-WotLK will be increased to compensate for the reduction of +Healing. In order to keep the effective amount healed for a given spell the same, we’d expect the original coefficients to be multiplied by 1/0.532 or 1.88. To verify this, I returned to Outlands on the Beta server (no small feat for someone bound in Borean Tundra) and did some coefficient testing for the HoT portion of Rejuvenation and Regrowth. In both cases, using the same gear and same level of +Healing, each spell ticked for the same amount on beta and live (there was a very small difference in a few HoT ticks, but that is no doubt due to rounding issues).

Note: At some point, I hope to publish some revised spell power coefficients for Wrath, but haven’t had the time to perform data collection, yet.

Talent Implications

In Wrath of the Lich King, the Spell Power afforded by Lunar Guidance will be reduced from 25% to 12%. This is a reduction of 52% which is, not coincidentally, about the same percent reduction being applied to +Healing. I believe this talent was reduced in effectiveness to avoid making it too desirable to Healers (as it otherwise would have afforded more than twice the benefit that it did in TBC). This had the unfortunate side effect of harming Balance Druids in the process, however. I suspect that the relocation of both Nature’s Grace and Moonglow to much higher in the Balance tree was similarly meant to discourage Restoration Druid’s from dipping so deeply into Balance. Blizzard probably didn’t want to repeat the perceived mistake of making a hybrid build like the Dreamstate healer even close to as viable as a deeply Restoration-specced Druid.

At first glance, it might appear that the effectiveness of Empowered Touch is being doubled from its previous value of 20% to its post-Wrath value of 40%:

Empowered Touch (Before) Rank 2
Your Healing Touch spell gains an additional 20% of your bonus healing effects.
 
   

Empowered Touch (After) Rank 2
Your Healing Touch spell gains an additional 40% of your bonus healing effects.
 
   

However, the wording of the bonus afforded by Empowered Touch is significant. Note that its description reads, “gains an additional X% of your bonus healing effects.” This means that the bonus is applied additively (X + 0.2). This is in comparison to the bonus from Empowered Rejuvenation whose description reads, “The bonus healing effects of your healing over time spells is increased by 20%.” From its description, we can tell that Empowered Rejuvenation’s bonus is applied multiplicatively (X * 1.2) and will, therefore, automatically scale with the conversion to spell power. With the change to spell power cutting +Healing almost in half, the HT spell power coefficient had to be increased to compensate. The increase to 0.4 is actually a slight buff over the value of 0.38 that would have been necessary for Empowered Touch to maintain its effectiveness.

Related Posts

  • ToL Aura Change Buffs Some Spells, Nerfs Others
  • Direct Healing in Wrath
  • Mystery No More: +Healing Explained
20 Comments
Categories: Analysis, Featured, Lunar Guidance
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Recent Comments

The Sprout(ed) Seed (87)

tkc
15 short years till he wants to borrow the car! Cheers!

Phaelia
As much as I loved writing Resto4Life and am enjoying playing again (even if in a very limited capacity), I don’t have the time to devote to blogging anymore. Instead, I’ve been learning2play from Keeva at TreeBarkJacket.com and Lissanna at Restokin.com. :-) I am excited that BRK is back, though!

tkc
Soooo, with BRK back in action, I’m wondering if Phae will get recruited too.

Jezi
CONGRATS on such a cute little one! <3 Jezi .-= Jezi´s last blog ..VIGIL =-.
The Belkin Nostromo N52 TE (73)

Marc
Hi, Too bad this blog is no longer maimtained. Thanks for you post though. I wanted to address the issue of lefties. I am on, and use the N52TE. I use a trackball with my right hand and the n52TE with my left, no problems.

Costo
I didn’t read the pages upon pages of comments so I don’t know if these issues have already been hit, but I can think of two things as a boomkin/tank druid that have helped immensely with my nostromo. First off, turn off the diagonals on the D-pad. Wow kindof accounts for these innately by combining vert/horizontal key presses. Having the nostromo keyed to do this is redundant and screws up movement. The second is key spam macro’s. I have my nostromo 6 buttom set to...
Andrige’s Shapeshift Skins (72)

Asher
Sweet thanks for sharing! And i thought I was the only one disappointed in WoW’s art and character customization! Let’s hope Cataclysm has more in the works of real visual art like this instead of middle school quality graphic farts!
Direct Healing in Wrath (103)

Phaelia
@Otta: This article is out of date and no longer relevant. I understand Nourish is now the preferred choice over Regrowth, though you should keep a RG on your tank for its HoT component. As the methods for finding this information are explained, someone should be able to apply them along with the new values to create an updated comparison. I, however, am not that person. :-)

Otta
Ok, just found this post, and it’s long and interesting, quick dumb question tho, the numbers for nourish with hots, is that the healing both by the nourish alone or also the hots that are running? I used to use regrowth and now use nourish, debate is whether to switch back. I also am specced into tranquil spirit – am guessing thats weird comapred to this info!
Resto4Life Closing Its Doors (260)

Bruce
:( /cry I love you, ty for everything.
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