Since all three values are so interwoven, to determine which is better must be figured out on a case by case basis. If you have a skill that heals for 100, the base heal and heal scaling are probably both low, and healing modifiers benefit you less. So if you have a skill that would heal you for 20,000, it means it probably has both a high base and a high heal scaling, and because of the high amplitude, healing modifiers benefit you more as well. The larger the amplitude is, the more heal scaling and base heal will be present in the skill since their values are pretty much interwoven. In another scenario, if you have a base heal of 2000 and a heal scaling of 0, and then you add a 10% modifier, you would need an infinite amount of healing power to overtake the modifier. In other words, the higher the amplitude of healing, the more powerful healing modifiers become. A 10% modifier in this case would heal you for an additional 1000 and again you would need an extra 100 healing power in order for the % modifier to lose out to healing power. If the heal scaling was 10.0, then with 1000 healing power you will heal for 10,000. If you are to use a 10%modifier, this means that you need an equivalent of 100 healing power in order for healing power to win out over the modifier. So if you have an ability that has a base of 0 and a heal scaling of 2.0, and you have 1000 healing power, the heal will heal for 2000. Conversely, the lower the amplitude the more healing power wins out over healing modifiers. The higher this healing amplitude in general means healing mods gain more value. You can boil it down into one single value which is healing amplitude. The equation that governs it is interwoven, so in order to determine whether healing power is better or worse than healing modifiers is concluded on a case by case basis. Healing in general is based on the coefficient and the base healing. If you are running something group support then the following applies to you: If you are running a selfish tank build, healing modifiers aren’t useful for you because they don’t effect your own personal healing. I'm missing something? Can I ditch entirely healing power for this class while theorycrafting? So, based on that, seems that healing power is pretty much a useless stat for tanky Revs? The base values of those traits seems fair, and diverting so many atribute points on helaing power doesn't show much impact, at least on paper. So going from 0 to 1556 healing power increases that synergy in less than 1/4 or 102 healing points x second.Īlso out of the box Elevated Compassion goes from 389 healing x boon (but with an internal cooldown of 3 seconds, and I don't known if that includes us) to 661 healing x boon with 1556 healing power (+69,9%), but this trait seems weaker based on those icd limits. A Revenant in full ascended cleric gear and rune of the Flock (+1556 total healing power) increases the Vengeful Hammers basic healing from 53 to 59 x second (+11,3%), and the Steadfast Rejuvenation from 67 to 83 x energy unit x second (+23,8%) for a total of (6x83 + 59) = 557 x second (+22,4%). So with 0 healing power a Rev using Vengeful Hammers + SR heals (6圆7 + 53) = 455 x second.
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