Heal/Crit calculations.
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Re: Heal/Crit calculations.
So I made some research myself. Here is what I found out.
First, I’ll refer to Willpower+Healing power as whp, chance to critically heal as crit, hps – healing per second that calculates as whp/20. Feel free to roast my calculations =)
TLDR – You can calculate what is better for any particular healing spell, healing crit or whp. 400 base healing equivalent for 1 HPS multiplier, in that case 1% crit will give you just as much as 9 willpower.
If spell has 800 base healing and HPS multiplier of 3, its more beneficial to stack whp.
If spell has 1200 base healing and HPS multiplier of 1, its FAR more beneficial to stack crit.
I made some calculations trying to figure out what is the “balance” of base healing and hps multiplier in spell, where stacking crit and willpower will give you same numbers. I used next formula to see, what numbers I will have with certain amount of crit and hps:
Average healing value = (base healing + healing multiplier * hps)+0,45 * crit value/100 * (base healing + healing multiplier * hps), where
base healing – ability base healing without adding whp from items
healing multiplier – How much actual heal you get from 1 hps, differs with every spell in the game.
0,45 – because crit is roughly 145% of basic value
Lets see how much you will heal with healing ability, that have 100 base heal, 1 hps multiplier while having 100 whp and 10% healing crit: (100 + 1 * 100/5) + 0.45 * 10/100 * (100 + 1 * 100/5) = 125.4
For same ability with 0 whp and 10% crit we have average healing value 104,5.
Same ability, 100 whp, 0 crit we have average healing value of 120
As you can see, stacking whp for that ability is far more beneficial. Now lets talk about how stats are really “worth”. How much crit you can gain for giving up a single willpower.
Those values are different from tactics to items and talismans, but generally it seems that game consider 1 crit to be worth 9 willpower and 1 willpower to be worth 1.5 heling power. You can see that in legendary talisman, it provides ether 4% healing crit, 36 willpower or 54 healing power which fits to 1 / 9 / 13.5. Its different with AM tactics, you can have 10% healing crit per tactic slot from Master of Tranquility or 160 willpower from Discipline. So 1 crit here = 16 willpower, which makes healing crit EXPENCIVE here! The picture is different with renown points, but I leave it for you to calculate values in that case. From now on, I will consider 1% crit to be worth 9 willpower.
That being said, I found that operating with Average healing value doesn’t give me what I want. So I switched to Crit adding value and Whp adding value. Adding value means how much average healing I get from 1% crit in case Crit adding value or from 9 willpower from Whp adding value. You calculate those with next formulas:
Crit adding value: 0,45* crit value /100 * base healing,
Whp adding value: healing multiplier * hps.
You can see, that crit adding value not being affected by healing multiplier, Whp adding value not affected by base healing. It give us clue, how can we bound both values for finding that “balance” of base healing and hps multiplier in spell. Considering 1crit=9willpower, base healing 400 and healing multiplier 1 we can calculate:
Crit adding value: 0.45* 1/100 * 400 = 1.8
Whp adding value: 1 * 9/5 = 1.8
With those calculations I can say, that if ability has healing multiplier of 1 and 400 base healing, there will be no difference in stacking willpower or healing crit (IF cost of 1 healing crit = 9 willpower). You should also consider, that more points in skill tree grants higher base healing in ability, which increases crit adding value.
That being said, I calculated what is better to stack while playing AM:
Blessing of Isha: healing multiplier = 3, base healing = 900, Crit adding value = 4,05, Whp adding value = 5.4.
Lambent Aura: healing multiplier = 4.5, base healing total = 1700, Crit adding value = 7.65, Whp adding value = 8.1.
Energy of Vaul: healing multiplier = 0, base healing = 1200, Crit adding value = 5.4, Whp adding value = 0.
Funnel Essence: healing multiplier = 4, base healing total = 1800, Crit adding value = 8.1, Whp adding value = 7.2.
Boon of Hysh: healing multiplier = 3, base healing = 1260, Crit adding value = 5.67, Whp adding value = 5.4.
40% or more total healing from my AM playstyle comes from LAura and a lot from EoV. So even with expensive healcrit from tactic, you should grab it. Devs should consider to add healing multiplier to EoV and reduce base healing I think.
You should make calculations for your class and consider adding values, then pick accordingly. You should also consider picking Healing power over willpower, if your abilities benefit from whp more, because it costs less and brings same numbers just as willpower.
I hope I helped you, thanks to Omegus for inspiring me to that godly work =). Have fun healing!
First, I’ll refer to Willpower+Healing power as whp, chance to critically heal as crit, hps – healing per second that calculates as whp/20. Feel free to roast my calculations =)
TLDR – You can calculate what is better for any particular healing spell, healing crit or whp. 400 base healing equivalent for 1 HPS multiplier, in that case 1% crit will give you just as much as 9 willpower.
If spell has 800 base healing and HPS multiplier of 3, its more beneficial to stack whp.
If spell has 1200 base healing and HPS multiplier of 1, its FAR more beneficial to stack crit.
I made some calculations trying to figure out what is the “balance” of base healing and hps multiplier in spell, where stacking crit and willpower will give you same numbers. I used next formula to see, what numbers I will have with certain amount of crit and hps:
Average healing value = (base healing + healing multiplier * hps)+0,45 * crit value/100 * (base healing + healing multiplier * hps), where
base healing – ability base healing without adding whp from items
healing multiplier – How much actual heal you get from 1 hps, differs with every spell in the game.
0,45 – because crit is roughly 145% of basic value
Lets see how much you will heal with healing ability, that have 100 base heal, 1 hps multiplier while having 100 whp and 10% healing crit: (100 + 1 * 100/5) + 0.45 * 10/100 * (100 + 1 * 100/5) = 125.4
For same ability with 0 whp and 10% crit we have average healing value 104,5.
Same ability, 100 whp, 0 crit we have average healing value of 120
As you can see, stacking whp for that ability is far more beneficial. Now lets talk about how stats are really “worth”. How much crit you can gain for giving up a single willpower.
Those values are different from tactics to items and talismans, but generally it seems that game consider 1 crit to be worth 9 willpower and 1 willpower to be worth 1.5 heling power. You can see that in legendary talisman, it provides ether 4% healing crit, 36 willpower or 54 healing power which fits to 1 / 9 / 13.5. Its different with AM tactics, you can have 10% healing crit per tactic slot from Master of Tranquility or 160 willpower from Discipline. So 1 crit here = 16 willpower, which makes healing crit EXPENCIVE here! The picture is different with renown points, but I leave it for you to calculate values in that case. From now on, I will consider 1% crit to be worth 9 willpower.
That being said, I found that operating with Average healing value doesn’t give me what I want. So I switched to Crit adding value and Whp adding value. Adding value means how much average healing I get from 1% crit in case Crit adding value or from 9 willpower from Whp adding value. You calculate those with next formulas:
Crit adding value: 0,45* crit value /100 * base healing,
Whp adding value: healing multiplier * hps.
You can see, that crit adding value not being affected by healing multiplier, Whp adding value not affected by base healing. It give us clue, how can we bound both values for finding that “balance” of base healing and hps multiplier in spell. Considering 1crit=9willpower, base healing 400 and healing multiplier 1 we can calculate:
Crit adding value: 0.45* 1/100 * 400 = 1.8
Whp adding value: 1 * 9/5 = 1.8
With those calculations I can say, that if ability has healing multiplier of 1 and 400 base healing, there will be no difference in stacking willpower or healing crit (IF cost of 1 healing crit = 9 willpower). You should also consider, that more points in skill tree grants higher base healing in ability, which increases crit adding value.
That being said, I calculated what is better to stack while playing AM:
Blessing of Isha: healing multiplier = 3, base healing = 900, Crit adding value = 4,05, Whp adding value = 5.4.
Lambent Aura: healing multiplier = 4.5, base healing total = 1700, Crit adding value = 7.65, Whp adding value = 8.1.
Energy of Vaul: healing multiplier = 0, base healing = 1200, Crit adding value = 5.4, Whp adding value = 0.
Funnel Essence: healing multiplier = 4, base healing total = 1800, Crit adding value = 8.1, Whp adding value = 7.2.
Boon of Hysh: healing multiplier = 3, base healing = 1260, Crit adding value = 5.67, Whp adding value = 5.4.
40% or more total healing from my AM playstyle comes from LAura and a lot from EoV. So even with expensive healcrit from tactic, you should grab it. Devs should consider to add healing multiplier to EoV and reduce base healing I think.
You should make calculations for your class and consider adding values, then pick accordingly. You should also consider picking Healing power over willpower, if your abilities benefit from whp more, because it costs less and brings same numbers just as willpower.
I hope I helped you, thanks to Omegus for inspiring me to that godly work =). Have fun healing!
Last edited by Xameleon on Sun May 07, 2023 1:11 pm, edited 1 time in total.
Re: Heal/Crit calculations.
Every ability has a multiplier. Originally it was just its cast time. So the 160 "hps" (heal per second) would count 2x for a 2 second cast and 1x for a 1 second cast.
But since cast times changed and skills got reworked (even during live) that changed to values that are kinda close to cast time. Instants and HoTs are another topic...
The easiest way to guess the multiplier is use the cast time, and 1 for instants. The easiest way to test it is to use the ability in-game with and without the WP tactic. 160 WP => 32 hps. So if the heal now heals for 64 more it has a multiplier of 64/32 = 2 (only count non-crits).
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Re: Heal/Crit calculations.
Yeah, 99% sure, just did a fresh test with no crit (from gear or renown)Omegus wrote: Sun May 07, 2023 12:01 pmI left it off as I've heard people say it's 5%, and others say it's 10%. Is it definitely 10%?BluIzLucky wrote: Sun May 07, 2023 10:38 am Cool charts Omegus, base crit should be 10% though as you get that for free![]()
Look at Crit and Count, as Count goes up Crit goes to 10%:

And FYI to Scott, I know you got my point and I would agree WP is probably better for WP (*if no crit proc tactic is used, **and you want more heal power), but there's a bit of confirmation the Master Rune of Adamant doing 32% of total healing (though, just from a single SC, my normal range is about 20%), means willpower scaling of total healing for RP would have a 0.68 modifier (in this case) while crit gets a 1.25.
Does Martyr's Blessing scale with WP? if not, roughly how much of total healing is it?
Xameleon wrote: Sun May 07, 2023 12:40 pm ...
First, I’ll refer to Willpower+Healing power as whp, chance to critically heal as crit, hps – healing per second that calculates as whp/20. Feel free to roast my
40% or more total healing from my AM playstyle comes from LAura and a lot from EoV. So even with expensive healcrit from tactic, you should grab it.
Yup, good numbers, can confirm
Devs should consider to add healing multiplier to EoV and reduce base healing I think.
They should reduce base healing and increase damage scaling from int or number of targets hit to 9 (go hybrids go), if anything, no point making it just another heal with weird targetting requirement
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Re: Heal/Crit calculations.
Yep that's definitely converging on 10% and not 5%. Thank youBluIzLucky wrote: Sun May 07, 2023 1:54 pm Look at Crit and Count, as Count goes up Crit goes to 10%:

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Re: Heal/Crit calculations.
So if that's the case, wouldn't TOTD be It's cast time + the remainder of whatever is left of the GCD? So it'd be more like 1.15-1.5 seconds.Kalell wrote: Sun May 07, 2023 12:43 pmEvery ability has a multiplier. Originally it was just its cast time. So the 160 "hps" (heal per second) would count 2x for a 2 second cast and 1x for a 1 second cast.
But since cast times changed and skills got reworked (even during live) that changed to values that are kinda close to cast time. Instants and HoTs are another topic...
The easiest way to guess the multiplier is use the cast time, and 1 for instants. The easiest way to test it is to use the ability in-game with and without the WP tactic. 160 WP => 32 hps. So if the heal now heals for 64 more it has a multiplier of 64/32 = 2 (only count non-crits).
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Re: Heal/Crit calculations.
Yes it does. 252 healing per sec at 293 willpower and 352 per sec at 793 willpower.BluIzLucky wrote: Sun May 07, 2023 1:54 pm Does Martyr's Blessing scale with WP? if not, roughly how much of total healing is it?
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Re: Heal/Crit calculations.
Typically single-target direct healing/damage use the GCD (1.5 seconds) or cast time as a multiplier, whichever was higher. This is lowered for AOE direct damage/healing, lowered for single-target DoTs/HoTs, and significantly lowered for AOE HoTs/DoTs. And on top of that, some abilities have different multipliers just for balance reasons.Scottx125 wrote: Sun May 07, 2023 6:44 pmSo if that's the case, wouldn't TOTD be It's cast time + the remainder of whatever is left of the GCD? So it'd be more like 1.15-1.5 seconds.Kalell wrote: Sun May 07, 2023 12:43 pmEvery ability has a multiplier. Originally it was just its cast time. So the 160 "hps" (heal per second) would count 2x for a 2 second cast and 1x for a 1 second cast.
But since cast times changed and skills got reworked (even during live) that changed to values that are kinda close to cast time. Instants and HoTs are another topic...
The easiest way to guess the multiplier is use the cast time, and 1 for instants. The easiest way to test it is to use the ability in-game with and without the WP tactic. 160 WP => 32 hps. So if the heal now heals for 64 more it has a multiplier of 64/32 = 2 (only count non-crits).
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Re: Heal/Crit calculations.
So it'd be at the lower end of the GCD cooldown speed then? I think it's more like 1.33s as when it's done casting there's still 1/3 of the cooldown remaining.Omegus wrote: Sun May 07, 2023 7:01 pmTypically single-target direct healing/damage use the GCD (1.5 seconds) or cast time as a multiplier, whichever was higher. This is lowered for AOE direct damage/healing, lowered for single-target DoTs/HoTs, and significantly lowered for AOE HoTs/DoTs. And on top of that, some abilities have different multipliers just for balance reasons.Scottx125 wrote: Sun May 07, 2023 6:44 pmSo if that's the case, wouldn't TOTD be It's cast time + the remainder of whatever is left of the GCD? So it'd be more like 1.15-1.5 seconds.Kalell wrote: Sun May 07, 2023 12:43 pm
Every ability has a multiplier. Originally it was just its cast time. So the 160 "hps" (heal per second) would count 2x for a 2 second cast and 1x for a 1 second cast.
But since cast times changed and skills got reworked (even during live) that changed to values that are kinda close to cast time. Instants and HoTs are another topic...
The easiest way to guess the multiplier is use the cast time, and 1 for instants. The easiest way to test it is to use the ability in-game with and without the WP tactic. 160 WP => 32 hps. So if the heal now heals for 64 more it has a multiplier of 64/32 = 2 (only count non-crits).
Spoiler:
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Re: Heal/Crit calculations.
It's explictly set per ability, but the general rules are what I just said. The reason 1.5 is used for short-cast and insta-cast abilities is because if you have an ability that is limited by the GCD then the amount of "ability time" that ability uses is 1.5 seconds. As the healing and damage bonuses are represented in terms of HPS or DPS, you convert that from per-second to per-GCD by multiplying it by 1.5 as the GCD is 1.5 seconds.Scottx125 wrote: Sun May 07, 2023 7:04 pmSo it'd be at the lower end of the GCD cooldown speed then? I think it's more like 1.33s as when it's done casting there's still 1/3 of the cooldown remaining.Omegus wrote: Sun May 07, 2023 7:01 pmTypically single-target direct healing/damage use the GCD (1.5 seconds) or cast time as a multiplier, whichever was higher. This is lowered for AOE direct damage/healing, lowered for single-target DoTs/HoTs, and significantly lowered for AOE HoTs/DoTs. And on top of that, some abilities have different multipliers just for balance reasons.Scottx125 wrote: Sun May 07, 2023 6:44 pm
So if that's the case, wouldn't TOTD be It's cast time + the remainder of whatever is left of the GCD? So it'd be more like 1.15-1.5 seconds.
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