Re: Heal/Crit calculations.
Posted: Sun May 07, 2023 10:59 pm
There is no "HPS" stat in the game.
What's being referred to here is "Healing Bonus", which you can see on your character sheet.
https://cdn.discordapp.com/attachments/ ... /image.png
Your Willpower and Healing Power are added together then divided by 5 and this creates your "Healing Bonus".
Every ability has it's own scaling factor for this "healing bonus", often referred to as PSM (Primary Stat Multiplier) and historically, it was very often based on cast time. Instant abilities would use 1.5x your Healing Bonus (probably due to intended 1.5s gcd), a 2s cast would use 2x, so on and so forth. On RoR, that's not necessarily true anymore as a lot of PSMs were changed, and quite a few get changed without even going in the patch notes.
A heals value is: Ability Base + Mastery Level + PSM bonus
Zomega touched on this but every ability has a base value, then a mastery level (25 base at level 40 in addition to how many points you have in the relevant tree, or simply Mastery Level 40 if it's a core ability), and then your character's scaling.
Examples of Mastery Level:
https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png
On the subject of "Healing Bonus" vs Critical Chance: It's quite easy to calculate. If you have 170 Healing Bonus and you add another 30? How much more healing are you doing represented by %? You have to test on an ability by ability basis as the result will be different.
How do you test for average output increase for crit chance? You compare your average output if you deal a crit vs output if non-crit then assign percentages. You can then do that with different crit values and compare the differences to see how your output changes on average. Sound complicated? It's a lot of math to do, I recommend making a spreadsheet for it.
https://cdn.discordapp.com/attachments/ ... /image.png
What is the general consensus for RoR?
First off, any critical hit without additional modifier will deal 135% to 155% at random, so we average at 145%. That's your critical effect, Critical Damage Multiplier, term it as you will. Through our last testing, we have determined that healers have a base 10% chance to critically heal. This makes sense as heals do not interact with the initiative stat so some bonus is needed, otherwise a low level healer would never achieve a critical.
Heal crit in many cases is what people stack on most healers because you can get enough of it that it becomes a reliable output stat, especially if stacking hots because your chance of at least 1 of the outputs achieving critical is much higher. We use the Binomial equation to track this, which tells us "The probability of exactly x successes on n repeated trials in an experiment which has two possible outcomes." The 2 outcomes being you either crit or you don't.
https://stattrek.com/online-calculator/binomial < There's a calculator that I like.
If you are in a group, healing 6 people, all taking equal damage, crit can be quite good because your chance of achieving crit on at least 1 target is quite high, using my zealot as an example:
https://cdn.discordapp.com/attachments/ ... /image.png
95% chance to critical at least 1 target and a 77% chance to crit at least 2 targets at random? Seems good.
You can then apply this to heals that are hitting 12+ people, 24 people, etc.
Crit is also valuable for other reasons, Zealots and Rune Priests increase the healing a target receives when they achieve crit with direct heal, Disciples of Khaine and Warrior Priests gain a self-shield. Any healer with Restorative Burst gets AP back.
The Zealot/Runepriest increased healing is 25%, which is an incredible amount of free healing. For example, My Zealot's Elixir of Dark Blessings value is 1477. With Discipline (a 160 willpower increase) it's 1573. That's a 6.5% increase. We can then determine that to achieve 25% increased healing from stats on that ability, I need 615 willpower. Therefore, stacking a healthy amount of crit and giving every person who heals that target a vast bonus that's difficult to achieve with stats is simply better than stacking more Healing Bonus. *Note that this isn't perfectly accurate as the game's tooltips do not include any Power stat, in this case Healing Power, so your raw numbers will be bigger than your tooltips.
All this to say, I don't have the exact answer for what's better, I might make a spreadsheet one day, but I hoped this helped some of you understand the topic better and dispel some of the myths in this thread.
What's being referred to here is "Healing Bonus", which you can see on your character sheet.
https://cdn.discordapp.com/attachments/ ... /image.png
Your Willpower and Healing Power are added together then divided by 5 and this creates your "Healing Bonus".
Every ability has it's own scaling factor for this "healing bonus", often referred to as PSM (Primary Stat Multiplier) and historically, it was very often based on cast time. Instant abilities would use 1.5x your Healing Bonus (probably due to intended 1.5s gcd), a 2s cast would use 2x, so on and so forth. On RoR, that's not necessarily true anymore as a lot of PSMs were changed, and quite a few get changed without even going in the patch notes.
A heals value is: Ability Base + Mastery Level + PSM bonus
Zomega touched on this but every ability has a base value, then a mastery level (25 base at level 40 in addition to how many points you have in the relevant tree, or simply Mastery Level 40 if it's a core ability), and then your character's scaling.
Examples of Mastery Level:
https://cdn.discordapp.com/attachments/ ... /image.png
https://cdn.discordapp.com/attachments/ ... /image.png
On the subject of "Healing Bonus" vs Critical Chance: It's quite easy to calculate. If you have 170 Healing Bonus and you add another 30? How much more healing are you doing represented by %? You have to test on an ability by ability basis as the result will be different.
How do you test for average output increase for crit chance? You compare your average output if you deal a crit vs output if non-crit then assign percentages. You can then do that with different crit values and compare the differences to see how your output changes on average. Sound complicated? It's a lot of math to do, I recommend making a spreadsheet for it.
https://cdn.discordapp.com/attachments/ ... /image.png
What is the general consensus for RoR?
First off, any critical hit without additional modifier will deal 135% to 155% at random, so we average at 145%. That's your critical effect, Critical Damage Multiplier, term it as you will. Through our last testing, we have determined that healers have a base 10% chance to critically heal. This makes sense as heals do not interact with the initiative stat so some bonus is needed, otherwise a low level healer would never achieve a critical.
Heal crit in many cases is what people stack on most healers because you can get enough of it that it becomes a reliable output stat, especially if stacking hots because your chance of at least 1 of the outputs achieving critical is much higher. We use the Binomial equation to track this, which tells us "The probability of exactly x successes on n repeated trials in an experiment which has two possible outcomes." The 2 outcomes being you either crit or you don't.
https://stattrek.com/online-calculator/binomial < There's a calculator that I like.
If you are in a group, healing 6 people, all taking equal damage, crit can be quite good because your chance of achieving crit on at least 1 target is quite high, using my zealot as an example:
https://cdn.discordapp.com/attachments/ ... /image.png
95% chance to critical at least 1 target and a 77% chance to crit at least 2 targets at random? Seems good.
You can then apply this to heals that are hitting 12+ people, 24 people, etc.
Crit is also valuable for other reasons, Zealots and Rune Priests increase the healing a target receives when they achieve crit with direct heal, Disciples of Khaine and Warrior Priests gain a self-shield. Any healer with Restorative Burst gets AP back.
The Zealot/Runepriest increased healing is 25%, which is an incredible amount of free healing. For example, My Zealot's Elixir of Dark Blessings value is 1477. With Discipline (a 160 willpower increase) it's 1573. That's a 6.5% increase. We can then determine that to achieve 25% increased healing from stats on that ability, I need 615 willpower. Therefore, stacking a healthy amount of crit and giving every person who heals that target a vast bonus that's difficult to achieve with stats is simply better than stacking more Healing Bonus. *Note that this isn't perfectly accurate as the game's tooltips do not include any Power stat, in this case Healing Power, so your raw numbers will be bigger than your tooltips.
All this to say, I don't have the exact answer for what's better, I might make a spreadsheet one day, but I hoped this helped some of you understand the topic better and dispel some of the myths in this thread.