Archive for c. Research and Comparisons

Stat comparison

 Combat Stats

Hit Cap: 9% +Hit → 296 Hit Rating (Level 80) →197 Hit Rating with Focused Aim (Level 80)

Critical Strike: 1% Critical Strike Chance → 45.91 Critical Strike Rating (Level 80)
Haste: 1% Haste → 32.79 Haste Rating (Level 80)
Armor Penetration: 1% Armor Ignore → 15.39 Armor Penetration Rating (Level 80)

 @Graymatter Mana Regen: Spirit vs Crit SpellPower vs Haste Rating Moonkin Rotation Statas Vs Crit Haste Spirit Mana Regen Haste Set Bonus

@tanklikeagirl

Combat Ratings


Updated for WotLK!

This is an overview of the combat ratings and how they translate into the various skills. Thanks to Whitetooth, author of RatingBuster, who provided these numbers.

Combat Ratings conversions at level 80 (rounded to 1 decimal point):

Defense Rating: 4.9 rating grants 1 defense skill.

Dodge Rating: 39.3 rating grants 1% dodge

Parry Rating: 49.1 rating grants 1% parry

Block Rating: 16.4 rating grants 1% block chance

Hit Rating: 32.8 rating grants 1% hit chance

Spell Hit Rating: 26.2 rating grants 1% spell hit chance

Critical Strike Rating: 45.9 rating grants 1% critical strike chance

Haste Rating: 32.8 rating grants 1% haste

Resilience Rating: 82 rating grants 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes

Expertise: 32.8 rating grants 1% less dodge/parry of mobs

Armor Penetration: 15.4 rating grants 1% armor penetration

Caps of note for protection warriors:

Defense Cap: 540 Defense Skill
Hit Cap: 295.1 Hit Rating
Expertise Dodge Reduction Cap: 213.1 Expertise Rating
Expertise Parry Reduction Cap: ~409.9 Expertise Rating 

@nerfthisdruid: Haste vs Crit Resilience 

 

@wowwiki

There are many aspects to the problem how to optimize a healers endurance. Let us look at the various item stats which can affect healer mana and/or efficiency.

Intellect

Int simply increases the mana pool and spell crit chance. It is the benchmark for the other stats.

Update: Intellect now increases the amount of mana regenerated per point of spirit by a sqrt relationship. 

 

Spirit

When considering spi, it is important to understand how mana regeneration works (see 5 second rule). Mods exist which collect the data on how much time is spent inside the 5 second rule, and how much mana each point of spirit regenerated (like Spirit versus Intellect). For “average” combats it’s safe to assume that 1 spi = 1 int.

 

Mana/5

At first glance, mana/5 is quite similar to spi — it regenerates mana. In combat though, mana/5 is usually “better”, as a rule of thumb a factor of 3 can be assumed (1 mana/5 = 3 spi)

 

+Heal

Comparing +heal to the other stats is a little tricky. It is necessary to consider current mana efficiency (HP/mana and HP/time) and its change due to +heal. For any given combat thus the saved amount of mana can be found. The effect of additional +heal becomes less after a certain point, because increasing an already high efficiency yields less of an effect than increasing a low efficiency. The various sources agree that a factor of about 8 is appropriate to convert +heal to mana/5 (1 mana/5 = +8 heal).

 

Spell crit%

Similar to +heal, this increases efficiency (with the added problem that crits may easily result in overheal). One percent crit in theory increases total HP healed by 0.5%, which in turn could be translated to an increase of the available mana by the same amount.

 

Summary

Reducing all stats to Int leads to the following:

1 Spi    = 1 Int
1 Mana/5 = 3 Int
+8 heal  = 3 Int

In longer fights, +heal and mana/5 become more important when grinding spi and int are preferrable. For PvP, Int is probably the most important stat because PvP encounters tend to be short but intense, and the increased critrate is important there too.

@nerfthisdruid!

Haste vs. Crit: A guide for resto druids

Inspired by Alwar’s chat message, I decided to look up some information about Crit and Haste. Both of these stats are B stats, and no self-respecting resto drood should stack for either of these at the expense of a greater stat, like spellpower or intellect. This is simply because resto druids use HoTs more than any other class, which have no cast time for haste to work on, and can’t crit. That’s looking at it simply however, and if you look deeper, there certainly are benefits to both. So if you’re looking at two pieces of gear with very similar main stats, but one has crit and the other has haste – which one should you choose? Let’s look at the pros and cons of both.

Haste

Haste works in three different ways. It reduces your global cooldown, it reduces your cast times, and it reduces the amount of time of time spent on spells that are channeled.

1. Reducing your global cooldown.

First off, what *is* a global cooldown (GCD from now on)? When you use an ability, whether it be a casted spell, a energy using stab, an instant heal, whatever – it triggers your GCD. It’s the little “clock” animation on all of your spells that’s set off every time you cast something. It’s also the reason that you can’t spam heals as fast as you can hit buttons or click a mouse (Apologies for the crappy arrows drawn in paint. I know, you can barely see them. The picture is just plain awful. I should change it, but if I work in Paint one more time I’m gonna cut a biotch).

GCDs are typically 1.5 seconds long. You can reduce this GCD down to 1 second with haste and talents, but you can’t get the GCD lower than that. One main exception is Nature’s Swiftness. NS doesn’t trigger any kind of GCD, which is why you can hit it and then *immediately* afterwards hit your healing touch.

With the talent Gift of the Earthmother, a druid’s GCDs of instant cast heals are reduced to 1.2 seconds. Any other haste that you have will contribute to reducing this GCD even more. However, as you get closer and closer to a 1 second cooldown, you’ll need more and more haste to give you the same reduction. I don’t know exact numbers, but I do know that to begin with, you need 32.79 haste rating to give you a 1% reduction (so, .015 seconds) of the GCD. But as you gather haste and reduce that GCD, the last .015 seconds to get it down to 1.0 seconds might require like, 100 haste (up from 32.79). I mean, don’t quote me on that. I know that there are diminishing returns; I just don’t know the extent of it. I *do* know that you would need quite a bit of haste to get that GCD down to 1 second – a rating of 500 or more, I believe.

Summary: reducing your GCD with haste is pretty rad because it means you can put more HoTs on people in a shorter amount of time.

2. Reducing your cast times.

Now certainly, druids are super HoTastic, but that doesn’t mean we don’t have *some* cast times: Regrowth, Nourish, Healing Touch. HT shouldn’t be an often used spell, but Regrowth and Nourish can get some pretty good use.

Your %of spell haste = your haste rating/32.79.

Let’s say I have 200 haste rating. 200/32.79 = 6.1% spell haste. Meaning that if I have a cast time like Regrowth, which is 2 seconds long – with 200 haste, that cast time would be reduced by 6.1%. Which in this case, 6.1% of 2 seconds is .122 seconds. (2 – .122) = a new cast time of 1.878. With a decent amount of haste, you could get Nourish close to 1 second and make it a really zippy heal.

Summary: Reducing your cast times with haste is pretty rad because it means you can put more heals on people in a shorter amount of time.

3. Reducing the amount of time spent channeling spells.

I’m not going to spend a lot of time on this one here, because really we have only one channeled spell – Tranquility. Yes, if you have haste, it will reduce the time it takes to channel (but it won’t reduce the actually healing done – you’ll still put out the same amount of healing; it will just be done in a shorter period of time). So sure, haste is good to have for tranquility as well =)

 

Crit

Critical strike chance (typically seen in the form of a percentage) is the chance that you will put a heal on someone that will hit them for roughly twice the amount it would normally. If you have 10% crit, then technically, 1 out of every 10 direct heals you put on a target should crit. Healing Touch, the initial portion of Regrowth, Nourish, the bloom on LB, and a swiftmend all can crit. HoTs however, cannot crit.

Because HoTs can’t crit, many people initially think that crit isn’t great for resto druids. However, I beg to differ – especially with the changes coming in 3.1.

Reasons crit is awesome:

1. Living Seed: This talent doesn’t necessarily account for a significant chunk of our healing, but it definitely is dependant on crit, and is a nice buffer especially for tanks who are taking constant damage.

Side note: I was looking through some other classes’ talents, and it struck me that druids only have one talent based on the formula “If you crit, x will proc”. Fire mages have three of those: Ignite, Master of the Elements, and Hot Streak. Holy Paladins have two, Infusion of Light and Illumination. It makes sense that we’d only have one talent based on crit (I think it would make sense even if we had none), simply because most of our heals aren’t direct crittable heals. Interesting.

2. Regrowth: If you take the talents in Improved Regrowth for the extra crit, this spell can be fairly formidable. It’s too heavy handed to use for trash healing and most raid healing, but to bring a tank back from near death with a 9k Regrowth crit PLUS the tick afterwards – now that’s a good feeling. Yes, the Improved Regrowth talent is being nerfed in 3.1, but it doesnt change the fact that Regrowth is a still a strong heal that’s got a decent chance to crit.

3. Nourish: This spell just keeps getting more and more viable, especially come 3.1. Blizz is buffing its crit chance by 25% by throwing it in the Improved Regrowth talent, and the fact that it scales with HoTs is, well, pretty hot.

4. The BLOOOOM. Guys, after 3.1, this thing could crit for 18k. Hell, with better gear from Ulduar? We’re talking over 20k here.

Disgusting.

As in, disgustingly AWESOME.

I mean, I know that most/all of that will be overheal, and I know we’ll all be out of mana by the time it blooms anyway (lol), but- but – 20k!! Just the number itself makes me giddy.

So where does this leave us?

Both haste AND crit are important to have. Crit will do nothing for your HoTs, but haste will shorten their GCD. Haste does nothing to help you land those crazy big heals, but after 3.1, a lot of crit will make your 3 stack of LB bloom for 670k. Not really. But close to it. Kinda.

Haste allows you to cast more spells in the same amount of time it would take you to cast less spells. Crit allows you to sometimes cast twice-as-big heals. So I would say, get a bit of both. Personally, I like haste – I’m an impatient little bugger and hate waiting for cast times and GCDs. I also like knowing that yes, my Regrowth *will* be .2 seconds faster every time I cast it. Every single time. What I *don’t* like is wondering if a spell is going to crit or not. But when it really comes down to it, I never select a gear upgrade based on the fact that it has haste. If it’s an upgrade in stats, then I’ll consider it, and if it happens to give me crit, or haste, or whatever, I figure, hey, it’ll balance out in the end.

TL;DR: Haste is better than crit for resto druids, but not by much. Crit is going to get better after 3.1 with Nourish and teh bloomz getting buffed. However, I still think that haste will take the cake.

Have any of you geared specifically one way or the other? I’m curious to hear what you all think of crit and haste.

ALSO: Check out Syll’s post from Rolling Hots about crit here. It’s a great resource for all your crit-related questions =D

 @Graymatter 

Mana Regen: Spirit vs Crit

Update: Since my last post on the Damage Dealing Forums seems to have had some affect. I’ve posted another thread there to highlight this issue. You can find it here. If you have something to contribute please post it there as well.

You probably know by know that Blizzard has made some strange choices when itemizing our T8 gear sets. Namely, they more than doubled the amount of spirit on gear from T7 to T8. I bet many of you had the same reaction that I did after seeing this. My first thought was: “What the heck is Blizzard thinking?”

After thinking about it for a little while I can come to only one conclusion. In 3.1. Blizzard is making a lot of changes to the Mana regen system. On top of that all caster DPS are losing 5% crit chance with the Nerf to Improved Scorch and Winter’s Chill, and blizzard probably assumes that we will be dropping our 4T7 set bonus and losing another5% crit chance. All in all that is a lot of mana regen going out the door. Therefore, Blizzard must be thinking that we need more Mana Regen, and Spirit = Mana Regen.

Some of you may scoff at this idea since Mana is clearly not an issue right now but that doesn’t mean it won’t be an issue in 3.1. In fact, I wouldn’t be surprised if we do need more regen with the arrival of the next patch, but that doesn’t mean it should come from Spirit. In this post I hope to demonstrate why most of that new Spirit should be changed to Crit Rating.

The Spirit Math:

First lets look at how Spirit base mana regen is going to be calculated in 3.1. For this exercise I’m going to assume we all have 3 points in Intensity.

The base formula for In Combat Spirit Based mana regen for moonkin is:

 MP5 = (3 * (0.001 + sqrt(Int) * Spirit * Base_Regen)) * 0.5

The Base_Regen coefficient for a level 80 toon is 0.005575, and I’m going to use my stats to calculate the values for Int and Spirit. For Int, I have 925 Int unbuffed and in caster form. With full raid buffs that increases to 1243 ((925 + 60 + 51) * 1.2 = 1243.2). For Spirit I have 411 unbuffed in caster form. With raid buffs that increases to 596 ((411 + 80 + 51) * 1.1 = 596.2).

So my In Combat Spirit Based mana regen can be calculated this way:

IC SB MP5 = (3 * (0.001 + sqrt(1243) * 596 * 0.005575)) * 0.5
IC SB MP5 = (3 * (117.1468)) * 0.5 = 175.7202 Mp5

So, What happens if I increase my spirit by 1.

IC SB MP5 = (3 * (0.001 + sqrt(1243) * 597 * 0.005575)) * 0.5
IC SB MP5 = (3 * (117.3433)) * 0.5 = 176.0150 Mp5 

So, by increasing my Spirit by 1, I increase my In Combat Mp5 by 0.2948 (176.0150 – 175.7202 = 0.2943).

The Crit Rating Math:

Now that we know what we are getting from Spirit, how much mana is generated by each point of Crit Rating?
Again, I’m going to use myself as an example. On my armory you can see that I have 17091 mana completely unbuffed. When I add Arcane Brilliance, Mark of the Wild, Blessing of Kings and Furor, my Intellect increases by 318 which translates to 4770 mana. Therefore, fully raid buffed my mana pool is 21861.
As you know every time one of our spells critically hits we regenerate 2% of our total mana. So, every time one of my spells crits I regenerate 437 mana ( 21861 * 0.02 = 437.22).
 
Now, each additional point of Crit rating gives you an additional 0.02179% chance to crit ( 1 / 4590 = 0.0002179).

Therefore, on average an additional point of Crit Rating will regenerate 0.09522 mana per crit-able spell cast (437 * 0.0002179 = 0.09522).

Now we need to translate this into Mp5 and to do that we need to calculate the average cast time of Starfire and Wrath.

A couple of Assumptions:
1. In raid, I have about 46% chance to crit. In 3.1 one that will shrink by 5% due to the Imp Scorch Nerf, and I will lose another 5% by dropping the 4T7 set bonus. So, I will assume that my crit chance is 36% for Wrath and 39% for starfire in this calculation.

2. I have 16.19% haste from gear. I assume that I will also have 3% from Celestial Focus, 3% from Imp Moonkin Form, and 5% from Wrath of Air. This a total haste value of 29.43% before Nature’s Grace.

3. I’m going to ignore the increase crit chance from Eclipse for now.

4. I’m assuming that Starfire will represent 75% of our Damage and Wrath the other 25%.

Now, lets look at the uptime of Natures Grace: 

 SF NG Up Time = 1 – (1 – 0.39)2 = 62.79%
Wrath NG Up Time = 1 – (1 – 0.36)3 = 73.79%

Therefore the average Starfire cast time can be calculated as:

Avg SF Cast Time = (3/(1+0.2943)) * (1-0.6279) + (3/((1+0.2943)*1.2)) * (0.6279)
Avg SF Cast Time = (2.3179) * (0.3721) + (1.9315) * (0.6279) = 2.0753 seconds

The average Wrath Cast time looks like this, but remember that it can’t go below 1 second due to the global cooldown:

Avg W Cast Time = (1.5/(1+0.2943)) * (1-0.7379) + (1.5/((1+0.2943)*1.2)) * (0.7379)
Avg W Cast Time = (1.1589) * 1-0.7379) + (1#) * (0.7379) = 1.0416 seconds

 – Actual value is less then 1, but the GCD sets a floor of a 1 second cast.

So, how much Mp5 is regenerated by each of these spells:

Mp5 from SF = (5 / 2.0753) * 0.09522 = 0.2294 Mp5
Mp5 from W = (5 / 1.0416) * 0.09522 = 0.4571 Mp5

So, by these calculations each point of Crit Rating is worth:

Mp5 per Crit Rating = (0.2294 * 0.75) + (0.4571 * 0.25) = 0.2863 Mp5

Please Note: I do not claim that this number is perfect. In actuality this number should be a little lower. Obviously not every spell we cast has a chance to crit and we are not casting 100% of the time, but I do believe that it is in the right ball park. Please remember that I have also excluded Eclipse from the analysis would would greatly increase the amount of Mp5 generated by Mana on Crit.

Conclusions:

Lets compare the two numbers I calculated. One point of Spirit will increase my In Combat mana regen by 0.2948 Mp5. One point of Crit Rating will increase my In Combat mana regen by 0.2863 Mp5. So, Spirit returns only 2.97% more mana then Crit Rating does by these calculations. Granted the Crit Rating number might be over estimated by a little bit, but the Spirit number may also be over estimated if you ever drop out of the 5 second rule.
If we look at it from a DPS stand point we know that Crit Rating is vastly superior. For my gear level, I’ve calculated Crit Rating to be worth 0.80 Spell power per point. Each point of Spirit is worth 0.15 Spell power. So, Crit Rating is 433% more powerful in terms of DPS then Spirit.
In short, by itemizing for Spirit instead of Crit Rating, Blizzard is making us give up quite a bit of DPS for a relatively minor amount of mana regen.I am under no illusion that Blizzard will convert all of the Spirit on the T8 gear to Crit Rating, but I think it would be reasonable to take the spirit off of one of the items and convert it to Crit Rating instead. In my opinion this would improve the set significantly.
 
 
When I wrote my original SD vs Haste post last year Haste was a very misunderstood stat. Things have gotten better, but there still seems to be a lot of confusion regarding the stat. I regularly receive questions about the relative value of Haste vs Spell Power and how much we should stack of it. In this post I will try and present the math on haste. As always, if you math adverse please feel free to skip to the bottom for the TL:DR version.
Assumptions/Disclaimers:
1. This analysis has been written using both Starfire and Wrath. Haste affects Starfire and Wrath very differently when Haste is added to the equation, due to Nature’s Grace. However, when calculating a relative value for haste I will assume a Starfire dominant rotation. For this reason, I will aso assume that the moonkin has the [Idol of the Shooting Star].
2. I am excluding Moonfire and Insect Swarm from the calculations. I’ve wrestled with this choice for a while, but I don’t think it would have a big impact on the out come. While haste can have a large impact on both spells Damage per Cast Time, it has a very small impact on overall DPS due to infrequent casts.
3. Crit chance is included in the calculation this time, since it impacts the cast time of spells. While it doesn’t have any impact on the DPS of Starfire, it has a significant impact on the DPS of Wrath since wrath is limited by the global cooldown (GCD) .
4. Spell Hit is excluded from the calculation due to the fact that it affects Spell Damage and Spell Haste equally in terms of DPS. I ran the numbers with several levels of hit and the ratio between Spell Damage and Spell Haste is the same for all levels of Spell Hit used.

  5. I have made these calculations using this build: link

 6. I’m using fairly entry level DPS stats for a fully raid buffed Moonkin. They are 2000 Spell Power, 35% Crit chance (38% for SF), 6% haste from gear, and 100% hit chance. On the armory this moonkin would probably have 1650 SP, 15% Crit chance, and 6% haste.

7. Calculations assume that the caster is level 80.
Talents and Buffs Affecting Haste:
Celestial Focus – Provides 3% haste to the moonkin.
Improved Moonkin Aura Provides 3% haste to those affected by Moonkin Aura.
Wrath of Air Totem 
 – Provides 5% haste to castersFirst lets look at how haste affects our cast time for Starfire and Wrath.
General Haste Rating Info:
* 32.79 haste rating = 1% haste
* Spell Haste lowers a spells casting time and lowers the global cooldown. Haste cannot lower the global cooldown below 1 second. However it would take at least 1137 Haste Rating to lower the global cooldown to 1 second. This level is not possible to achieve long term with gear currently available in game.
* Spell Haste has no affect on the damage caused by a single spell. It only changes the casting time.
* Spell Haste has diminishing returns. Your first point of Spell Haste will affect your cast time more significantly then your second point.

 * Haste Rating is additive. Meaning if you have two pieces of gear each with 20 haste rating then you have a total of 40 haste rating which is equal to 1.22% haste.

 * Haste affects are Multiplicative. All raiding moonkin should have Celestial Focus and Improved Moonkin From. Each of these talents provide 3% haste. When you combine that with your haste from gear, the affect is larger then most people thing. For example, lets assume you have 9% haste from gear, 3% from CF, 3% from Imp Moonkin Form, and 5% from Wrath of Air. This combination results in 21.4% haste instead of 20% as most people expect (1.09*1.03*1.03*1.05 = 1.214). 

 The Math:
(Please note that I have rounded these values to 4 digits to easy the reading. However, they are calculated using more. Therefore some of the math might appear to be slightly off, but it is due to the rounding.)

As with all of the Spell DPS stats the value of Haste and Spell Power are highly dependent on each other. Obviously the amount of DPS you gain from one point of Spell Power increases the more Spell Haste you have since Spell Haste will decrease your cast time. The amount of DPS you gain from one point of Spell Haste increases with the amount of Spell Power you have because Spell Power increases how much damage your spells do per cast.
For the entry level Moonkin I have described in the assumptions, 1 Point of Haste rating is worth about 0.8079 Spell Power. As gear improves this number will go up since Haste stacks very will with Spell Power. If we use the best gear currently available 1 point of Haste rating worth between 0.9000 and 0.9300 Spell Power.
The Break-Even Points for Haste do still exist, but they are fairly difficult to predict and seem to be high enough that they don’t really matter.
Gemming for Haste or eating haste food instead of Spell Power is generally a bad idea. Since the Itemization costs are so different and the Break-Even points so high, it is hard to imagine a point where the value of a Haste Gem could overcome a Spell Power gem.
So, assuming you don’t have mana issues, Haste rating is a very good stat to have on your gear. It is very close in value to Spell power even at early levels of gear. However, it is better to use food buffs and gem sockets for Spell Power.
Avg SF DPS = 6140.6120 / 2.3798 = 2580.3277 DPS
Avg SF DPS (+1 Haste) = 6140.6120 / 2.3791 = 2581.0701 DPS
Avg W Dam = ((588 + (2000 * 0.6714))*(1.13*1.04*1.03)*(1 – 0.35)) + ((1285 + (2000 * 0.6714))*(1.13*1.04*1.03)*2.09*0.35)
Avg W Dam = (2337.15*(1 – 0.35)) + (4884.64*0.35) = 3228.7706
Avg W DPS = 3228.7706/ 1.1757 = 2746.1973 DPS
Avg W DPS (+1 Haste) = 3228.7706/ 1.1755 = 2746.7522 DPS

SF DPS = (((1 + 0.2)*1.1*1.04*1.03)*(1-0.38)+(((1 + 0.2)*1.1*1.04*1.03)*2.09*0.38))/2.3798
SF DPS = 1.9997/2.3798 = 0.8403
DPS

 Wrath DPS = (((0.5714 + 0.1)*1.13*1.04*1.03)*(1-0.35)+(((0.5714 + 0.1)*1.13*1.04*1.03)*2.09*0.35))/1.1757
Wrath DPS = 1.1227/1.1757 = 0.9550 DPS

Avg SF Cast Time = (Base CT – (0.5 * Crit Chance)) / ((1+(Haste Rating / 3279))*1.03*1.03*1.05)
Avg SF Cast Time = (3 – (0.5 * 0.38)) / (1.06*1.03*1.03*1.05)
Avg SF Cast Time = 2.8100 / 1.1809 = 2.3798 Seconds

 

Avg W Cast Time = (Base CT / ((1+(Haste Rating / 3279))*1.03*1.03*1.05))* (1-Crit Chance) + (1* Crit Chance)
Avg W Cast Time = (1.5 / (1.06*1.03*1.03*1.05))* (1-0.35) + (1 * 0.35)
Avg W Cast Time = (1.2703 * 0.65) + 0.35 = 1.1757 Seconds

Avg SF Dam = ((1285 + (2000 * 1.2))*(1.1*1.04*1.03)*(1 – 0.38)) + ((1285 + (2000 * 1.2))*(1.1*1.04*1.03)*2.09*0.38)
Avg SF Dam = (4342.11*(1 – 0.38)) + (9075.01*0.38) = 6140.6120

 in a yellow socket to get the Socket bonus, but other then that it is currently not a good idea to Gem for Haste or eat Haste food. You would be better off gemming or eating for Spell Power.

It’s not a good idea because of itemization cost. In terms of Itemization cost Spell Power is cheaper then Haste rating. You can see this in Gems and in Buff Food. For example the Spell Power Food has 46 Spell Power, but the Haste food has only 40 haste. Therefore Haste rating has to be 12.5% more valuable then Spell Power for it to be worthwhile. The itemization difference in Gems is even higher. So, since we we can’t even meet the current break even point, there is no way that we will over come the itemization cost with gear currently available.
In my opinion it is unlikely that we will ever be at a point where it is beneficial to gem for Haste instead of Spell power, because of how poorly Haste works with Wrath. However, it is impossible to know that since we don’t know what the gear will look like in Tier 8 or Tier 9
 
TL:DR Version: 
Avg SF Cast Time (+1 Haste) = (3 – (0.5 * 0.38)) / (1.060305*1.03*1.03*1.05)
Avg SF Cast Time (+1 Haste) = 2.81 / 1.1811 = 2.3791 Seconds
Avg W Cast Time (+1 Haste) = (1.5 / (1.060305*1.03*1.03*1.05))* (1-0.35) + (1 * 0.35)
Avg W Cast Time (+1 Haste) = (1.2700 * 0.65) + 0.35 = 1.1755 Seconds
 
 So, if we now add a single point of Haste Rating, how does this change our average cast times. A single point of haste rating is equivalent to 0.03050% haste.
How much additional DPS will you receive from an additional point of Spell Power?

Moonfury, Wrath of Cenarius, Master Shapeshifter, Earth and Moon and your Haste all affect the amount of DPS you gain from Spell Power. Starfire has a base Spell Power Coefficient of 1. So the additional damage from one point of Spell damage is:
For Wrath the value of one Spell Power looks like this. Wrath has a coeffient of 0.5714.

  To learn this we need to find out what the average DPS is for Starfire and Wrath given the hypothetical moonkin in my assumptions. If you’ve looked at some of my prior theorycrafting posts these equations will be familiar to you.

 If we compare these DPS values to the DPS values of a additional point of Spell Power we see that for Starfire, 1 point of Haste rating is worth about 0.8835 (0.7424 / 0.8403) Spell Power. For Wrath 1 point of Haste rating is worth about 0.5810 (0.5549 / 0.9550) Spell Power.

As you can see Haste rating has a much greater impact on Starfire then it does on Wrath. Since Wrath is now a significant part of our rotation, to get a real value for Haste rating we need to try and blend these two values together. After looking at my own WWS reports and some reports from other moonkin it seems that for most of us Starfire represents about 60% of our total damage output, and Wrath represents about 20% of our damage output. So if we use these to values as weights we can say that Haste Rating is worth about 0.8079 Spell Power ((0.8835 *0.75)+(0.5810 *.25)) for my hypothetical Moonkin.
 
Break-Even Point for Haste:

In the Burning Crusade we talked a lot about the Break-Even Point for haste. At that time it was easy to calculate, because we didn’t have to think about Wrath, and Nature’s Grace didn’t reduce the GCD. However, in Wrath of the Lich King it is an out of date concept.

How much additional DPS will you receive from an additional point of Haste Rating?So, by adding 1 point of Haste rating we increase the average DPS of Starfire by 0.7424 DPS (2581.0701 – 2580.3277). Wrath’s average DPS increase by 0.5549 (2746.7522 – 2746.1973) when you add an additional point of haste rating.In the Burning Crusade we talked a lot about the Break-Even Point for haste. At that time it was easy to calculate, because we didn’t have to think about Wrath, and Nature’s Grace didn’t reduce the GCD. However, in Wrath of the Lich King it is an out of date concept.Calculating the Break-Even Point for Starfire is still fairly easy. Assuming you have the Starfire Idol equipped the Break-Even Point for SF is:

For Starfire the normal cast time equation looks like this:

For Wrath the normal cast time is more complicated

SF Haste Break-Even = 2209 + Haste Rating
For Wrath it is much more complicated because Crit rating has such a huge impact on Wrath’s cast time. On top of that Haste and Nature’s Grace don’t stack very well for Wrath since Natures Grace already brings Wrath’s cast time down to the GCD. As a result the Break-Even Point for Wrath is very high and grows higher as your gear improves.
The math is very complicated and I’m sure I would mess it up if I tried it, but using some trial and error I’ve found the Break-Even Point for Wrath with a 50% crit chance. It is:
W Haste Break-Even = 4840 + (Haste Rating * 2.5)

 As you can see this value is much higher then the Starfire break even point. Using a little bit more trial and error the break even point I found if you combine the these to equations with SF being weighted 75% and Wrath being weighted 25%. It is:

  Combined Haste Break-Even = 2631 + (Haste Rating * 1.2)

 Currently the best quality gear allows for about 500 – 600 Haste Rating, and about 3000 Spell Power fully raid buffed. At which point Haste is still inferior to Spell Power in terms of DPS point for point.

Gemming and Eating for Haste:
I’ve seen several questions on the forums and such asking if Moonkin’s should Gem for Haste or Eat Haste food. The short answer is that it is ok to put a
[Reckless Monarch Topaz] in a yellow socket to get the Socket bonus, but other then that it is currently not a good idea to Gem for Haste or eat Haste food. You would be better off gemming or eating for Spell Power.For the entry level Moonkin I have described in the assumptions, 1 Point of Haste rating is worth about 0.8079 Spell Power. As gear improves this number will go up since Haste stacks very will with Spell Power. If we use the best gear currently available 1 point of Haste rating worth between 0.9000 and 0.9300 Spell Power.Gemming for Haste or eating haste food instead of Spell Power is generally a bad idea. Since the Itemization costs are so different and the Break-Even points so high, it is hard to imagine a point where the value of a Haste Gem could overcome a Spell Power gem.
In my opinion it is unlikely that we will ever be at a point where it is beneficial to gem for Haste instead of Spell power, because of how poorly Haste works with Wrath. However, it is impossible to know that since we don’t know what the gear will look like in Tier 8 or Tier 9
TL:DR Version:

The Break-Even Points for Haste do still exist, but they are fairly difficult to predict and seem to be high enough that they don’t really matter.

So, assuming you don’t have mana issues, Haste rating is a very good stat to have on your gear. It is very close in value to Spell power even at early levels of gear. However, it is better to use food buffs and gem sockets for Spell Power.

It’s not a good idea because of itemization cost. In terms of Itemization cost Spell Power is cheaper then Haste rating. You can see this in Gems and in Buff Food. For example the Spell Power Food has 46 Spell Power, but the Haste food has only 40 haste. Therefore Haste rating has to be 12.5% more valuable then Spell Power for it to be worthwhile. The itemization difference in Gems is even higher. So, since we we can’t even meet the current break even point, there is no way that we will over come the itemization cost with gear currently available.

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Healing Comparison

@wowwiki
  
hpmtabletalented
   
Spell  The name of the healing spell.

Healing  The average amount of healing done by the healing spell.

Mana  The mana cost of the spell

Cast time  The amount of time it takes to cast a spell.

Duration  The duration of Heal over Time type spells or a conservative guess for spells with multiple charges.

Scaling  The percentage of bonus healing effects from gear the healing spell recieves. See Spell power coefficient for a full list.

HPS  Healing per second; the amount of healing the spell does over a period of one second.

HPM  Healing per mana; the amount of healing this spell does per point of mana spent.

+x HPS  The healing per second when you have a total of x bonus healing from gear and/or buffs.

+x HPM  The healing per mana when you have a total of x bonus healing from gear and/or buffs.

SPS  Scaling per second; a value that says something about how well the HPS of the spell improves with bonus healing effects. a value of 100% means that 3.5 bonus healing increases the HPS by 1.

+H/HPM  Bonus healing per HPM; the amount of bonus healing needed in order to increase the HPM of the spell by 1. 
  • Healing spells that heal the entire group, heal an average of 3 wounded units.
  • The healers have 300 intellect, 300 spirit and 5% base crit chance with spells. (edit: This assumption may result in bias because Paladin and Shaman healers have little use for Spirit and the spell crit chance of Paladin Healers is normally much higher.)
  • A bonus of 5% critical strike chance to healing spells results in an average of 2.5% more healing done.

 This is a comparison of most (if not all) healing spells of the four different healing classes. There are both values available for spells with and without talents. Each section is ended by a list of top healing spells in different categories.

Conclusions

  • Top HPS spells
    1. Tranquility
    2. Binding Heal
    3. Holy Light + BoL
    4. Prayer of Healing
    5. Holy Light
  • Top HPM spells
    1. Healing Stream Totem
    2. Lightwell
    3. Tranquility
    4. Lifebloom (stacked) – Tree of Life
    5. Lifebloom (single cast) – Tree of Life
  • Top HPS scaling spells
    1. Binding Heal
    2. Swiftmend (rejuvenation)
    3. Chain Heal
    4. Swiftmend (regrowth)
    5. Greater Heal
  • Top HPM scaling spells
    1. Healing Stream Totem
    2. Lifebloom
    3. Earth Shield
    4. Rejuvenation
    5. Flash of Light
  • Note: The author only counts one jump of Prayer Of Mending, ProM can jump up to five times. Seems inconsistent compared to Shaman’s chain heal where it is given credit for three.

 Caster Form

List of considered talents

  • Naturalist: -0.5 seconds Cast time for Healing Touch
  • Tranquil Spirit: -10% Mana for Healing Touch, Tranquility
  • Improved Rejuvenation: +15% Healing for Rejuvenation
  • Gift of Nature: +10% Healing for all spells
  • Empowered Touch: +20% Scaling for Healing Touch
  • Improved Regrowth: +50% Crit for Regrowth
  • Natural Perfection: +3% Crit for Healing Touch, Regrowth, Swiftmend
  • Empowered Rejuvenation: +16% Scaling for Rejuvenation, Swiftmend (Rejuvenation); +14% Scaling for Regrowth, Swiftmend (Regrowth); +10% Scaling for Lifebloom (single cast); +31.2% Scaling for Lifebloom (stacked)

Todo: Add a similar table that removes Empowered Rejuvenation, but adds Moonglow (-9% mana to HT, Rejuv, Regrowth) and Lunar Guidance (25% of Int is added to +Heal)

Tree of Life Form

List of considered talents

  • All talents of Caster Form
  • Tree of Life: -20% Mana for all spells; +86 Healing for all spells

Comparison

Our first table gives the figures for the spells assuming no +heal whatsoever. Time is cast time plus spell duration.

 

 

 

0 +heal
Spell Healing Mana Time HPM HPS Contribution from +heal
Healing Touch 2952 935 3.5 (3.0) 3.16 843.43 (984) 100%
Rejuvenation  1060 (1219)   415 12 2.55    (2.93) 88.33 (101.6 ) 80%
Regrowth 2559 675 23 3.97 111.3 100%
Lifebloom (sequential) 1680 220 7 7.63 124.7 86.1%
Lifebloom (3x refreshed) 702 220 6 3.19 117 52% ‘per stack'(effectivly 133%)

 

 

 

 

1000 +heal
Spell Healing Mana Time HPM HPS Contribution from +heal
Healing Touch 3952 935 3.5 (3.0) 4.22 1129 (1317) 100%
Rejuvenation 1860 (2139) 415 12 4.48 (5.15) 155 (178) 80%
Regrowth 3559 675 23 5.27 155 100%
Lifebloom (sequential) 1680 220 7 7.63 240 86%
Lifebloom (3x refreshed) 2039 220 6 9.26 340 52% ‘per stack'(effectivly 133%)

 

 

 

As can easily be seen, stacking lifebloom and keeping it stacked not only becomes highly mana-efficient: it’s healing per second also rises considerably. In practise, druids will stack 3 lifeblooms and a rejuvenation on the target, providing around 500 HPS, and use regrowth for additional bursts of healing. This is made even more mana-efficient by tree of life form, which reduces the mana cost of all these spells by 20%.

 

 So for zero +heal, casting lifebloom every 7 seconds provides the highest heal per mana. The picture changes dramatically when we have +heal, though.

 

 

Coefficients

@wowwiki

coefficients

Direct (instant-effect) spells

Direct spells are spells that apply all the damage or healing at one time. That is, they have an instant duration. The amount of bonus damage or bonus healing depends on the cast time of the spell before any talents or abilities are applied to them. Spells with a cast time of less than 1.5 sec or greater than 7.0 sec are treated as having a cast time of 1.5 sec and 7.0 sec, respectively.

Direct Damage spells:

C = Cast Time / 3.5

Direct Heal spells:

C = (Cast Time / 3.5) * 1.88

Table of coefficients

Cast time Damage Coefficient Healing Coefficient
1.5- sec 42.86% 80.57%
2.0 sec 57.14% 107.43%
6.5 sec 185.71% 349.14%
7.0+ sec 200.00% 376.00%

As of Patch 3.0.2, it is necessary to multiply the results of the standard equations by a factor of approximately 1.88 for all healing spells. This is a proportionality constant introduced to account for the fact that bonus healing behaved differently from bonus spell damage prior to the patch, and took on a different range of values.

Direct (instant-effect) spells

Direct spells are spells that apply all the damage or healing at one time. That is, they have an instant duration. The amount of bonus damage or bonus healing depends on the cast time of the spell before any talents or abilities are applied to them. Spells with a cast time of less than 1.5 sec or greater than 7.0 sec are treated as having a cast time of 1.5 sec and 7.0 sec, respectively.

Direct Damage spells:

C = Cast Time / 3.5

Direct Heal spells:

C = (Cast Time / 3.5) * 1.88

Table of coefficients

Cast time Damage Coefficient Healing Coefficient
1.5- sec 42.86% 80.57%
2.0 sec 57.14% 107.43%
6.5 sec 185.71% 349.14%
7.0+ sec 200.00% 376.00%

Example calculation using Rank 11 (L80) of Fire Blast (Mage):

Cast Time = 0.0 (treated as 1.5)

C = 1.5 / 3.5
  = 42.86%

Examples of such spells include: Healing Touch (Druid), Greater Heal (Priest), Shadow Bolt (Warlock)

Some exceptions of this rule are:

Over time spells

Over time spells apply healing or damage over a period of time in ticks. The spell power coefficient depends on the duration of the over time effect.

Damage spells:

C = Duration / 15

Healing spells:

C = (Duration / 15) * 1.88

This coefficient applies to the entire duration of the spell. With a few exceptions, each tick receives an equal bonus. Therefore, the per-tick coefficient can be found by dividing the overall coefficient value by the number of ticks.

Prior to patch 2.0.1, there was a 100% cap on over time spells longer than 15 seconds. This cap has since been removed. There is no minimum duration cap for over time spells.

Table of coefficients

Duration Damage Coefficient Healing Coefficient
3 sec 20.00% 37.60%
6 sec 40.00% 75.20%
15 sec 100.00% 188.00%
18 sec 120% 225.60%
21 sec 140% 263.20%

Example calculation using Rank 15 (L80) of Rejuvenation (Druid):

Duration = 15
Number of Ticks = 5

CTotal = 15 / 15 * 1.88
   = 188.00%

CTick = CTotal / 5
   = 37.60% per tick

Examples of these spells include: Rejuvenation (Druid), Renew (Priest)

Some exceptions to this rule are:

Hybrid spells (Combined standard and over-time spells)

The bonus for spells that have both a direct and an over time component is divided between these components. Currently, the equations are unknown for hybrid healing spells. Several equations have been proposed, but none of them provide correct results for all (or most) hybrid spells. Because there are so few hybrid healing spells, it may be the case that their coefficients are not set by equations at all, but are chosen directly by the developers.

For hybrid damage spells, the equations are:

x = Duration / 15
y = Cast Time / 3.5

CDoT = x2 / (x + y)
CDD = y2 / (x + y)

CTotal = CDoT + CDD

Example calculation using the Rank 14 (L80) Moonfire (Druid) spell:

Duration = 12.0 sec
Cast Time = instant (treated as 1.5 sec)

x = 12.0 / 15.0 = 0.8000
y = 1.5 / 3.5 = ~0.4286

CDot = 0.80002 / (0.8000 + 0.4286)
   = 0.6400 / 1.2286
   = 52.09%

CDD = 0.42862 / (0.8000 + 0.4286)
   = 0.1837 / 1.2286
   = 14.95%

So the DoT portion of Moonfire (4 ticks) has a coefficient of 52.09% (~13.02% per tick). The DD portion has a coefficient of 14.95%. The total coefficient is 52.09% + 14.95% = 67.04%. This agrees very closely with the empirical values of 52% and 15%, respectively.

Examples of these spells include: Moonfire (Druid), Immolate (Warlock)

Exceptions to this rule include

Channeled spells

Channeled spells, like over time spells, have their benefit distributed over the entire duration of the spell. It is split evenly over each tick assuming that each tick causes the same amount of damage/healing. The duration of the spell cast time is used to calculate the total coefficient:

For damage spells:

CTotal = Duration / 3.5

For healing spells:

CTotal = (Duration / 3.5) * 1.88

For both:

CTick = CTotal / Number of Ticks

Example calculation using Rank 13 (L79) of Arcane Missiles (Mage):

Duration = 5.0
Number of Ticks = 5

CTotal = 5 / 3.5
   = 142.86%

CTick = CTotal / 5
   = 28.57%

Examples of these spells include: Hurricane (Druid), Arcane Missiles (Mage), Hellfire (Warlock). An exception to this rule is:

Area of effect spells

Area of Effect spells receive only 1/2 of the total bonus that they would if they were single-target spells. As with a direct spell, the cast time is used to calculate the coefficient. The 1.5 second minimum and 7.0 second maximum apply to area of effect spells.

Damage spells:

C = Cast Time / 7

Healing spells:

C = (Cast Time / 7) * 1.88

Table of coefficients

Cast time Damage Coefficient Healing Coefficient
1.5- sec 21.43% 40.29%
2.0 sec 28.57% 53.71%
6.5 sec 92.861% 174.57%
7.0+ sec 100.00% 188.00%

Example calculation using Rank 7 (L80) of Circle of Healing (Priest)

Cast Time = instant (treated as 1.5)

C = (1.5 / 7) * 1.88
  = 40.29%

Examples of these spells include: Arcane Explosion (Mage), Prayer of Healing (Priest), Circle of Healing (Priest)

In the Burning Crusade and patch 2.0 there is a diminishing return against multiple targets. That is, as the number of targets your spells affect increases, the less damage you will deal to them. The numbers for this mechanic aren’t yet known.

Rules for applying spell damage and healing

  1. Calculate spell time using the base spell cast time before talents and gear. (The in-game tool tip will include those bonuses; refer to WoWWiki’s spells section for base cast times for all spells.)
  2. Spells that take longer than 7.0 seconds to cast are treated as if their casting time was 7.0 seconds, and spells faster than 1.5 sec are treated as if their casting time was 1.5 seconds.
  3. Damage benefits are applied before any talents or buffs that may otherwise increase your spell damage.

Penalty rules

Spells learned before level 20

Many spells have multiple ranks. To avoid abuse of lower ranks to have a similar effect at a negligible mana cost, any spell learned below level 20 receives a large penalty. If such a spell has a shorter cast time than a higher rank, this is also taken in to account. This penalty can be calculated by subtracting 3.75% for each level lower than 20.

(20 - Level Spell is Learned) * .0375 = Penalty

Downranked spells

Main article: Downranking

Downranking, the act of purposefuly using a lower-rank cheaper spell, no longer has any mana benefit as of Patch 3.0.

Spells with additional effects

Spells with additional effects, like a slowing effect, receive a penalty for each effect. Typically the penalty is 5% per additional effect, but can vary according to the developers’ whims. For instance, here is the calculation for Rank 7 (L80) of Insect Swarm (Druid), which is an over time spell with a chance-to-hit debuff:

C = (12.0 / 15.0) * 0.95
  = 76.00%

Examples of these spells include: Blast Wave (Mage), Blizzard (Mage), Insect Swarm (Druid)

Spells that both damage and heal

Some spells, namely Life Drains, both damage the target and heal the caster. The bonus is split between the healing and damaging portion, roughly in proportion to the amount of healing and damage involved. That is, if a spell heals 4 points for every 1 point of damage, 1/5 of the spell’s bonus will go to damage and roughly 4/5 will go to healing. Because bonus healing does not apply to these spells, the 1.88 multiplier is not used for the healing portion.

Thus Drain Life’s bonus is applied 50%/50% to damage/healing, while Devouring Plague’s bonus is split roughly 75%/25%. The exact equations are unknown at this time, but a reasonably close answer can be obtained by:

CDamage = CTotal / (Damage Amount / [Damage Amount + Healing Amount])
CHealing = CTotal / (Healing Amount / [Damage Amount + Healing Amount])

Examples of these spells include: Devouring Plague (Priest), Holy Nova (Priest), Drain Life (Warlock)

How do talents like “Empowered Rejuvenation” Affect Coefficients?
The Empowered Rejuvenation talent reads:
Increases the bonus healing of your heal over time effects by 20%

What this means is that for all HoT effects, you take your current +healing and add 20%. So if you had 1000 +healing, your HoTs would act as though you had 1200 +healing.

Gift of Nature increases the effect of all healing spells by 10%. Does this stack with +healing?
Yes.

For example, if your healing touch would normally heal for 2800, and you had a 1000 +healing, then here’s what this talent would do for you:

 (2800 + 1000) x 110% = 4180

With Empowered Touch (+20% Bonus Healing on Healing Touch) and Gift of Nature, here’s how the math works out:

 [2800 + (1000 x 120%)] x 110% = (2800 + 1200) x 110% = 4400

Lifebloom : Numbers

@Wowforum

For an average boss fight of 5 minutes:

Pre-nerf:

1 LB stack = 366*3 = 1098 + 366 every 9 seconds (using LB glyph, but taking into account that we can’t time it exactly ms into ms to get full 10 sec out of it)

1098 + 366*300/9 = 13298 Mana spent per fight.

At 2100 +Healing in ToL hot heals for 1045, Blooms for 2900 (not letting it bloom)

1045*9 = 9405 healing per 9 seconds

9405*300/9 = 313500 Healing per fight.

313500/13298 = 23.57 HPM

GCDs spent: 3+1*300/9 = 37

Post-nerf:

1 LB stack = 732*3 = 2196

Keeping it up: 2196 + 732*300/9 = 26596 Mana per fight

313500/26596 = 11.78 HPM

GCDs spent: 3+1*300/9 = 37

Letting it bloom: 2196*300/10 = 65880 Raw mana spent; 65880/2 = 32940 Mana spent per fight

Healing for 1045*10 + Bloom for 2900*3 = 19150 per 10 seconds

19150*300/10 = 574500 per fight

574500/32940 = 17.4 HPM

GCDs spent: 3*300/10 = 90

 

@druid.wikispaces

+2195 Healing
Lb  1x Mana cost: 220 / 179
   Total Healing    3600
    HPM        16.4/20.5
    HPS        514
    HPSC      2400
    HPT        258
    Bloom        1695
Lb 2x Mana cost: 220 / 179
    Total Healing    3612
    HPM       16.4/20.5
    HPS        516
    HPSC       2408
    HPT        516
Lb 3x Mana cost: 220 / 179
    Total Healing    5418
    HPM        24.6/30.8
    HPS        774
    HPSC        3612
    HPT        774

Regrowth Mana cost: 845/676
    Total Healing    6418
    HPM        7.6/9.5
    HPS        305.6
    HPSC        3208.8
    HPT        490.5
    Direct Heal    2984
    Direct Heal %    46.5% 

Rejuvenation Mana cost: 415/332
    Total Healing    3959
    HPM      9.5/11.9
    HPS        330
    HPSC        2639.3
    HPT        990

Healing Touch (Mana cost: 841)
Total Healing    6834
Total Healing    ~6462
    HPM        8.1
    HPS        2278

Swiftmend (Rej)

Mana cost 379/303 + Lost ticks from consumed
    Total Healing    3959
    HPM        10.4/13
    HPS        2639.3

Swiftmend (Reg)

(Mana cost 379/303 + Lost ticks from consumed)
Total Healing    3434
    HPM     9/11.3
    HPS        2289.3

@hotrstree

A Few More Lifebloom Calculations from the PTR

Raaff (Druid Heal!) threw some Lifebloom numbers out there first, looking at its new efficiency and throughput. His post left me asking two questions:  
1. Does equipping 2pT7, which lowers the cost of Lifebloom have any affect on the amount of mana you get back when it blooms?
2. What is the throughput and efficiency of just Lifebloom? (Since Raaff’s calculations were for a full reasonable cast cycle.)
Averna (Nerf this Druid) ran some numbers on throughput of Lifebloom alone. Her calculations included the bloom portion. This left me asking:

3. In a worst case scenario, or most like the current situation scenario, the bloom will all be overheal. What does this mean for Lifeblooms efficiency and throughput?

Scroll to the bottom to skips mathz and see conclusions.

This post has been highly inspired by Raaff and Averna and may subconsciously draw from their work, although I did all my own number crunching using my gear. If you haven’t checked out their 3.1 PTR work yet, please do so.

Currently a Lifebloom cycle is 10 seconds long (with Glyph), costs 366 mana (with 2pT7), and a single Lifebloom ticks for 400 (for me), 800 for two, and 1200 for 3. I am going to ignore the mana cost and time to get the stack up, since most druids will not let that stack fall off the main tank.
Throughput:
1,200 HP ticks @ 1 tick/sec for 10 sec =
12,000 HP healed in a cycle
1,200 HP/10 sec = 1,200 HPS

Efficiency:
1 cast every 10 sec @ 366 mana/cast = 366 Mana spent in a cycle
12,000 HP/366 MP = 33 HPM
PTR Rolling (w 2pT7) The only change from the current numbers is that the cost will be 733 mana up from 366.
Throughput will remain the same: 1,200 HPS

Efficiency:
1 cast every 10 sec @ 733 mana/cast = 733 Mana spent in a cycle
12,000 HP/733 MP = 16 HPM
PTR Rolling (w/o 2pT7) The only change from the current numbers is that the cost will be 782 mana up from 366 (current) or 733 (w/ 2pT7).
Throughput will remain the same: 1,200 HPS

Efficiency:
1 cast every 10 sec @ 782 mana/cast = 782 Mana spent in a cycle
12,000 HP/782 MP = 15 HPM
PTR Blooming Overheal (w/ 2pT7) For this calculation I will assume that all of the Bloom over the healing done by a normal tick will go to overheal, since it is very difficult on most fights to predict damage 10 seconds into the future. A Lifebloom cycle is now 12 seconds long, since we need to rebuild our stack of 3. Half of mana refunded at the Bloom is equal to 1469 mana refunded.
Throughput:
1,200 @ 1 tick/sec for 10 sec = 12,000 HP
12,000 + 400
(1st tick) +800 (2nd tick) = 13,200 HP healed in a cycle
13,200 HP/ 13 sec = 1,015 HPS

Efficiency:
3 casts every 13 sec @ 733 mana/cast = 2,199 Mana spent in a cycle
2,199 mana spent – 1469 mana refunded = 730 Net Mana spent in a cycle
13,200 HP/730 MP = 18 HPM
PTR Blooming Overheal (w/o 2pT7) The same as the above calculation, except Lifebloom now costs 782 mana per cast.
Throughput will remain the same as above: 1,015 HPS

Efficiency:
3 casts every 13 sec @ 782 mana/cast = 2,346 Mana spent in a cylce
2,346 mana spent – 1469 mana refunded = 877 Net Mana spend in a cylce
13,200 HP/877 MP = 15 HPM
PTR Blooming Not Overhealed (w/ 2pT7) This is a calculation that is probably too good to be true. But once and a while we may get lucky and our entire bloom may go to effective healing. My bloom heals for 9703 HP.
Throughput:
400 (1st tick) + 800 (2nd tick) + 1,200*9 (ticks 3 though 11) + 9,703 (bloom) = 21,703 HP Healed in a cycle
21,703 HP/13 sec = 1,669 HPS

Efficiency:
3 casts every 13 sec @ 733 mana/cast = 2,199 Mana spent in a cycle
2,199 mana spent – 1469 mana refunded = 730 Net Mana spent in a cycle
21,702 HP/730 MP = 30 HPM
PTR Blooming Not Overhealed (w/o 2pT7) Same as above, but costs 782 mana per Lifebloom application.

 

Throughput will be the same as above: 1,669 HPS

Efficiency:
3 casts every 13 sec @ 782 mana/cast = 2,346 Mana spent in a cylce
2,346 mana spent – 1469 mana refunded = 877 Net Mana spend in a cylce
21,702 HP/877 MP = 25 HPM
Conclusions
1a. Equipping 2pT7 does not effect the amount of mana you get back when Lifebloom blooms. It was 1,469 mana returned with or without it. It makes casting Lifebloom 6% more efficient if you are rolling blooms and 20% more efficient if you are letting the blooms bloom. 4pT8 is going to have to be really really good to get Resto Druids to give up 2pT7.
2a. If your bloom is not overhealing, this will actually be a 39% buff to the throughput of Lifebloom. At least they threw us some consolation prize.
2b. Sadly, we are experiencing a 10% increase to the cost of Lifebloom. This is the best case scenario, if your bloom is going to effective healing.

3a. Throughput of Lifebloom ticks alone will drop 15%. This assumes all the bloom is overheal. I predict we will not notice any change in throughput for Lifebloom, since most of the time the bloom will be overheal, but once and a while it will actually contribute something. Your ability to predict the future… I mean damage… will make a big difference on how much of a nerf/buff this is to your Lifeblooms.
3b. The nerf could be as high as a 83% increase to cost. Again, your ability to predict the future will determine where you fall on the 10% to 83% cost increase spectrum. If you plan on rolling those blooms still, you are looking at a 106% increase, that you can do nothing about. Ouch!

Suggestions
1. Wear your 2pT7 until you absolutely have to break it. Make sure you are going into T8 with all 5 pieces of T7, even if you are not wearing them now. This will give you the most flexibility to keep the 2pT7 bonus as you pick up new pieces of gear after the patch.
2. Be prepared to not roll Lifeblooms. Start practicing now in heroics, 10 mans, and/or on 25 man trash. You have a bad habit to break, even though it was once good. This is like unlearning to brush your teeth in the morning and unlearning to put on your seat belt in the car. It will feel very very wrong, but it is the way to be mana efficient.
3. Whether this will be a nerf or a buff to your Lifebloom throughput and how badly of a nerf it will be to your efficiency will depend on your ability to predict damage. If you are not running BigWigs or Deadly Boss Mod timers, for heaven’s sake get them. Practice now watching cool downs on abilities and finishing the three stack (ie adding the final LB to a stack of 2) 10 seconds before you know the tank will take increased damage. Some fights this will be impossible. Other fights it will just be freaking hard.

Any questions/comment/complaints welcome as always. I did most of this math on a note card waiting for Watchmen to start (good movie!) so I am very open to “Aert, you can’t add here.”

 

Regrowth

Spell Name
Healed
Tick
PST
Duration
Total
Crit
CD
GCD
Mana Cost
HPM
Cast Time
HPS
Casted OOM
Healed OOM
Time OOM
Additional Effects
Regrowth B
2257-2518
 
3x7
21sec 2345
 
 
-
-
 
 
2 sec
 
 
 
 
 
Selfbuff C
4758-4939
1114
3x7
21sec 7798
12556
%0
-
-
673
18
1.75
 
33
414348
 
+I -63mana cost
Crit
6984-7137
1115
3x7
21sec 7805
14789
%35
-
-
673
21.9
1.46
 
11
162679
 
 
Non Crit
 
 
 
 
 
 
 
 
 
 
 
 
22
276232
 
 
Scenario
 
 
 
 
 
 
 
 
 
 
 
 
22+11
438908
 
 
Maximize TG 
4758
1114
3x9
27sec 10026
14784
%0
-
-
673
21.9
 
 
22
325248
 
-G +%20heal if *
Max Crit TG
7137
1115
3x9
27sec 10035
17172
%35
-
-
673
25.5
 
 
11
188892
 
-T +%3 crit
Max Scen
 
 
 
 
 
 
 
 
 
 
 
 
22+11
514140
 
 
Average
 
 
 
 
 
 
 
 
 
 
 
 
minmax
464244
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Raid
5041-6592
1184
3x7
21sec 8288
13291
%0
-
-
673
19.7
 
 
33
438603
 
+I -63mana cost
Raid Crit
7319-8390
1578
3x7
21sec 11046
18365
%48
-
-
673
27.2
 
 
16
293840
 
 
Non Crit
 
 
 
 
 
 
 
 
 
 
 
 
17
225947
 
 
Scenario
 
 
 
 
 
 
 
 
 
 
 
 
17+16
519787
 
 
Maximize TG 
5041
1184
3x9
27sec 10656
15697
%0
-
-
673
23.3
 
 
17
266849
 
-G +%20heal if *
Max Crit TG
8390
1578
3x9
27sec 14202
22592
%48
-
-
673
33.5
 
 
16
361472
 
-T +%3 crit
Max Scen
 
 
 
 
 
 
 
 
 
 
 
 
17+16
628321
 
 
Average
 
 
 
 
 
 
 
 
 
 
 
 
minmax
533462
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Paininabox’s Spreadsheet – Pre 3.1

 

 

   
Stats  
Stamina 1353
Intellect 1159
Spirit 1241
Spell Power 2855
Crit % 14,31
Haste % 18,664
HP 20767
Mana 20601
MP5 Casting 671
MP5 Not Casting 1495
Replen.= 283
 
MRV
#AD?
 
HPV
#AD?
 
       
Stat Weights
Regeneration scale Healing Power scale
MP5 1 Spell Power 1
Intellect 0,587110045 Spirit 0,15
Spirit 0,444169613 Intellect 0,021404366
    Crit Rating 0,077733609
       
       
Stat Weight Options Ex. 25%= 0.25
Crittable Heals of Total Healing %: 0,25
Fight length (minutes) 8
% Time in 5SR 0,9
   
Innervate
Mana Return: 18703    
       
Spells        
       
       
         
Healing Touch
Mana Cost 1003      
Crit % 18,31 0,1831    
Non-crit range 9778 10570 Average: 10174
Crit range 14667 15855 Average: 15261
Cast time 2,328      
HPS 4770      
HPM 11,0722      
MPS (when spammed) 430,809      
         
Regrowth (Direct heal)           Regrowth (HOT)   Regrowth (HOT+Heal)  
Mana Cost 719         Mana Cost 719   Mana Cost 719
Crit % 64,31 0,6431       Ticks 9   Total Heal 18497
Non-crit range 5223 6112 Average: 5667   Per tick 1195   Cast time 27
Crit range 8620 9168 Average: 8894   Total Healing 10755   HPS 685,074
Cast time 1,685         Cast time 27   HPM 25,726
HPS 4594         HPS 398   MPS 26,63
HPM 10,7681         HPM 14,9583      
MPS (when spammed) 426,631         MPS 26,607      
                     

 

Nourish (No HOT bonus)         Nourish (HOT bonus)        
Mana Cost 604       Mana Cost 604        
Crit % 18,31 0,1831     Crit % 18,31   0,1831    
Non-crit range 4493 4847 Average: 4670 Non-crit range 5391 5816 Average: 5603  
Crit range 6738 7270 Average: 7004 Crit range 8086 8724 Average: 8405  
Cast time 1,264       Cast time 1,264        
HPS 4032       HPS 4838        
HPM 8,4393       HPM 10,126        
MPS (when spammed) 477,765       MPS 477,78        
                     
Lifebloom (Bloom)         Lifebloom (HOT)            
Mana Cost 391       One Stack   Two Stack   Three Stack
Crit % 14,31 0,1431     Mana Cost 391   Mana Cost 391   Mana Cost 391
Non-crit 3708       Ticks 9   Ticks 9   Ticks 9
Crit 5561       Per tick 462   Per tick 924   Per tick 1386
Cast time 9       Total Healing 4158   Total Healing 8316   Total Healing 12474
HPS 441       Cast time 1,264   Cast time 1,264   Cast time 1,264
HPM 10,1615       HPS 462   HPS 924   HPS 1386
MPS (when spammed) 43,399       HPM 10,6343   HPM 21,2685   HPM 28,4308
          MPS 43,444   MPS 43,445   MPS 48,75
Rejuvenation
Mana Cost 340
Ticks 6
Per tick 2240
Total Healing 13440
Cast time 1,264
HPS 746
HPM 39,5294
MPS (when spammed) 18,872

 lifebeffienta

             
NOTE:  This graph assumes no latency, perfect timing, no haste, and no GotE, which will skew the accuracy.
             
Purpose of this graph:          
Why did I include this?  Well, ideally, Lifebloom will have the efficiency that would be the ticks  
times the tick amount, divided by the mana cost.  However, the spell has a unique stacking  
mechanic that actually makes it so that it takes time for lifebloom to reach its ideal efficiency.  
As time approaches infinity, it will; in the real world, you will probably let the stack fall off  
inside of a minute or two if you’re dedicated.  This is an important distinction, because, as you can see,
the actual efficiency of your spell won’t be as good otherwise.  For a spell that lacks so little punch  
and relies completely on its efficiency to be viable, this can be a real concern.  This is also a great  
example of a spell in WoW that actually, truly, scales on the skill of the player, both in preventing the
stack from falling off and only clipping one tick.        
             

 

           
time healing done Mana cost Efficiency NOTE  
0 0 489 0    
0,5 0 489 0    
1 462 489 0,94478528    
1,5 462 978 0,47239264    
2 1386 978 1,41717791    
2,5 1386 978 1,41717791    
3 2772 1467 1,88957055    
3,5 2772 1467 1,88957055    
4 4158 1467 2,83435583    
4,5 4158 1467 2,83435583    
5 5544 1467 3,7791411    
5,5 5544 1467 3,7791411    
6 6930 1467 4,72392638    
6,5 6930 1467 4,72392638    
7 8316 1467 5,66871166    
7,5 8316 1467 5,66871166    
8 9702 1467 6,61349693    
8,5 9702 1467 6,61349693    
9 11088 1467 7,55828221    
9,5 11088 1467 7,55828221    
10 12474 1467 8,50306748    
10,5 12474 1467 8,50306748    
11 13860 1858 7,45963402    
11,5 13860 1858 7,45963402    
12 15246 1858 8,20559742    
12,5 15246 1858 8,20559742    
13 16632 1858 8,95156082    
13,5 16632 1858 8,95156082    
14 18018 1858 9,69752422    
14,5 18018 1858 9,69752422    
15 19404 1858 10,4434876    
15,5 19404 1858 10,4434876    
16 20790 1858 11,189451    
16,5 20790 1858 11,189451    
17 22176 1858 11,9354144    
17,5 22176 1858 11,9354144    
18 23562 1858 12,6813778    
18,5 23562 1858 12,6813778    
19 24948 2249 11,0929302    
19,5 24948 2249 11,0929302    
20 26334 2249 11,7092041    
20,5 26334 2249 11,7092041    
21 27720 2249 12,325478    
21,5 27720 2249 12,325478    
22 29106 2249 12,9417519    
22,5 29106 2249 12,9417519    
23 30492 2249 13,5580258    
23,5 30492 2249 13,5580258    
24 31878 2249 14,1742997    
24,5 31878 2249 14,1742997    
25 33264 2249 14,7905736    
25,5 33264 2249 14,7905736    
26 34650 2249 15,4068475    
26,5 34650 2249 15,4068475    
27 36036 2640 13,65    
27,5 36036 2640 13,65    
28 37422 2640 14,175    
28,5 37422 2640 14,175    
29 38808 2640 14,7    
29,5 38808 2640 14,7    
30 40194 2640 15,225    
30,5 40194 2640 15,225    
31 41580 2640 15,75    
31,5 41580 2640 15,75    
32 42966 2640 16,275    
32,5 42966 2640 16,275    
33 44352 2640 16,8    
33,5 44352 2640 16,8    
34 45738 2640 17,325    
34,5 45738 2640 17,325    
35 47124 3031 15,5473441    
35,5 47124 3031 15,5473441    
36 48510 3031 16,0046189    
36,5 48510 3031 16,0046189    
37 49896 3031 16,4618938    
37,5 49896 3031 16,4618938    
38 51282 3031 16,9191686    
38,5 51282 3031 16,9191686    
39 52668 3031 17,3764434    
39,5 52668 3031 17,3764434    
40 54054 3031 17,8337182    
40,5 54054 3031 17,8337182    
41 55440 3031 18,2909931    
41,5 55440 3031 18,2909931    
42 56826 3031 18,7482679    
42,5 56826 3031 18,7482679    
43 58212 3422 17,0111046    
43,5 58212 3422 17,0111046    
44 59598 3422 17,4161309    
44,5 59598 3422 17,4161309    
45 60984 3422 17,8211572    
45,5 60984 3422 17,8211572    
46 62370 3422 18,2261835    
46,5 62370 3422 18,2261835    
47 63756 3422 18,6312098    
47,5 63756 3422 18,6312098    
48 65142 3422 19,0362361    
48,5 65142 3422 19,0362361    
49 66528 3422 19,4412624    
49,5 66528 3422 19,4412624    
50 67914 3422 19,8462887    
50,5 67914 3422 19,8462887    
51 69300 3813 18,1746656    
51,5 69300 3813 18,1746656    
52 70686 3813 18,5381589    
52,5 70686 3813 18,5381589    
53 72072 3813 18,9016522    
53,5 72072 3813 18,9016522    
54 73458 3813 19,2651456    
54,5 73458 3813 19,2651456    
55 74844 3813 19,6286389    
55,5 74844 3813 19,6286389    
56 76230 3813 19,9921322    
56,5 76230 3813 19,9921322    
57 77616 3813 20,3556255    
57,5 77616 3813 20,3556255    
58 79002 3813 20,7191188    
58,5 79002 3813 20,7191188    
59 80388 4204 19,1217888    
59,5 80388 4204 19,1217888    
60 81774 4204 19,4514748    
60,5 81774 4204 19,4514748    
61 83160 4204 19,7811608    
61,5 83160 4204 19,7811608    
62 84546 4204 20,1108468    
62,5 84546 4204 20,1108468    
63 85932 4204 20,4405328    
63,5 85932 4204 20,4405328    
64 87318 4204 20,7702188    
64,5 87318 4204 20,7702188    
65 88704 4204 21,0999049    
65,5 88704 4204 21,0999049    
66 90090 4204 21,4295909    
66,5 90090 4204 21,4295909    
67 91476 4595 19,9077258    
67,5 91476 4595 19,9077258    
68 92862 4595 20,209358    
68,5 92862 4595 20,209358    
69 94248 4595 20,5109902    
69,5 94248 4595 20,5109902    
70 95634 4595 20,8126224    
70,5 95634 4595 20,8126224    
71 97020 4595 21,1142546    
71,5 97020 4595 21,1142546    
72 98406 4595 21,4158868    
72,5 98406 4595 21,4158868    
73 99792 4595 21,717519    
73,5 99792 4595 21,717519    
74 101178 4595 22,0191513    
74,5 101178 4595 22,0191513    
75 102564 4986 20,5703971    
75,5 102564 4986 20,5703971    
76 103950 4986 20,8483755    
76,5 103950 4986 20,8483755    
77 105336 4986 21,1263538    
77,5 105336 4986 21,1263538    
78 106722 4986 21,4043321    
78,5 106722 4986 21,4043321    
79 108108 4986 21,6823105    
79,5 108108 4986 21,6823105    
80 109494 4986 21,9602888    
80,5 109494 4986 21,9602888    
81 110880 4986 22,2382671    
81,5 110880 4986 22,2382671    
82 112266 4986 22,5162455    
82,5 112266 4986 22,5162455    
83 113652 5377 21,1366933    
83,5 113652 5377 21,1366933    
84 115038 5377 21,3944579    
84,5 115038 5377 21,3944579    
85 116424 5377 21,6522224    
85,5 116424 5377 21,6522224    
86 117810 5377 21,909987    
86,5 117810 5377 21,909987    
87 119196 5377 22,1677515    
87,5 119196 5377 22,1677515    
88 120582 5377 22,4255161    
88,5 120582 5377 22,4255161    
89 121968 5377 22,6832806    
89,5 121968 5377 22,6832806    
90 123354 5377 22,9410452    
90,5 123354 5377 22,9410452    
91 124740 5768 21,6262136    
91,5 124740 5768 21,6262136    
92 126126 5768 21,8665049    
92,5 126126 5768 21,8665049    
93 127512 5768 22,1067961    
93,5 127512 5768 22,1067961    
94 128898 5768 22,3470874    
94,5 128898 5768 22,3470874    
95 130284 5768 22,5873786    
95,5 130284 5768 22,5873786    
96 131670 5768 22,8276699    
96,5 131670 5768 22,8276699    
97 133056 5768 23,0679612    
97,5 133056 5768 23,0679612    
98 134442 5768 23,3082524    
98,5 134442 5768 23,3082524    
99 135828 6159 22,0535801    
99,5 135828 6159 22,0535801    
100 137214 6159 22,2786167    
100,5 137214 6159 22,2786167    
101 138600 6159 22,5036532    
101,5 138600 6159 22,5036532    
102 139986 6159 22,7286897    
102,5 139986 6159 22,7286897    
103 141372 6159 22,9537263    
103,5 141372 6159 22,9537263    
104 142758 6159 23,1787628    
104,5 142758 6159 23,1787628    
105 144144 6159 23,4037993    
105,5 144144 6159 23,4037993    
106 145530 6159 23,6288358    
106,5 145530 6159 23,6288358    
107 146916 6550 22,4299237    
107,5 146916 6550 22,4299237    
108 148302 6550 22,6415267    
108,5 148302 6550 22,6415267    
109 149688 6550 22,8531298    
109,5 149688 6550 22,8531298    
110 151074 6550 23,0647328    
110,5 151074 6550 23,0647328    
111 152460 6550 23,2763359    
111,5 152460 6550 23,2763359    
112 153846 6550 23,4879389    
112,5 153846 6550 23,4879389    
113 155232 6550 23,699542    
113,5 155232 6550 23,699542    
114 156618 6550 23,911145    
114,5 156618 6550 23,911145    
115 158004 6941 22,7638669    
115,5 158004 6941 22,7638669    
116 159390 6941 22,9635499    
116,5 159390 6941 22,9635499    
117 160776 6941 23,163233    
117,5 160776 6941 23,163233    
118 162162 6941 23,362916    
118,5 162162 6941 23,362916    
119 163548 6941 23,562599    
119,5 163548 6941 23,562599    
120 164934 6941 23,7622821    
120,5 164934 6941 23,7622821    
121 166320 6941 23,9619651    
121,5 166320 6941 23,9619651    
122 167706 6941 24,1616482    
122,5 167706 6941 24,1616482    
123 169092 7332 23,0621931    
123,5 169092 7332 23,0621931    
124 170478 7332 23,2512275    
124,5 170478 7332 23,2512275    
125 171864 7332 23,4402619    
125,5 171864 7332 23,4402619    
126 173250 7332 23,6292962    
126,5 173250 7332 23,6292962    
127 174636 7332 23,8183306    
127,5 174636 7332 23,8183306    
128 176022 7332 24,007365    
128,5 176022 7332 24,007365    
129 177408 7332 24,1963993    
129,5 177408 7332 24,1963993    
130 178794 7332 24,3854337    
130,5 178794 7332 24,3854337    
131 180180 7723 23,3303121    
131,5 180180 7723 23,3303121    
132 181566 7723 23,509776    
132,5 181566 7723 23,509776    
133 182952 7723 23,6892399    
133,5 182952 7723 23,6892399    
134 184338 7723 23,8687039    
134,5 184338 7723 23,8687039    
135 185724 7723 24,0481678    
135,5 185724 7723 24,0481678    
136 187110 7723 24,2276317    
136,5 187110 7723 24,2276317    
137 188496 7723 24,4070957    
137,5 188496 7723 24,4070957    
138 189882 7723 24,5865596    
138,5 189882 7723 24,5865596    
139 191268 8114 23,5725906    
139,5 191268 8114 23,5725906    
140 192654 8114 23,7434065    
140,5 192654 8114 23,7434065    
141 194040 8114 23,9142223    
141,5 194040 8114 23,9142223    
142 195426 8114 24,0850382    
142,5 195426 8114 24,0850382    
143 196812 8114 24,2558541    
143,5 196812 8114 24,2558541    
144 198198 8114 24,42667    
144,5 198198 8114 24,42667    
145 199584 8114 24,5974858    
145,5 199584 8114 24,5974858    
146 200970 8114 24,7683017    
146,5 200970 8114 24,7683017    
147 202356 8505 23,7925926    
147,5 202356 8505 23,7925926    
148 203742 8505 23,9555556    
148,5 203742 8505 23,9555556    
149 205128 8505 24,1185185    
149,5 205128 8505 24,1185185    
150 206514 8505 24,2814815    
150,5 206514 8505 24,2814815    
151 207900 8505 24,4444444    
151,5 207900 8505 24,4444444    
152 209286 8505 24,6074074    
152,5 209286 8505 24,6074074    
153 210672 8505 24,7703704    
153,5 210672 8505 24,7703704    
154 212058 8505 24,9333333    
154,5 212058 8505 24,9333333    
155 213444 8896 23,9932554    
155,5 213444 8896 23,9932554    
156 214830 8896 24,1490558    
156,5 214830 8896 24,1490558    
157 216216 8896 24,3048561    
157,5 216216 8896 24,3048561    
158 217602 8896 24,4606565    
158,5 217602 8896 24,4606565    
159 218988 8896 24,6164568    
159,5 218988 8896 24,6164568    
160 220374 8896 24,7722572    
160,5 220374 8896 24,7722572    
161 221760 8896 24,9280576    
161,5 221760 8896 24,9280576