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[Theorycrafting] Sage Heal Stats

STAR WARS: The Old Republic > English > Classes > Sage / Sorcerer
[Theorycrafting] Sage Heal Stats

Nibbon's Avatar


Nibbon
06.05.2013 , 08:14 AM | #1
UPDATE 6/6: I got more detailed - I believe I am now complete - I updated my disclaimers and the new optimization. 6/10, a mistake was made that changed the mix a tiny bit, updated.

Intro

Hey all,

There has been a lot of questions directed at me, on my DPS thread, elsewhere about gearing up your sage healer. My standard answer was, for the most part, I cannot tell you with any certainty because I have not done any theorycrafting on healing, but this is what other people seem to be doing ...

Long story short, I did finally get around to analyzing, to a smaller degree (than the DPS) what might work best for sage healers. However, I'd be remiss without beginning this section with all the disclaimers I can think of:

Disclaimers

1. I still truly believe that heals can sort of come down to preference more than anything. The numbers I am about to share with everyone is merely a hypothetical situation THAT WILL NEVER HAPPEN. Unlike DPS, where the rotation or priority is fairly static/consistent, healing is dynamic and situational, which brings me to ...

2. The theorycrafting I've done displays the highest HPS, which doesn't really mean much of anything. Why? because I am only using a few of the heals. In a "highest HPS" situation, you would really just put a rejuvenate/resurgence on as many people as you can, use healing trance/innervate, and then get 8 people inside your instant cast salvation/revivification. That is not really how people heal.

3. In fact, the way I theorized the numbers, may not match with your playstyle at all. These numbers are a bit dependent on you utilizing the, what I would call, 4 "main" heals. I will discuss the other heals briefly, but as you can see, hardly included them in my analysis, I will tell you why in a bit.

UPDATE 6/6: NO LONGER A WORK IN PROGRESS, I CONSIDER THIS FINAL UNLESS A MISTAKE IS FOUND.
4. This is a work in progress. I think this can be improved for accuracy. I was doing this along with another person who was giving me their numbers. If I had done it all myself I would have gone a little more in depth in digging up the changes. So some of the base heals are currently my best guess and need to be updated. Again, this is still a work in progress, but I think it might be at a point where it is worth sharing.

UPDATE 6/6 : I RECEIVED MORE FEEDBACK FROM HEALERS SO I FIND THE DATA TO BE MORE VALID.
5. I am not really a healer. I heal for my raid sometimes, but I usually avoid it like the plague, now. I know how to heal, I'm even pretty decent at it, but I do no longer consider myself a healer. However, I did get some feedback from a very good sage/sorc who only heals.

Spreadsheet/Analysis
See here: https://docs.google.com/spreadsheet/...xWWNBZ2c#gid=3

There are two sheets to this spreadsheet (none hidden like in my DPS one). The actual heal per second analysis, for stats, is only on one sheet. I am going to talk about what the other (titled "alacrity and cooldown worksheet") actually is.

The "Alacrity and cooldown worksheet" was sort of a hypothesis - one that I felt important to be proven in order to be a framework to explain why alacrity isn't that great, still. The hyothesis (Sorry if I am misuing that term) is "Cooldowns prevent alacrity from being as effective because no matter how much faster you are casting, you are only casting lesser heals faster, your bigger heals, although casted faster, are still subject to a cooldown. The result is alacrity is not within a 1:1 ratio of improving heals per second, but rather, alacrity increases at a faster rate (percentage) than total heals per second."

In short, this spreadsheet goes about proving that hypothesis. I am not going to go too far in depth, but I am comparing two heals over time with and without alacrity. One heal, the bigger of the two, has a cooldown. The result is that with ~8.7% alacrity, over roughly 60 seconds, the heals per second is less than that alacrity increase. The difference can be fudged by playing with the numbers, so I won't say by how much, the important is that there IS a difference and that is LOWER.

MAX HPS worksheet
This is probably what people actually opened up this thread for. I used a similar analysis style with how I calculated DPS. A fight over a certain amount of time will utilize a rotation of heals - the total heals over that time needs to be maximized. It is a ridiculous task, really, as I've mentioned in the disclaimers. As I mentioned, maximizing HPS I would really just toss out a lot of rejuvenates/resurgences. So, this one has a more liberal recast timer - not based on when the abilities come off cooldown, but more based off when you are likely to actually cast them in a way that sort of makes sense. For example, you won't cast rejuvenate/resurgence every time it is off cooldown, but you might cast it every time before you cast healing trance/innervate and before salvation/revivification.

That serving as the intro of the methodology - let me explain a couple things about the heals not used in this analysis and what effect they might have.

UPDATE 6/6: DISREGARD, THEY ARE BOTH NOW USED IN THE ROTATION
1. Force armor/static shield: I do not use it in the analysis because it is very difficult for me to peg down an actual number of damage prevention. Sages are great raid healers, so it is weird to really theorize single target healing for a sage, and yet this is what is being done. I can tell you this though - force armoring/shielding people will not produce the highest HPS, nor will refreshing it when it is off cooldown (technically 20 seconds for force imbalanced). Force armor is really an emergency spell, but it is often used as a regular heal (damage prevention, really). I should also mention, I do not believe this spell can crit - and therefore is not effected by surge.

2. Benevolence (fast small heal): Another emergency heal. I'm not really sure one would use this unless they had to get one more quick heal in before the target dies/force armor isn't up. Since it isn't really used (in PvE) it doesn't need to be included. Note to PvPers: I'm sure most of you prefer the small heal over the big heal in PvP since it is interrupted less. In a way, this analysis helps you because there probably isn't much of a statting difference between PvP and PvE - just sub in benevolence for deliverance/dark infusion and you may get a similar analysis. The one big difference is that benevolence will benefit from rejuvenate/resurgence.

3. Force wave (knockback heal): Single target wise this heal makes no sense. It is a great AoE heal in certain situations, especially after laying down a salvation/revivification. However, for these purposes, it isn't really needed to look into/include.

And just some last notes before we get to the results...

1. Salvation numbers are the expected heal on one person, obvious the numbers and importance go up when more people are in this heal circle. So when we look at HPS at the end results, it will in effect be much higher when there is a raid situation.

UPDATE 6/6: NO LONGER RELEVANT:
2. I mentioned force armor/static shield is not effected by crit/surge, well benevolence has a much higher crit percent with resurgence/rejuvenate - so they may offset each other a bit even though they aren't included here.

UPDATE 6/6: WITH THE ADDITION OF FORCE CONSUMPTION IN THE ROTATION THIS IS NO LONGER RELEVANT
3. Force management is not taken into consideration. While the end result is going to show a much lower HPS than what is possible (due to AoE heal), consumption/noble sacrifice would technically lower your HPS due to global cooldowns.

4. Pretty much as justification for the way I did things - what we are trying to figure out here is how the relationship of crit (and the abilities form skill tree effecting crit and alacrity) effect your stat priority for gearing your sage healers. The analysis I've done is ultimately OK for returning an answer. Maybe not the best way, but it should give some guidance. The reason is that you are trying to look for that magic mix between producing the highest average heal - and getting those heals out faster. This analysis should, at least, provide a path to achieving that.

Stats/Results
I'll keep this short.

The end result I got was this (AT UNDERWORLD GEARING LEVEL/168):
No crit - Every point above 0 is a loss (lots of GCD that don't use crit is why, noble sac/consumpion, force armor)
6 Alacrity Enhancements
4 Surge Enhancements

If you had all 168 ilvl gear, that would be:
0 crit
316 surge
474 alacrity
1353 power

At this level, having a crit of 200 lowers HPS by 11. This is only slightly over 0.32% of theoretical HPS. In fact 400 crit is 33 HPS, so that is only ~0.96% of your max HPS.

At Kell Dragon - the mix stays the same
Crit at 0 is still optimal, with each pointing lowering HPS.

400 crit here lowers HPS by about 26, or 0.72%.

For the record, you want all willpower augments.

Closing Notes
I do not have much to add but to say - if you do not know how stats work, look to my other thread about DPS here where I go in depth:
http://www.swtor.com/community/showthread.php?t=627405

For more information on your spells, specs, and everything except gearing (I disagree with his choice of gearing, per my current theorycrafting), I do agree with everything else on this thread: http://mmo-mechanics.com/swtor/forums/thread-1199.html

I'm sure I will get asked about relics at some point, so I'll say this. I DO NOT KNOW. With some arm twisting I might tell you my best guess is power proc and power click.

Nibbon's Avatar


Nibbon
06.05.2013 , 08:15 AM | #2
PVP Notes:
5 surge and 5 alacrity return the highest HPS with 0 crit. Crit is especially bad in PvP because the healing bonus is so low it isn't anywhere near the threshold of where crit becomes valuable...

However, not getting interrupted is a big key to PvP. So While 5 Surge and 5 alacrity gets you the highest uninterrupted HPS, you may be better off getting more alacrity --- faster heals = less chance of interrupt.


Explanation of the Alacrity curve
Alacrity is effected by a number of things - it's own stat formula - then the cast time formula - then a lesser known issue that I have been exploring, the effect of cooldowns on alacrity.

Diving straight into the numbers, let's look at the individual increase of HPS for one alacrity enhancement at the new kell dragon level.
86 alacrity=1.25% alacrity percent - I'll use the GCD in the next part here, but any placeholder number works, like 1, or any other cast time.
1.5/(1+.0125)=~1.4815
1-(1.4543/1.5)=1.23% increase in cast speed (or cast time reduction)
1.23% is not the increase in HPS
cooldowns aren't effected by alacrity, except in that the spell being casted when the cooldown is off casts faster. Let's just call this the alacrity cooldown coefficient. The coefficient is a dynamic number that goes up (reducing the severity) as you add more alacrity. With 86 alacrity, the coefficient is roughly .6504.

To find the effect on actual HPS from reduced cast time, you multiply the reduced cast time by the coefficient
1.23%*.6504=~.8%

Surge also has a coefficent (this is well known). This coefficient is static, not dynamic (unless you alter crit in different ways). The Surge coefficient= (# spells effected by crit that are casted)/(Total # of spells casted) * critical percentage

I'll go into the results again, but I wanted to show, graphically, what the alacrity cooldown coefficient does. The following image is a very specific case, 2 spells being casted, one with a cooldown, both being effected by alacrity. The graph shows the relationship between the points of alacrity, the reduced cast time, and the effect that the reduced cas time mixed with the effect of the cooldowns has on actually increasing your HPS. Again, this is a very specific case which I made purely in order to demonstrate how cooldowns CAN effect HPS (and alacrity specifically):
https://docs.google.com/spreadsheet/...x=qobq6k5bo1dc

This specific case can be found here: https://docs.google.com/spreadsheet/...xWWNBZ2c#gid=2

I do not recommend looking through it - I didn't exactly design it to be friendly to read or alter.

So, going back to the real spreadsheet I worked out (https://docs.google.com/spreadsheet/...xWWNBZ2c#gid=3), you can look at the two stats individually. If you had 0 enhancements of each and increased one or the other by 1 at a time, you would slowly be increasing your HPS (that is a given). So this is the effect if you were slowly adding just surge or alacrity points and how much each would increase your HPS:
https://docs.google.com/spreadsheet/...x=xmuodrz0c6zf

Realistically, you will always have 10 "enhancements" or in the kell dragon level, 860 of the total secondary stat. This is how the two interact with each other - the height of the line is the 4/6 surge/alacrity number that BiS is based on.
https://docs.google.com/spreadsheet/...x=39b6ibzgg3bd

Now, given, if you change my model and frequency of cast of some of the spells - the numbers will change. If you threw in crit (Which you shouldn't) the numbers will change too (crit = higher surge coefficient). That being said, you can pretty much drastically alter it and will still get roughly the same number.

The big difference between alacrity and surge is the smoothness of the curves. Looking at the image of the curves by themselves over one another - the incremental benefit of surge drops off extremely rapidly, while alacrity is a much straighter, more horizontal line. If you could only take 4 enhancements, they would be 4 surge, but after that, it would take 8 alacrity before surge overtook it and became the next enhancement. Since there are only 10 total, we are capped at the 4-6 mix.

thebeano's Avatar


thebeano
06.06.2013 , 10:22 AM | #3
Hey Nibbon! Thanks for posting this. I've been patiently waiting for someone who is more mathy than me to set something like this up. It is greatly appreciated!

EDIT: I totally understand your "apprehensiveness" about the validity of the data you produced. Healing is very situational and rooted in play-style. However, I do really appreciate the guidance and justification for keeping crit low. It has given me peace of mind that I have been moving down the right path... so thanks again!

Cheers!

Gondolindhrim's Avatar


Gondolindhrim
06.06.2013 , 10:37 AM | #4
Good stuff as usual. Happy to see that 5/5 Surge/Alacrity grants the highest (theoretical) HPS; makes gearing easier since DPS builds use 5 Accuracy items.

Quote: Originally Posted by Nibbon View Post
I'm sure I will get asked about relics at some point, so I'll say this. I DO NOT KNOW. With some arm twisting I might tell you my best guess is power proc and power click.
Healing builds don't really have much choice here. The only other relics that benefit healing at all are Ephemeral Mending and a Matrix Cube. Ephemeral Mending is widely considered to be nothing but a Shadow tank relic (with good reason). Matrix Cube is BiS for PvP since clickies are disabled there, but of course it cannot measure up to Boundless Ages in PvE.

tl;dr - Power proc + power click for PvE, power proc + matrix cube for PvP.
Rheiya | Fyrellis | Kayleen | Adelynn | Bao-der | Hailey | Lyell | Leonyra
Freiya | Zeyus | Ivaadi | Ellyxia | Shyala | Sugarberry | Ylvie| Syeeda

Nibbon's Avatar


Nibbon
06.06.2013 , 11:00 AM | #5
Quote: Originally Posted by Gondolindhrim View Post
Good stuff as usual. Happy to see that 5/5 Surge/Alacrity grants the highest (theoretical) HPS; makes gearing easier since DPS builds use 5 Accuracy items.


Healing builds don't really have much choice here. The only other relics that benefit healing at all are Ephemeral Mending and a Matrix Cube. Ephemeral Mending is widely considered to be nothing but a Shadow tank relic (with good reason). Matrix Cube is BiS for PvP since clickies are disabled there, but of course it cannot measure up to Boundless Ages in PvE.

tl;dr - Power proc + power click for PvE, power proc + matrix cube for PvP.
The other option is EWH with static 120 power - which is better than matrix cube at least.

Gondolindhrim's Avatar


Gondolindhrim
06.06.2013 , 11:14 AM | #6
You are correct, I just left it out because it's no longer obtainable.
Rheiya | Fyrellis | Kayleen | Adelynn | Bao-der | Hailey | Lyell | Leonyra
Freiya | Zeyus | Ivaadi | Ellyxia | Shyala | Sugarberry | Ylvie| Syeeda

Nibbon's Avatar


Nibbon
06.06.2013 , 03:24 PM | #7
UPDATE 6/6:
I decided to go a few steps further to make the analysis more complete. I edited the guide above with the changes.
The big thing for everyone to know is the addition of a surge over an alacrity - though the difference between 5-5 and 6-4 IS VERY SMALL.

SgtKlavier's Avatar


SgtKlavier
06.06.2013 , 08:29 PM | #8
What are your thoughts on gearing, since you said you disagree with the thread on mmo mechanics? Just curious for your opinion

Nibbon's Avatar


Nibbon
06.06.2013 , 09:27 PM | #9
Quote: Originally Posted by SgtKlavier View Post
What are your thoughts on gearing, since you said you disagree with the thread on mmo mechanics? Just curious for your opinion
That is pretty much what the entire OP is about ;p

PvE: underworld: 6 surge 4 alacrity 0 crit kell dragon: 5 surge 5 alacrity 0 crit
PvP: 7 surge 3 alacrity 0 crit

The thread on MMO Mechanics suggests the opposite - 7 alacrity and 3 surge.

Darth_Dreselus's Avatar


Darth_Dreselus
06.06.2013 , 09:49 PM | #10
Relics are actually exceedingly simple for healers.

Option 1: Serendipitous Assault and Boundless Ages.

For many people this may be the only option, because they did not get Vanilla PvP relics. It also provides the most Power when BA is used on cd.

Option 2: Serendipitous Assault and (Elite) War Hero Boundless Ages

There is only 18.25 power difference between using UBA on cd (this will go up with KD gear to 31) and no need to click.

Which option is better? Well seeing as this is a theorycrafting thread Option 1 is better. Practically, however, Option 2 may be better as you may not need that power Boost every 2 minutes (and you probably will not). Either option i completely valid and this time it really is personal preference.

Ephemeral Mending is as bad as it always was, only ever useful when purely ST healing (which never happens in Ops) and Matrix cube is very bad stat wise.

For PvP Serendipitous and Matrix actually work well because the cube gets bolstered a lot.

I still like Noim's HPCT analysis better though, so it's 6 Ala/4 Surge (UW) and 7 Ala/3 Surge (KD) for me. Sorry. Nice work though it is nice to have varying opinions.

Also looking at either only Rejuvenate+Healing Trance or the 'standard rotation' of Rejuvenate-Healing Trance-Deliverance-Noble Sacrifice may be better for a min maxing analysis. Salvation is just not a rotational ability, there is always a 'best' time to use in any given fight. It does not benefit from Alacrity beyond GCD. Force Armor is more predictable but again sometimes you may want to use it at specific times so it will not always be used every 17s. It gets no benefits from Surge and only a GCD benefit from Alacrity.

Kinda why I hate HPS analyses, Rejuvenate on cd, Salvation on cd, Force Wave on cd and Force Armour on everyone completely destroys it.
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