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EHPS and HPS – effective healing and “overhealing” in hard content

STAR WARS: The Old Republic > English > Classes
EHPS and HPS – effective healing and “overhealing” in hard content

orontes's Avatar


orontes
10.24.2013 , 07:46 PM | #1
EHPS and HPS – effective healing and “overhealing” in hard content

Using a raid meter can be an interesting tool to make your healing and damage dealing more effective, yet the numbers don’t tell the entire story! It is important to know what these number can tell you, and even more important what they cannot. Healing is not about the raw output of heals, In this post I will explain why…

First of all, the healing is awesome when all party members stay alive, and especially the tanks have full health. This makes the operation go smoothly, and we can compensate for errors and bad luck. Keeping everyone alive takes some training and fast responses, and a knowledge of the operation/flashpoint is essential. Its especially the spikes that make healers go mad. And handling these is something every healer has to manage. That and the stupidity off other players

The three healing classes also have different strategies in keeping people alive. Some rely heavy on cheap ticking HoTs, some use well timed shielding and others deal single target casts. In the end, it’s all about knowing your class, the abilities and the timing.

The meter will show you two stats, both of them can be important, but the relation between them even more:
HPS – healing per second
This is the raw outgoing heals, the health you are giving to someone’s even if they have full health
EHPS - effective healing per second.
These show the healings received by party members, that actually restore health.

What is the ideal situation? HPS=EHPS?
We basically want all our heals to as effective as possible, the right heal at the right time makes all the difference in the world. In a perfect world 100 damage is restored with a 101k heal. No overhealing someone, no loss off force/ ammo, no one dying.

However, that’s not how it works in reality. Even when the party has full health, especially in harder operations, we are constantly pre-casting heals and placing healing HOTS on people. When we know the tank will take incoming damage, we will cast an ability that shields, buffs, Hots him to prepare him for it. When group members are piled up on one location, we will drop AoE heals to top everyone’s health without sacrifices too much ammo/force. Anticipation is our most important stat, and can be called the healers sixth sense. This makes that not all our heals are “effective”, but is necessary to help teammates survive.

The relation between your effective healing and overhealing
These actions make that we overheal. On the parser this will show up as a difference between EHPS and HPS. The difference between the two depends entirely on class, play style, operation and job assigned between healers. Ideally, we want the difference so be as low as possible. And to reach that goal, every player needs to attune in a different way.

An effective heal is ammo/force well spend. Large heals on a group member with full health is a waste.

Now, be aware that in the examples I’m giving, only apply in hard content which needs continuous intensive healing. Unfortunately, older content like TfB and S&V ISN’T always healing intensive. Be prepared for some spikes from time to time, and of course the stupidity off the DPS, and the healing output will be fine. It’s when dealing with ultra-hard hitting bosses on our beloved tanks, or the raidwide AoE damage that we need to prepare ourselves. That means going in an operation with the gear it was disigned for. It’s only in these situations that analyzing numbers makes sense!

Large difference between effective healing and overhealing, party health high:
The healer is doing 3500 HPS. awesome. Yet only 1500 points of it is effective. Well, what a waste! this can tell that you are constantly overhealing. Especially with an overpowered group, the healing simply can be too much. Here you want to slow down, especially on the big single target casts. Keep some AoE up and focus on the tanks.

In situations where the group has full health, be conservative with your force. This will make you able to deal with spikes when they appear, without having to use cooldowns. Normally one healer can start throwing in some DPS, while the other keeps guarding the healthbars.
[color=#eeeeee]
Eg: When dealing with styrak in S&V, there are a lot of different phases in the battle. However, not all those phases are equally healing intensive. When the entire group is piled up dealing with the different forms of manifestations, an AoE will do. The fight is designed that healers can throw in some DPS here. Just don’t waste too much force/ammo, and prepare for the burnphase.

Large difference between effective healing and overhealing, party health low:
This is not an ideal situation. People are low on health, you are casting like mad and yet not all heals are effective. This means there is a problem. We need to get the heals on the people that need them.

Cooperation between healers is a must. The raids health is low, so both healers need to heal everyone. In most harder content there is an understanding between healers. Sometimes a healer is designated to a certain tank or part of the group. Try changing these and you might see a difference. A system that work well for our guild is that each healer takes “priority healing” on certain members: if one of them is low, that healer takes action first and the other healer jumps in after his current cast. It needs some training but proves to be very effective.

The correct use of AoE abilities is also a must. Some healing classes depend heavy on these to keep the group alive, yet the group has to make use of them. Scoundrels have the advantage that they can cast on a group member, so DPS can be more ignorant. Commando’s have a short CD on the koltho bomb and an instant heal with it. But for sages they need to cast it. If the group is ignorant of the healing zone – the AoE is ineffective, if they use it well – it’s an awesome heal.

other raid members need to cooperate as much as they can, full party health means less use of force/ammo, so we can deal with the spikes or bad luck more effectively.

E.g: the first boss from DF acquires constant tank healing. However, we need to cleanse constantly, which interrupts our normal casting order. Here I place an AoE on the tanks, which dot heals them (and some mdps) so I can focus in the mean time on cleansing. The outgoing heals will be more stable that way. After that phase, I place the AoE again on the healer/Dps group to restore the loss caused by the dot while I focus on the tanks with single target casts. This will show in better balance between EHPS/HPS.

Small difference between effective healing and overhealing, party health high
the groups health is high, this is nice. All our heals are effective, which is nice as well. However, some dangers lurk behind the corner. If your numbers are low compared to the ones of the other healer in the group, this means you are holding back your heals. Yes, you are healing where it’s needed, but you are being too conservative on the casts, and letting the other healer top off everyone. You want both healers with the same amount of ammo/force. Because if **** hits the fan, both need to have force ready to deal with it.

small difference between effective healing and overhealing, party health low
this can also mean different things. Mainly this should point out an issue with the strategy the group is using. Healers can’t cast when needed, people hugging red circles, AoE bubbles being ignored,… the outgoing heals are insufficient to keep the group alive, change is needed.

This can point out that your own healing strategy might have some flaws. You are letting the health drop too far before you start casting. Or you are burning your force/ammo too easy. Healing in heavy bursts is dangerous. Keeping a steady flow during the fight is the key to victory. So use the correct rotations to save up ammo. However, don’t forget that you sometimes have to go in the red on purpose to deal with the spikes, but there are cooldowns and regeneration pauses to help out. Don’t use cooldowns when they are not needed.

e.g: With the DG NiM, as a healer the lightning phases are painful, and can be a proper b**** to deal with. But by anticipating and rotating your cooldowns on the right moment, you gain 1000(!) EHPS and have a group with full health. First off all: heal while you are running to your “lightning location” and are standing there. Time your casts so you can single target heal people near you. As commando I use the kolto bomb on myself. Prepare an adrenal or pump up your AOE while running back to the healzone and go full out but don’t loose the ammo/force. When the second lightning hits, burn your force/ammo and use the regeneration cooldown. You will see your HPS increasing dramatically when timing it right, and have a fully healed group in the opsframe when entering the second phase of the battle.

Different boss- different heals- different numbers
Your parsing data will be different every different run. There are no “hard numbers” which you need to reach. There is no leaderboard for output in heals. every group composition will give another style for heals, and the need for a different output.
Compare what you have done after a failed attempt, and see if certain changes in strategy are making you able to top off all the healthbars faster.

A group low on health isn' always the healers "fault"
The relation between the healer and the group is important. Healers aren’t supermen that can heal everything, and people need to be aware of that. (read dudley’s posts!!!)

If you play with a different set-up of healers, you NEED to change tactics. Other forms of group movement are needed when you play with commando’s instead of scoundrels. The reason why scoundrels are used a lot in NiM is because they are more forgiving the improper group movement. Not because the class is superior.

Mistakes made by dps or tank can be very unforgiving on the healers ammo. Especially sentinels need to be very aware of their defensive cooldowns. A healing abilty spend on a dps is one less on a tank. players need to understand that the entire group is connected.

Cleansing, shielding, activating buttons, Opsleading while healing, being awesome in TS… all those things aren’t showing up in the numbers. However, not doing them causes wipes. Always focus more on the awareness and teamplay from groupmembers than on raw numbers. Healers have abilities that can reduce damage taken. But don’t be afraid to let the numbers help you improve, or spot flaws in the used group strategy.

conclusion
So as said before, know what the number are telling, and more important what they cannot. Neither representations off healing are perfect, but both are ways to help effectively improve the healer themselves or adapt the group to new strategies.

And remember, gear and high HPS values on the parser don’t make you a good healer, keeping people alive does.

Tl;dr: the healers are doing a fine job when:
-everyone stays alive
-damage taken is prevented (shielding, HoTs and cleansing)
-Heals are given at the right moment to the right person


(a special thanks to Novakenoby, Na'meena, kirada, Dudley and the <Sraw-Rats> for discussions on the matter)
Glawen Clattuc Commando Healer
<Manticore> @ Red Eclipse (EU) Twitch/glawen

NeNiMel's Avatar


NeNiMel
10.28.2013 , 09:09 AM | #2
This is a very good description of how one should interpret the relationship between HPS and EHPS.

I like that you are also mentioning that healers should do a little DPS, when they got the ressources to spare and the group's health is high. This is a problem that I sees from time to time, that healers just stand idle or even worse burning ressources on overheals, when there is nothing to heal.

It might be worth mentioning that if one really want to compare number then one should only do it with the co healer from that same pull, because the it´s the only parse that reflects the same events.

Good work
A T M E A || < R A G N A R O K >
T H E . R E D . E C I L P S E

Dajman's Avatar


Dajman
11.09.2013 , 10:29 AM | #3
Quote: Originally Posted by NeNiMel View Post
This is a very good description of how one should interpret the relationship between HPS and EHPS.

I like that you are also mentioning that healers should do a little DPS, when they got the ressources to spare and the group's health is high. This is a problem that I sees from time to time, that healers just stand idle or even worse burning ressources on overheals, when there is nothing to heal.

It might be worth mentioning that if one really want to compare number then one should only do it with the co healer from that same pull, because the it´s the only parse that reflects the same events.

Good work
Comparing numbers as I have seen in on the forums is near pointless as far as healing goes. There are many mechanics in the game that lessen the strain of healing needed and if played well you can definitely have a smoother kill with much less healing needed than only relying on healing to get the boss down. I totally agree that unless the numbers are from the same exact fight the data is near worthless. Congrats on being able to spam heals on a party that doesn't move out of the fire... It doesn't always mean that the class or healer is superior to the guy who is healing a group who takes no avoidable damage haha.

This breakdown is great. Its important to understand effective healing for sure because that is the fastest way to improve your resource management as a healer and it is the first step to being able to meld and blend with your others healers in the ops. I really love the TLDR. If the boss is going to die every time you fight it because your healers are able to meld and work together then the ops group is fine.

portichae's Avatar


portichae
01.12.2014 , 12:28 PM | #4
Quote: Originally Posted by orontes View Post
EHPS and HPS – effective healing and “overhealing” in hard content

Using a raid meter can be an interesting tool to make your healing and damage dealing more effective, yet the numbers don’t tell the entire story! It is important to know what these number can tell you, and even more important what they cannot. Healing is not about the raw output of heals, In this post I will explain why…


The three healing classes also have different strategies in keeping people alive. Some rely heavy on cheap ticking HoTs, some use well timed shielding and others deal single target casts. In the end, it’s all about knowing your class, the abilities and the timing.
You could have ended the post here. Over Healing and Effective healing are not an effective way of measuring a healers ability to heal. An Operative will Over heal much more frequently than a sage as the role of an Operative is Preventative healing as Opposed to Spot or Spike healing.
PvP Gear progression degrades competition.

Methoxa's Avatar


Methoxa
01.31.2014 , 09:05 AM | #5
It is the only effective way. If one of your healers pulls 4k hps but only 1.2k ehps @ nefra 16hm and the tanks die you can tell the reason. Then you have to analyse the log and try to focus more on tank heal than spamming aoe heals.
Revanchist

Hawk_IV's Avatar


Hawk_IV
01.31.2014 , 06:24 PM | #6
Generally speaking, I like to keep my EHPS% above 70%, but on a good fight it goes past 90%. If you have a nice parser that gives you a percent, that's all you need.
I don't look at the actual HPS or EHPS much in fights, as it doesn't matter if everyone survives, although if the group wipes - it is a perfect reference to defend yourself when people blame the healers

Orderken's Avatar


Orderken
02.02.2014 , 10:25 AM | #7
There's much in this post that's on the right track. Unfortunately, some of it isn't, and a crucial paragraph is completely incorrect.

Quote: Originally Posted by orontes View Post
The relation between your effective healing and overhealing
[...] The difference between the two depends entirely on class, play style, operation and job assigned between healers.
Attributing low EHPS to "style" is almost always an excuse, and a lame one, for poor technique or judgment.

For content that is challenging to heal, a Sorcerer|Sage who has less than 70% EHPS, or a Mercenary|Commando who has less than 80% EHPS, is wasting time and resources. For example, spamming AOE heals on cooldown rather than synchronizing them with damage taken isn't a "style", it's poor technique and lazy.

Though an Operative|Scoundrel may have higher HPS and lower EHPS from maintaining 2 stacks of Kolto Probe|Slow-Release Medpac on many allies, this is also not a "style". It's a tactic, which may or may not be suitable depending on (i) the class of your co-healer and (ii) the frequency of AOE damage in each phase of a fight.


Quote: Originally Posted by orontes View Post
Large difference between effective healing and overhealing, party health high:
[...] Especially with an overpowered group, the healing simply can be too much. Here you want to slow down, especially on the big single target casts. Keep some AoE up and focus on the tanks.
This advice is backwards for many fights. With an experienced, over-geared group, it's usually AOE heals that cause a high ratio of HPS to EHPS. Favoring single-target over AOE heals will (a) preserve the option of burst HPS from AOEs if things go sideways, (b) usually conserve more resources, and (c) lower the ratio of HPS to EHPS.


Quote: Originally Posted by orontes View Post
The correct use of AoE abilities is also a must. [...] [F]or sages they need to cast [Revivification|Salvation]. If the group is ignorant of the healing zone – the AoE is ineffective, if they use it well – it’s an awesome heal.
To clarify, if no one positions himself in range of a Revivification|Salvation, it contributes 0 HPS. In other words, the raid's positioning is crucial to this ability's efficacy, but irrelevant to its efficiency.


Quote: Originally Posted by orontes View Post
Small difference between effective healing and overhealing, party health high
the groups health is high, this is nice. All our heals are effective, which is nice as well. However, some dangers lurk behind the corner. If your numbers are low compared to the ones of the other healer in the group, this means you are holding back your heals. Yes, you are healing where it’s needed, but you are being too conservative on the casts, and letting the other healer top off everyone. You want both healers with the same amount of ammo/force. Because if **** hits the fan, both need to have force ready to deal with it.
If danger lurks beneath these circumstance (which it almost never does), this description of its nature is incomplete. If the healer who has substantially higher EHPS is unnecessarily using every cooldown and taxing his resources, it is he who is exhibiting poor teamwork or judgment. A co-healer of such a try-hard should hold back his heals, because he must cover for the try-hard if things go sideways.


Quote: Originally Posted by orontes View Post
Different boss- different heals- different numbers
Your parsing data will be different every different run. There are no “hard numbers” which you need to reach. There is no leaderboard for output in heals. every group composition will give another style for heals, and the need for a different output.
Though the above canard is handy to pacify a raid who are doubting its healers, each sentence is incorrect.
  1. For kills of a particular boss, the sum of your and your co-healer's EHPS is remarkably consistent, regardless of the classes of your healers, tanks, or DPS.
  2. The "hard number" that the sum of your and your co-healer's EHPS must reach is a particular fight's damage dealt, which is remarkably consistent.
  3. There is a leaderboard for healers, TORParse. This site has been available since at least the release of 2.0 (RotHC). It has a couple substantial flaws (both of which are also flaws of every DPS leaderboard for boss fights) but, if you're a smart consumer of information, it's a fantastic resource.

If you truly believe that the healing for each pull of a particular boss is unique, then your investigation of HPS and EHPS has failed and imparted no understanding of note.

Quote: Originally Posted by orontes View Post
Tl;dr: the healers are doing a fine job when:
-everyone stays alive
No deaths implies that each of your healers is performing well only for content that is extremely challenging to heal. One skilled healer in 78s can carry an under-performing co-healer through NiM TFB or S&V title runs or HM DF or DP full clears without breaking a sweat.
Orderken, <Hates You>, Prophecy of the Five

Guides and Model for Healing
Sorcerer / Sage / Mercenary / Commando / Operative / Scoundrel

Hawk_IV's Avatar


Hawk_IV
02.04.2014 , 01:43 PM | #8
Quote: Originally Posted by Orderken View Post
There's much in this post that's on the right track. Unfortunately, some of it isn't, and a crucial paragraph is completely incorrect.
Spoiler
Wow, you're going to just tell the OP that an entire paragraph is incorrect? That's pretty black and white, if you ask me.
And that's the problem with how a lot of you healers think....
You think more like dps or tps or hps.... but EHPS is MUCH different than the other three.

Healing is much different from the other jobs because it's entirely situational. When a teammate takes damage, we heal that damage. There is no right or wrong way to heal, there's only better or worse ways to heal. It's gray area, not black and white. Yes there are a lot of numbers, and analyzing those numbers can improve our healing, but there is no "rotation" with healers... there is no "perfect string of abilities".

This is what EHPS actually shows: How effective you are at healing in that particular situation.

What we need to improve as healers is our quick reaction time and quick decision making. We anticipate and react on the damage taken, and we make a quick choice of what ability to use in order to heal that damage. This is a healers job.

So we can use everyone's knowledge of healing to improve our own healing - but none of it is right or wrong. We analyze what others do, what we do, and then we build on that. So everyone should post their knowledge of healing - and thanks for doing so - but remember that none of it is "incorrect"... it's only better or worse knowledge.

Oh, and as for your "consistent numbers".... that's because you're healing with people you regularly heal with. Be prepared to carry a team, that's what good players do. Be prepared to carry people through the hardest content. Be prepared to be carried in certain situations too. It's all unique, all of it. Even if things are consistent, they're still entirely different. It's not black and white, it's gray area.

Orderken's Avatar


Orderken
02.04.2014 , 04:05 PM | #9
Hawk_IV, what the puppets in that after-school special sang for you was more inspirational than true. The OP's factual or mathematical claims may, indeed, be correct or incorrect.


And now for just a couple of additional examples of incorrect statements, this time from your reply to me.

  1. You're incorrect about the section of my reply to the OP regarding "consistent" EHPS. Please read it carefully. The EHPS that is "consistent" is the sum of all healers' EHPS. Obviously one healer's EHPS will vary inversely with the other healer's.

  2. You're incorrect about my raiding experience. I join PUGs of HM DF or DP, NiM TFB or S&V, or Hateful Entity weekly. I've often never healed with the other healer, and I've usually been the sole participant from my guild.
Orderken, <Hates You>, Prophecy of the Five

Guides and Model for Healing
Sorcerer / Sage / Mercenary / Commando / Operative / Scoundrel

Darth_Dreselus's Avatar


Darth_Dreselus
02.04.2014 , 07:12 PM | #10
I like how you've edited your response about 5 times now.

Still funny though.
No One Important Died Tavernus - Sorc / Taverna - Mara / Pintus - Op / Gintonica - PT
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