PS4_ZeColmeia wrote: »Assume everyone, including the tank, is in 5 pc MA for this spec'ed group. Also assume 4k base weapon damage for all involved. As such, 424*12%= 474, 474/4000 ~12% That's pretty much a 12% increase for everyone that is doing damage! Now assume its a magicka group, and their base spell damage is 2800. 424/2800~15% increase!
Over the thumb skills that do dmg scale with factor 0.5 by weapon- or spell dmg, thus increasing wd by 12% increases dmg done by 6%. Additionally, the the healer _should_ be running spc anyways.
So the increase from PA is more like (pa * 100 / (4k wd + spc)) * 0.5 -> (164 * 100 /(4000+ 258)) * 0,5 -> 1,92% dmg increase. Now that would be to expect when both have 100% uptime. (SPC alone: 258 * 100 / 4000 * 0,5 -> 3,22%.)
For the healer itself, most heals im aware of scale with 0.4 by spelldmg and 0.6 with max magicka (looking at u lightspeaker :P), its not much, but u kinda doublegimp yourself running a med set to improve your sd for the sake of vigor.
Looking at ops 32k mag and 32% spell crit, my _bosmer_ magplar in spc/worm comes w/ 39k mag and 58% spellcrit. Assuming no points in elfborn, thats still 13% higher heels from the crit alone (i have 37 points in elfporn). 7k mag ontop of 32k -> +21,875% -> times 0.6 -> 13,12% increased heals (better than 5pc sanctuary). Now those two even stack multiplicative, means base heals r 13,12% higher and those heals r than multiplicated with the crit modifier, which happens 26% more often. Now bring in meta-race the and difference becomes even worse.
At low levels of healing done, proccing spc might become a problem.
Kneighbors wrote: »PS4_ZeColmeia wrote: »Assume everyone, including the tank, is in 5 pc MA for this spec'ed group. Also assume 4k base weapon damage for all involved. As such, 424*12%= 474, 474/4000 ~12% That's pretty much a 12% increase for everyone that is doing damage! Now assume its a magicka group, and their base spell damage is 2800. 424/2800~15% increase!
Over the thumb skills that do dmg scale with factor 0.5 by weapon- or spell dmg, thus increasing wd by 12% increases dmg done by 6%. Additionally, the the healer _should_ be running spc anyways.
So the increase from PA is more like (pa * 100 / (4k wd + spc)) * 0.5 -> (164 * 100 /(4000+ 258)) * 0,5 -> 1,92% dmg increase. Now that would be to expect when both have 100% uptime. (SPC alone: 258 * 100 / 4000 * 0,5 -> 3,22%.)
For the healer itself, most heals im aware of scale with 0.4 by spelldmg and 0.6 with max magicka (looking at u lightspeaker :P), its not much, but u kinda doublegimp yourself running a med set to improve your sd for the sake of vigor.
Looking at ops 32k mag and 32% spell crit, my _bosmer_ magplar in spc/worm comes w/ 39k mag and 58% spellcrit. Assuming no points in elfborn, thats still 13% higher heels from the crit alone (i have 37 points in elfporn). 7k mag ontop of 32k -> +21,875% -> times 0.6 -> 13,12% increased heals (better than 5pc sanctuary). Now those two even stack multiplicative, means base heals r 13,12% higher and those heals r than multiplicated with the crit modifier, which happens 26% more often. Now bring in meta-race the and difference becomes even worse.
At low levels of healing done, proccing spc might become a problem.
Mate, sorry to tell you that, but speaking about healing sets with a guy who feels a need in Sanctuary set in 4 man content feels bad. With all these calculations you make and wear Sanctuary you make yourself look like a guy driving 2003 Suzuki family car speculating about how new Ferrary is a real waste of money. If you feel need in Sanctuary set you don't even have to think about improving your build through sets. You need to learn to heal first, because in this game in 4 man content you only have to make 30% of what vHoF or vMoL heal has to make in order to be viable.
Your calculations are wrong, but again, theres no reason to explain you where is your mistake simply because right now you still don't need to go that far.
I hope you are aware that most pugs will be dealing around 10k DPS.
hedna123b14_ESO wrote: »If any of the people reading this thread actually put PA on a healer...you're an idiot...
But it's my stam warden healer, that's cool right?
FrancisCrawford wrote: »Wait a moment -- are magplar healers now using Power of the Light over Purifying Light? If so, why?
Also -- Elemental Drain or Radiant Aura?
FrancisCrawford wrote: »Wait a moment -- are magplar healers now using Power of the Light over Purifying Light? If so, why?
Also -- Elemental Drain or Radiant Aura?
PotL is for Minor Breach and Minor Fracture, poisons work just as well though... but idk about that since the enchantment buff
Idk about the second one, been away from the game for too long
Not pugged muchFrancisCrawford wrote: »I hope you are aware that most pugs will be dealing around 10k DPS.
Seriously? I've been avoiding PUGs as a DPS because I'm embarrassed that my DPS while duoing and doing some healing too often isn't much over 10K, and occasionally even below. And it never beats 20K unless there's heavy AoE ...
In 4 man groups it's quite easy to put Mutagen/Rapid Regeneration on everyone and have it ticking all the time for 20/16.5s, even at 28m. Echoing Vigor, which only lasts for 5s, has 15m radius and ticks for less on a magicka build and has less ticks than rapid regeneration. Claiming Vigor procs SPC better than rapid regeneration is simply baseless. As an extra caveat you can have great sustain using Maelstrom healing staff with Mutagen/Rapid Regeneration.
(5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to increase their Weapon and Spell Damage by 258 for 10 seconds.
Olupajmibanan wrote: »Seems like OP still hadn't sold all his stacks of PA.
I have tons of destruction mastery items in good traits for sale. I think I'll make a thread how it's BIS for every magicka dps and maybe even for healers?
VaranisArano wrote: »Kneighbors wrote: »I'm talking about some kind of stupid mantra that the community follows, that heal must wear SPC+Worm in PvE content. Go queue for a random and 90% of a time you will see a heal wearing SPC+Worm and Mending. Why? Because he was told this is BiS.
Worm and Mending is strictly Trials sets and those blue orbs simply disgust me when I see them in a dungeon (or vDSA).
I'm curious, what do you do when you see those blue orbs on my MagDK tank in a dungeon because I'm too lazy to change out of my PVP gear but can tank the dungeon effectively anyway? When last I checked, sets working for up to 12 players does not make them useless for groups of less than 12.
Kynareth forbid that a trials healer run group dungeons in his/her trials gear. Don't they know those sets are ONLY for trials?!!
Interesting fact. If you wear both Worm's Raiment and Ebon Armory, then when you enter a new instance like a dungeon, the two sets sync up and instead of having blue and red orbs floating around you, you have three purple orbs that rapidly flash between looking more blue and more red. Its really pretty!
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
VaranisArano wrote: »Kneighbors wrote: »I'm talking about some kind of stupid mantra that the community follows, that heal must wear SPC+Worm in PvE content. Go queue for a random and 90% of a time you will see a heal wearing SPC+Worm and Mending. Why? Because he was told this is BiS.
Worm and Mending is strictly Trials sets and those blue orbs simply disgust me when I see them in a dungeon (or vDSA).
I'm curious, what do you do when you see those blue orbs on my MagDK tank in a dungeon because I'm too lazy to change out of my PVP gear but can tank the dungeon effectively anyway? When last I checked, sets working for up to 12 players does not make them useless for groups of less than 12.
Kynareth forbid that a trials healer run group dungeons in his/her trials gear. Don't they know those sets are ONLY for trials?!!
Interesting fact. If you wear both Worm's Raiment and Ebon Armory, then when you enter a new instance like a dungeon, the two sets sync up and instead of having blue and red orbs floating around you, you have three purple orbs that rapidly flash between looking more blue and more red. Its really pretty!
I have been running ebon and worm on a support pvp sorc tank lol
Kneighbors wrote: »In 4 man groups it's quite easy to put Mutagen/Rapid Regeneration on everyone and have it ticking all the time for 20/16.5s, even at 28m. Echoing Vigor, which only lasts for 5s, has 15m radius and ticks for less on a magicka build and has less ticks than rapid regeneration. Claiming Vigor procs SPC better than rapid regeneration is simply baseless. As an extra caveat you can have great sustain using Maelstrom healing staff with Mutagen/Rapid Regeneration.
Your poor theorycrafting is baseless. I'm talking from experience and long time tests. Heals like you make it 50% SPC uptime at best. You don't even realize that SPC is only activated when player health is 100%. For a playervlike you running PA+SPC will triple the buff you grant to a group.
I don't use peasant heals staves. My support builds are focused on group support and buffing(hint: master resto). You can combine your efforts with the guys who run Kagnerac and Sanctuary in 4 man content here. Seems like together you will be a booming team.
In 4 person dungeons I've been running powerful assault on my tank for over a year now. It helps out the group dps and survivability isn't really an issue at this level of content anyway. Since it only applies to 4 people I think it works great here, less so in a trials format.
5 akaviri dragonguard, 5 powerful assault, 2 blood spawn,
Actually my dream is to have a Master sword (and soon to be shield) on front bar with powerful assault sword and shield back bar where I use Vigor to proc it and I likely won't even need a healer at that point. Downside: difficult to get PA sword and shield, much less getting a master sword on top of it.
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
Kneighbors wrote: »In 4 man groups it's quite easy to put Mutagen/Rapid Regeneration on everyone and have it ticking all the time for 20/16.5s, even at 28m. Echoing Vigor, which only lasts for 5s, has 15m radius and ticks for less on a magicka build and has less ticks than rapid regeneration. Claiming Vigor procs SPC better than rapid regeneration is simply baseless. As an extra caveat you can have great sustain using Maelstrom healing staff with Mutagen/Rapid Regeneration.
Your poor theorycrafting is baseless. I'm talking from experience and long time tests. Heals like you make it 50% SPC uptime at best. You don't even realize that SPC is only activated when player health is 100%. For a playervlike you running PA+SPC will triple the buff you grant to a group.
I don't use peasant heals staves. My support builds are focused on group support and buffing(hint: master resto). You can combine your efforts with the guys who run Kagnerac and Sanctuary in 4 man content here. Seems like together you will be a booming team.
"After a hard week of farming, or a long night of being nagged by your wife, there is nothing better than going out for a bit of a fish."
I didn't say that rapid regeneration is the only heal I run. But since they repaired the targeting now it only take 2 casts, or about 1.5s to put that skill on all 4 people in the group, and it ticks there for 16.5-20s. And it ticks every second or every 0.8s. Each of those tick has a 50% chance of activating SPC, unless already activated (it has no cooldown). On top of rapid regeneration I also run combat prayer - my stats are high enough to run that as burst heal. Also ritual of retribution and most time mystic orb too. So I have 2-3 HoTs, one with a 0.8s tick time, the other with a 2s tick time and a buff/burst heal I hit every 8s. The SPC uptime is about 85-90%. Running another HoT on top of those has diminishing returns in terms of up time - I might bring it to 87% but the cost is not worth it. And as I mentioned earlier in most dungeons I DPS and offheal. Even just with ritual of retribution my SPC up time is 60-65% if people stay on it. I don't buff them as much but I have no trouble pulling 20-25K in most fights. If you go at the core on it it's base maths, probability more specifically, not just "my own experience".(5 items) When you heal a friendly target that is at 100% Health, you have a 50% chance to increase their Weapon and Spell Damage by 258 for 10 seconds.
So each tick of each ability has a 50% of activating the bonus, and a 50% chance of not activating it. If you take multiple bonuses, sum the ticks and consider the latter, you will end up with a diminishing chance of not activating it considering a number of ticks, but the chance is never 0. Some unlucky players may not get SPC for 11s, even if they are at 100% health and they have 2-3 abilities ticking on them.
Kneighbors wrote: »In 4 man groups it's quite easy to put Mutagen/Rapid Regeneration on everyone and have it ticking all the time for 20/16.5s, even at 28m. Echoing Vigor, which only lasts for 5s, has 15m radius and ticks for less on a magicka build and has less ticks than rapid regeneration. Claiming Vigor procs SPC better than rapid regeneration is simply baseless. As an extra caveat you can have great sustain using Maelstrom healing staff with Mutagen/Rapid Regeneration.
Your poor theorycrafting is baseless. I'm talking from experience and long time tests. Heals like you make it 50% SPC uptime at best. You don't even realize that SPC is only activated when player health is 100%. For a playervlike you running PA+SPC will triple the buff you grant to a group.
I don't use peasant heals staves. My support builds are focused on group support and buffing(hint: master resto). You can combine your efforts with the guys who run Kagnerac and Sanctuary in 4 man content here. Seems like together you will be a booming team.
calls someone a peasant on a video game forum......huge clue that you got a lot of wedgies and swirlies as a kid
Master's staff gives 258 stamina for first tick of healing springs and in "4-6 man content" you don't use those much, and the resource return is pretty low. Unfortunately another piece that has been left behind by ZoS as I've seen no buff for it in PTS patch notes. Maybe they will reconsider an give it a small buff before it goes live. I actually have it in powered but still prefer running my SPC staff so I can run a heavy Kena for a bit more health and spell damage. Master's staff simply doesn't fit in my "peasant" calculations.
Kneighbors wrote: »Master's staff gives 258 stamina for first tick of healing springs and in "4-6 man content" you don't use those much, and the resource return is pretty low. Unfortunately another piece that has been left behind by ZoS as I've seen no buff for it in PTS patch notes. Maybe they will reconsider an give it a small buff before it goes live. I actually have it in powered but still prefer running my SPC staff so I can run a heavy Kena for a bit more health and spell damage. Master's staff simply doesn't fit in my "peasant" calculations.
You are right, but Master staff is still outperforms any other by it's support value. You realize that if they will make it 1k stamina per tick it will be simply OOOP. And anyway even in it's current state it is better than anything else.
BTW powered isn't the best trait for it.
paulsimonps wrote: »Kneighbors wrote: »Master's staff gives 258 stamina for first tick of healing springs and in "4-6 man content" you don't use those much, and the resource return is pretty low. Unfortunately another piece that has been left behind by ZoS as I've seen no buff for it in PTS patch notes. Maybe they will reconsider an give it a small buff before it goes live. I actually have it in powered but still prefer running my SPC staff so I can run a heavy Kena for a bit more health and spell damage. Master's staff simply doesn't fit in my "peasant" calculations.
You are right, but Master staff is still outperforms any other by it's support value. You realize that if they will make it 1k stamina per tick it will be simply OOOP. And anyway even in it's current state it is better than anything else.
BTW powered isn't the best trait for it.
With next update it is.
Kneighbors wrote: »Master's staff gives 258 stamina for first tick of healing springs and in "4-6 man content" you don't use those much, and the resource return is pretty low. Unfortunately another piece that has been left behind by ZoS as I've seen no buff for it in PTS patch notes. Maybe they will reconsider an give it a small buff before it goes live. I actually have it in powered but still prefer running my SPC staff so I can run a heavy Kena for a bit more health and spell damage. Master's staff simply doesn't fit in my "peasant" calculations.
You are right, but Master staff is still outperforms any other by it's support value. You realize that if they will make it 1k stamina per tick it will be simply OOOP. And anyway even in it's current state it is better than anything else.
BTW powered isn't the best trait for it.
Kneighbors wrote: »paulsimonps wrote: »Kneighbors wrote: »Master's staff gives 258 stamina for first tick of healing springs and in "4-6 man content" you don't use those much, and the resource return is pretty low. Unfortunately another piece that has been left behind by ZoS as I've seen no buff for it in PTS patch notes. Maybe they will reconsider an give it a small buff before it goes live. I actually have it in powered but still prefer running my SPC staff so I can run a heavy Kena for a bit more health and spell damage. Master's staff simply doesn't fit in my "peasant" calculations.
You are right, but Master staff is still outperforms any other by it's support value. You realize that if they will make it 1k stamina per tick it will be simply OOOP. And anyway even in it's current state it is better than anything else.
BTW powered isn't the best trait for it.
With next update it is.
LoL! Yea, because you will be able to have infused master resto with crusher? In next update infused Master resto is better than it ever was.