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HealPoints

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  • 1 Like
  • World of Warcraft
  • 517 Monthly Downloads
  • Supports: 4.3
  • 104,096 Total Downloads
  • Updated 02/15/2012
  • Created 01/07/2006
  • 643 Favorites
  • Project Site
  • Comments
  • Release Type: Beta
  • License: Public Domain
  • Newest File: 4.3.2.127
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About HealPoints

HealPoints is a healer gear benchmark addon similar to TankPoints for tanks. It is designed to make it easier for healers to choose the most optimal gear, balancing

  • Intelligence
  • Mana Regen
  • Spirit
  • Spell Power
  • Crit Rating
  • Spell Haste

It displays all your relevant basic stats as well as HP/sec, HP/mana, etc. for all your healing spells. It also displays a few more advanced benchmarks:

  • PowerPoints: focused on healing output over a short period
  • EndurancePoints: focused on healing output over a long period

HealPoints detects and supports all relevant talents and almost all set and equip bonuses.

You can view your current HealPoints by typing:

/hp calc

Your HealPoints, PowerPoints and Endurance points will also be displayed on your paperdoll.

If you have a LibDataBroker feed view (e.g. TitanPanel) then you will see:

  • a feed containing your current HealPoints
  • a tooltip showing the value of relative stats

HealPoints contains a calculator that lets you manipulate the basic stats and see how they affect your spells and overall healing efficiency.

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r129 | jacktripper | 2012-02-16 02:09:05 +0000 (Thu, 16 Feb 2012) | 1 line
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   A /tags/4.3.2.127 (from /trunk:128)

Tagging as 4.3.2.127
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r128 | JackTripper | 2012-02-16 02:08:07 +0000 (Thu, 16 Feb 2012) | 2 lines
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   M /trunk/HealPoints.toc
   M /trunk/Locales/deDE.lua
   M /trunk/Locales/esES.lua
   M /trunk/Locales/frFR.lua
   M /trunk/Locales/zhCN.lua

- fixed "silent" warning for non-default locale files

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r126 | JackTripper | 2012-02-16 01:45:40 +0000 (Thu, 16 Feb 2012) | 2 lines
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   M /trunk/HealPoints.wowproj
   M /trunk/Locales/Locales.xml
   M /trunk/Locales/deDE.lua
   M /trunk/Locales/enUS.lua
   M /trunk/Locales/esES.lua
   M /trunk/Locales/frFR.lua
   M /trunk/Locales/qpsPLOC.lua
   M /trunk/Locales/zhCN.lua

- Added one missing translation

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r125 | JackTripper | 2012-02-04 00:33:55 +0000 (Sat, 04 Feb 2012) | 1 line
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   M /trunk/.pkgmeta

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r124 | JackTripper | 2012-02-04 00:31:15 +0000 (Sat, 04 Feb 2012) | 1 line
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   M /trunk

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r123 | JackTripper | 2012-02-04 00:27:00 +0000 (Sat, 04 Feb 2012) | 1 line
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r122 | JackTripper | 2012-02-04 00:24:30 +0000 (Sat, 04 Feb 2012) | 1 line
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r121 | JackTripper | 2012-02-04 00:24:14 +0000 (Sat, 04 Feb 2012) | 1 line
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   M /trunk
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r120 | JackTripper | 2012-02-04 00:20:10 +0000 (Sat, 04 Feb 2012) | 1 line
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   M /trunk/.pkgmeta

- a commit message
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r119 | JackTripper | 2012-02-03 13:50:09 +0000 (Fri, 03 Feb 2012) | 2 lines
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   M /trunk/.pkgmeta

- ignore solution file

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r118 | JackTripper | 2012-02-03 13:46:54 +0000 (Fri, 03 Feb 2012) | 2 lines
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   A /trunk/libs/AceTimer-3.0
   A /trunk/libs/AceTimer-3.0/AceTimer-3.0.lua
   A /trunk/libs/AceTimer-3.0/AceTimer-3.0.xml

- re-re-re-re-readding AceTimer-3.0
- SVN needs to be banned until someone fixes the UI, and rethinks SVN's concept of source control
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r117 | JackTripper | 2012-02-03 03:59:56 +0000 (Fri, 03 Feb 2012) | 2 lines
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   M /trunk/HealPoints.toc
   M /trunk/Locales/deDE.lua
   M /trunk/Locales/enUS.lua
   M /trunk/Locales/esES.lua
   M /trunk/Locales/frFR.lua
   M /trunk/Locales/qpsPLOC.lua
   M /trunk/Locales/zhCN.lua
   M /trunk/embeds.xml

- changed license in toc to pubic domain
- adding missing locale entries
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r115 | JackTripper | 2012-02-01 23:58:07 +0000 (Wed, 01 Feb 2012) | 2 lines
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   M /trunk/HealPoints.toc

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r114 | JackTripper | 2012-02-01 23:57:24 +0000 (Wed, 01 Feb 2012) | 2 lines
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   M /trunk/HealPoints.lua

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r113 | JackTripper | 2012-02-01 23:45:17 +0000 (Wed, 01 Feb 2012) | 2 lines
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   M /trunk/HealPoints.lua
   M /trunk/HealPoints.toc

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r112 | JackTripper | 2012-02-01 23:39:53 +0000 (Wed, 01 Feb 2012) | 2 lines
Changed paths:
   M /trunk/HealPoints.lua
   M /trunk/HealPoints.toc
   M /trunk/spells.lua

-

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r111 | JackTripper | 2012-02-01 13:14:03 +0000 (Wed, 01 Feb 2012) | 1 line
Changed paths:
   M /trunk/HealPoints.lua
   M /trunk/HealPoints.wowsuo

- change version number code
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r110 | JackTripper | 2012-02-01 12:28:27 +0000 (Wed, 01 Feb 2012) | 1 line
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   M /trunk/HealPoints.wowsuo

checking in nothing changed
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r107 | JackTripper | 2012-01-30 03:23:46 +0000 (Mon, 30 Jan 2012) | 2 lines
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   M /trunk/HealPoints.lua

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r106 | JackTripper | 2012-01-30 03:22:57 +0000 (Mon, 30 Jan 2012) | 2 lines
Changed paths:
   M /trunk/HealPoints.lua

- fix for bug when player got some talent points available

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r105 | JackTripper | 2012-01-30 03:03:26 +0000 (Mon, 30 Jan 2012) | 2 lines
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   M /trunk/HealPointsFu.lua
   M /trunk/Toolkit-1.0.lua

- nothing changed

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r104 | JackTripper | 2012-01-28 17:15:04 +0000 (Sat, 28 Jan 2012) | 2 lines
Changed paths:
   M /trunk/HealPoints.lua
   M /trunk/HealPointsFu.lua
   M /trunk/HealPoints_ToolTips.lua
   M /trunk/Locales/enUS.lua

- LibDataBroker object now shows current HealPoints value

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r103 | JackTripper | 2012-01-28 01:09:23 +0000 (Sat, 28 Jan 2012) | 4 lines
Changed paths:
   M /trunk/HealPoints.lua
   M /trunk/HealPointsFu.lua
   M /trunk/HealPoints_Calculator.lua
   M /trunk/HealPoints_ToolTips.lua
   M /trunk/Toolkit-1.0.lua
   M /trunk/calculatorui.lua
   M /trunk/charui.lua
   M /trunk/spells.lua

- fixed bug when player has meditation (mana regen from normal regen)
- fixed bug with infinite hp per mana bar (i.e. renew)
- bumped version of toolkit to 2

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r102 | JackTripper | 2012-01-27 13:44:06 +0000 (Fri, 27 Jan 2012) | 2 lines
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   M /trunk/configui.lua
   M /trunk/spells.lua

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r101 | JackTripper | 2012-01-27 02:26:19 +0000 (Fri, 27 Jan 2012) | 2 lines
Changed paths:
   M /trunk/spells.lua

- removed priest Lesser Heal from the spell table

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r100 | JackTripper | 2012-01-27 02:12:50 +0000 (Fri, 27 Jan 2012) | 4 lines
Changed paths:
   M /trunk/HealPointsFu.lua
   M /trunk/HealPoints_Calculator.lua
   M /trunk/HealPoints_ToolTips.lua
   M /trunk/calculatorui.lua

- HealPoints will now show the HealPoints of a gem
- todo: option to turn off showing HealPoints of a gem
- fiddled LevelDebug calls to let the string formatting only happen if debugging enabled

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r99 | JackTripper | 2012-01-26 01:13:29 +0000 (Thu, 26 Jan 2012) | 3 lines
Changed paths:
   M /trunk
   M /trunk/HealPoints.wowsuo
   M /trunk/HealPointsFu.lua
   M /trunk/Locales/deDE.lua
   M /trunk/Locales/enUS.lua
   M /trunk/Locales/esES.lua
   M /trunk/Locales/frFR.lua
   M /trunk/Locales/qpsPLOC.lua
   M /trunk/Locales/zhCN.lua
   M /trunk/Toolkit-1.0.lua
   M /trunk/charui.lua

- put back rounding in paperdoll points numbers
- added a localization entry
- change to toolkit Round to accept nil as zero
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r98 | JackTripper | 2012-01-26 00:52:43 +0000 (Thu, 26 Jan 2012) | 2 lines
Changed paths:
   M /trunk/HealPoints.lua
   M /trunk/HealPoints_Calculator.lua
   M /trunk/configui.lua

- changes to combat mana regen is now calculated correctly

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r97 | JackTripper | 2012-01-24 04:22:54 +0000 (Tue, 24 Jan 2012) | 3 lines
Changed paths:
   M /trunk/HealPoints.lua
   M /trunk/HealPoints_Options.lua
   M /trunk/calculatorui.lua
   M /trunk/configui.lua

- discovered the secret passage to having the config setting initialize on load
- debug & debugLevel now persist in settings

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r96 | JackTripper | 2012-01-24 01:03:44 +0000 (Tue, 24 Jan 2012) | 2 lines
Changed paths:
   M /trunk/spells.lua

- Priest Heal spell (spellid 2050) was missing a cast time. Causing nil exception

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r95 | JackTripper | 2012-01-23 03:52:10 +0000 (Mon, 23 Jan 2012) | 2 lines
Changed paths:
   M /trunk/HealPoints.lua
   M /trunk/Toolkit-1.0.lua
   M /trunk/calculatorui.lua

- fixed recursive stack overflow

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r94 | JackTripper | 2012-01-23 00:36:11 +0000 (Mon, 23 Jan 2012) | 2 lines
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   M /trunk/HealPoints.wowproj

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r93 | JackTripper | 2012-01-23 00:35:22 +0000 (Mon, 23 Jan 2012) | 4 lines
Changed paths:
   M /trunk/HealPoints.lua
   M /trunk/HealPoints_Calculator.lua
   M /trunk/HealPoints_Options.lua
   M /trunk/HealPoints_ToolTips.lua
   M /trunk/Toolkit-1.0.lua
   M /trunk/spells.lua

- Performance improvment: delay updating HealPoints when a buff changes by 200ms
- massive use of AceDebug:LevelDebug
- config option choose verbose debugging level (0..3)

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r92 | JackTripper | 2012-01-23 00:30:38 +0000 (Mon, 23 Jan 2012) | 2 lines
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   M /trunk/embeds.xml

- embed of AceTimer

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r91 | JackTripper | 2012-01-23 00:29:28 +0000 (Mon, 23 Jan 2012) | 2 lines
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   M /trunk/AceDebug-3.0/AceDebug-3.0.lua

- adding function copied from something that was copied was from something

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r90 | jacktripper | 2012-01-22 14:53:33 +0000 (Sun, 22 Jan 2012) | 2 lines
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   M /trunk/Toolkit-1.0.lua

- make local the TableToString functions, so they don't conflict with any other globals - and don't modify global table object

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r89 | JackTripper | 2012-01-21 15:26:36 +0000 (Sat, 21 Jan 2012) | 2 lines
Changed paths:
   M /trunk/charui.lua

- paperdoll healpoints now shows "current" healpoints, rather than hard-coded dummy values

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r88 | JackTripper | 2012-01-21 15:25:58 +0000 (Sat, 21 Jan 2012) | 2 lines
Changed paths:
   M /trunk/HealPoints_Calculator.lua

- cache player's current stats (along with players current HealPoints) to improve performance

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r87 | JackTripper | 2012-01-21 02:29:58 +0000 (Sat, 21 Jan 2012) | 2 lines
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   M /trunk/Locales/deDE.lua
   M /trunk/Locales/enUS.lua
   M /trunk/Locales/esES.lua
   M /trunk/Locales/frFR.lua
   M /trunk/Locales/qpsPLOC.lua
   M /trunk/Locales/zhCN.lua

- locale fiddling

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r86 | JackTripper | 2012-01-21 02:17:50 +0000 (Sat, 21 Jan 2012) | 3 lines
Changed paths:
   M /trunk/HealPoints.toc
   M /trunk/HealPoints.wowproj
   M /trunk/Locales/deDE.lua
   M /trunk/Locales/enUS.lua
   M /trunk/Locales/esES.lua
   M /trunk/Locales/frFR.lua
   M /trunk/Locales/qpsPLOC.lua
   M /trunk/Locales/zhCN.lua
   M /trunk/embeds.xml

- utf8 load order before libstatlogic
- updated locale templates

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r85 | JackTripper | 2012-01-21 01:44:50 +0000 (Sat, 21 Jan 2012) | 1 line
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   D /trunk/UTF8

- i dunno 2
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r84 | JackTripper | 2012-01-21 01:43:04 +0000 (Sat, 21 Jan 2012) | 1 line
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   M /trunk

- i dunno
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r83 | JackTripper | 2012-01-21 01:36:58 +0000 (Sat, 21 Jan 2012) | 1 line
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   M /trunk
   M /trunk/.pkgmeta

- utf8 lib
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r82 | JackTripper | 2012-01-20 03:18:16 +0000 (Fri, 20 Jan 2012) | 1 line
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   M /trunk
   M /trunk/HealPoints.wowsuo

- solution
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r81 | JackTripper | 2012-01-20 03:16:18 +0000 (Fri, 20 Jan 2012) | 2 lines
Changed paths:
   M /trunk/HealPoints_Calculator.lua
   M /trunk/util.lua

- attempt to fix druid lifebloom code without the ability to test it

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r80 | JackTripper | 2012-01-19 04:14:08 +0000 (Thu, 19 Jan 2012) | 7 lines
Changed paths:
   M /trunk/CalculatorUI.xml
   M /trunk/HealPoints.lua
   M /trunk/HealPoints.wowproj
   M /trunk/HealPointsFu.lua
   M /trunk/HealPoints_Calculator.lua
   M /trunk/HealPoints_Options.lua
   M /trunk/Locales/enUS.lua

- added config options for ignoreing gems/enchants/prismatics
- more localization convesions
- expanded calculator window to handle HOly Radiance's additional abilities
- Divine Plea effect included
- caching of player's current healpoints (for performance improvement)
- right-click LDB to show options window now working

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r79 | JackTripper | 2012-01-18 01:18:51 +0000 (Wed, 18 Jan 2012) | 1 line
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   A /trunk/UTF8
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   A /trunk/UTF8/utf8data.lua

- adding UTF8 which i already added which vanished which i added
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r78 | JackTripper | 2012-01-18 01:17:04 +0000 (Wed, 18 Jan 2012) | 1 line
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   M /trunk
   M /trunk/HealPoints.wowsuo

- fixing...i dunno. Things says there's changes.
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r77 | JackTripper | 2012-01-18 01:10:41 +0000 (Wed, 18 Jan 2012) | 1 line
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   M /trunk/HealPoints.wowproj

- adding reference to added file
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r76 | JackTripper | 2012-01-18 01:07:27 +0000 (Wed, 18 Jan 2012) | 2 lines
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   M /trunk/HealPointsFu.lua

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r75 | JackTripper | 2012-01-18 01:07:09 +0000 (Wed, 18 Jan 2012) | 2 lines
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   M /trunk/HealPoints.lua

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r74 | JackTripper | 2012-01-18 01:06:18 +0000 (Wed, 18 Jan 2012) | 2 lines
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   M /trunk/HealPoints.toc

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r73 | JackTripper | 2012-01-18 01:05:58 +0000 (Wed, 18 Jan 2012) | 2 lines
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   A /trunk/HealPoints_Options.lua

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r72 | Zidomo | 2012-01-17 15:23:57 +0000 (Tue, 17 Jan 2012) | 1 line
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   M /trunk/.pkgmeta

- current WowAce repo location of UTF8
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r71 | Zidomo | 2012-01-17 15:23:12 +0000 (Tue, 17 Jan 2012) | 1 line
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   D /trunk/UTF8

- one more hard-embed lib removal
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r70 | Zidomo | 2012-01-17 01:12:55 +0000 (Tue, 17 Jan 2012) | 1 line
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   D /trunk/libs/AceAddon-3.0
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   D /trunk/libs/AceConsole-3.0
   D /trunk/libs/AceDB-3.0
   D /trunk/libs/AceEvent-3.0
   D /trunk/libs/AceGUI-3.0
   D /trunk/libs/AceHook-3.0
   D /trunk/libs/AceLocale-3.0
   D /trunk/libs/CallbackHandler-1.0
   D /trunk/libs/LibStatLogic-1.2
   D /trunk/libs/LibStub
   D /trunk/libs/LibTipHooker-1.1

- remove hard-embed libs so that two copies of each are not packaged in the download ZIP (except for LibDataBroker, which should always be hard-embedded).
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r69 | JackTripper | 2012-01-15 20:20:20 +0000 (Sun, 15 Jan 2012) | 2 lines
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   M /trunk/.pkgmeta

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Comments

First Previous Page 21 of 27 Next Last
  • #129

    I know it has changed :-) Working on the next version but I still have a few things to fix.

  • #130

    The HealPoints stat works on the assumption that gear/talents that make you heal more in 6 minutes are better than gear/talents that make you heal less. This is computed using whatever spell gives the greatest healing output.

    For priests this will often be the top rank of Greater Heal (or Flash Heal) and not Greater Heal Rank 1. Rank 1 may be the most mana efficient spell, but mana efficiency isn't everything. To make an extreme example, a spell healing 50 hp for just 1 mana with 3s casting time would be very mana efficient, but the hp/sec would be terrible.

    So the "something strange is happening with Healpoints" is most likely HealPoints using max rank GH for computations. Using max rank gives fewer casts for the same healing done meaning more time outside the five second rule and therefore making spirit more important. And from fewer casts, +healing will be less important.

    If the spells selected by HealPoints for Power- and EndurancePoints doesn't match what you actually use, you can force HealPoints to use other ranks of FH and GH (in the next version Renew will be available as well). So I recommend you to check out the config window and force HealPoints to use GH rank 1 for Power- and/or EndurancePoints if GH 1 is what you usually use. This should make HealPoints evaluate +healing, spirit etc. more in line with your expectations.

  • #131

    Before you read this, I'll first comment in general how I see a healpoint system, I'm not criticising yours.

    The thing I like about tankpoints is that it's so simple.. You have X amount of hitpoints, and Y amount of damage resistance which means total damage you can take before you die is X*(1+y), because all dodge, parry, dam res, defense and the rest do is to add in some way to your chance of surviving, and thus can be calculated to a hitpoint equal.

    As the time of combat is a complete unknown, to remove time from the formulas is a good idea.

    But as we know the statistics regarding what drains mana, and those factors are static, we can give a more in-depth look into healpoints rather than tankpoints.

    There are 2 situations which I feel a healer faces and healpoints could reflect: 1) Total amount of hitpoints healed within the 5s rule, from max mana to empty - plain and simple, ignoring time, how much can you heal from full to 0 within the 5s rule. 2) When mana = 0, total amount you can heal purely from your mana regen - this should reflect your best spell which maximises time out of the 5s rule as well as maximise amount you can heal.

    Any other way of trying to measure it by giving it a given time I feel is too situational, it depends on the priest, it depends on the hitpoint bar of the person you're healing, it depends on the foe you're facing.. so what is good for one might not be optimal for another. Better to just take time out of it completely and focus on total hp healed as well as hp/mana/s Vs mana/s.

    So, what I'd like to change about the healpoints system, if I had the skills to program it: 1) Change powerpoints so that it reflects total amount healed from full manabar to empty all within the 5s rule (it would be fine to show what the total duration of how long that would be in the tooltip). I'm looking at "tot HP (+r)" and that's exactly what I'd want as Powerpoints. 2) Change endurancepoints so that it uses the same duration as it took powerpoints to go from full to 0. 3) remove regenpoints completely from the points, perhaps change it to a sidenote and show total amount of time from empty manabar to full, and not have it affect healthpoints at all.

    The third is mainly because you don't really care about your manabar when you're not in combat, you can easily wait for the manabar until its full and then start the combat, so from a healing point of view, it's completely useless out of combat. When you're in combat, you want to know what Endurancepoints is saying, and you want it to use the same duration as powerpoints to really show you the difference between healing with a full manabar and healing with an empty manabar.

    I like the comparison frame between the different heal spells, but I don't see why the dropdown lists don't contain all the spells in each one, so you can compare FH 1 with FH 2 against Heal 2, so you could mix and match. This frame could also contain hp/mana/s for each spell when the mana is empty, same as what Endurancepoints is telling you, except you can compare that for each spell you have.

    Hope this helps. K.

  • #132

    triplepost

  • #133

    I feel I've perhaps made a bit of an error in the language I used about ignoring or taking time out of the situation, and then talking about telling people the powerpoint time, and using that to calculate Endurancepoints.

    In the case of priests, we all know mana = life and survivability, and as mana gets drained over time, knowing when we run out is a good thing, because it gives us a barrier to work with. What I meant when I was talking about removing time, is removing arbitrary times, removing people's ability to put in some other time than the real time it takes you to go from full to 0 when within the 5s rule.

    You have no interest in knowing a powerpoint number based on a time longer then what it takes for you to run out of mana, because you're then fooling yourself (if it takes you 30 seconds to go from full to 0 then putting 1 minute, or 5 minutes is deluding yourself because you run out in 30 seconds). So what I mean by taking time out regarding powerpoints is that we start with a full manabar, use the most efficient spell, and time is derived from that, and not the other way around (taking time out of the 'configurable options' is probably saying it better as I meant it.. it should be derived, not configured)

    But then you might ask; "if we take time out of powerpoints, why do you have to take it out of Endurancepoints and use the powerpoints time?", that's mainly so that there is an inherent balance between powerpoints and Endurancepoints. When your mana is 0, you first have to wait for mana to regen, then cast the spell, then wait 5 seconds, and then wait for mana to regen again for the nex spell, so time for each spell increases from the time the spell itself take to (time of spell) + (5 seconds) + (time it takes to regen mana) and the best way to compare this regenerative state to a state with full manabar state is to use the same time to calculate Endurancepoints as we get from powerpoints.

    So to phrase it in another way, the best way to show how screwed you are when mana is 0 regarding healing ability is to have the Endurancepoints time the same as the powerpoint time.

    In general, even if you regen enough mana in one second for your cheapest spell, you still have to cast the spell and then wait 5 seconds, so time for each spell is always at least triple (based on a default 3 second spell), thus your healing efficiency is at it's best always one third or less of the potency (less when the spell takes shorter than 3 seconds) when you have a full manabar. Thus spirit, should always be third to mana and stamina, and I feel healpoints should reflect that, and with my calculations, it does.

    I would also like to see in the middle frame perhaps a comparison between the different healing spells where you can see the total time it takes to regen mana for the spell, cast the spell, plus adding the 5 seconds, so you can compare that between spells as well.

  • #134

    This new version basically blows healpoints out of the realm of usefulness and solidly into the realm of theorycraft.

    It assumes that you are *at least* renewing 1 target, and the default setting is 3 renews up at a time. This automatically makes Renew our most efficient spell, which in theory of course it is, but in practice with the way that renew is overwritten it is NEVER worth keeping renew up if you aren't the wielder of the most powerful renew in your guild...

    ...hey, guess what. The person with the talents and the highest +heal gear is the wielder, not necessarily the person with the most well rounded healing gear that balances regen and +healing. Oops! Of course its is possible that the person with the most +healing out of the most balanced gear does that, but that is not how gearing up in WoW works: people saturate and spike at various stats (tons of +healing not being uncommon, or tons of mana) and then eventually round that out as they break into tier2/2.5 gear.

    And so an interesting vector comes into play: the spec that yields the most healpoints will include 5/5 mental agility and take away from talents that are "hard to calculate" but obviously far more vital to healing...

    Meh. I suppose it is still useful, at least to see what gear would cause our Flash Heals / Greaters to have the most longevity, but the inclusion of "...oh yeah, and you're renewing a target, too!" is unrealistic and thus misguiding.

    Now please explain why Gloves of Prophecy with NO ENCHANT are more healpoints than either:

    1) Gloves of Transcendence (w/o considering set bonus) 2) Gloves of the Messiah +30 healing enchant


    "In general, even if you regen enough mana in one second for your cheapest spell, you still have to cast the spell and then wait 5 seconds, so time for each spell is always at least triple (based on a default 3 second spell), thus your healing efficiency is at it's best always one third or less of the potency (less when the spell takes shorter than 3 seconds) when you have a full manabar."

    This makes no sense, because guess what? Tier2 Priests have 30% of spirit translated to regen on top of the massive amounts of X/5. Heal2 is easily our most efficient spell simply because it takes the same time as GHeal5 and everything until it ***While retaining the same exact +heal bonus***. I personally regen 60% of the mana it takes to cast it before it even lands, self buffed. Raid buffed it is nearly 90%.

    The default duration is fine, I suppose, but the entire role of priests comes into play closer to the 7-10 minute fight mark (generally the length of fights when raidwide gear is at the minimum level). Over that much time you're simply going to get the most points healed on your raid if you step down ranks.

    And so it only undermines your point when GHeal4/5 is considered "most efficient."


    In summation, you should really rethink the efficiency equation based around Heal2 and kill the renew vector. Cook the numbers until Heal2 is considered the most efficient, you're not going to win any arguments by ever claiming that GHeal5 or Renew is, when considering practicality of the application...

  • #135

    I forgot to include that many smaller casts is *far more efficient* than fewer larger casts due directly to overhealing.

    So in "theory craft world" when you're the only healer in a situation and you know exactly how much each heal would land and your efficiency is up near 100%, yes, GHeal5 makes sense.

    Again, more realistically, is GHeal1 (merely for set bonuses) or lower rank Heals. You gain not only heal/mana efficiency, but much less overhealing and you never run out of mana.

    Please point me to the build that allows you to chain Greater Heal 5 over a 7 minute fight without running out of mana... and that doesn't have more than 40% overhealing, easily.

  • #136

    Nice.. that's why I really felt I could only comment on the generality and not specifics, my priest isn't high enough lvl for me to have thought about things which break the 5s rule, but as those things should theoretically both help the powerpoints as well as Endurancepoints, their benefits should be seen in both stats (thus be doubly important). If you can regen up to 90% of your most efficient spell while casting it, then you should be getting close to your powerpoints score in your Endurancepoints score anyway, and so any items or effects which help with ignoring the 5s rule will count as double.

    Regenpoints as I see it in current version does nothing except blow out of all proportion the importance of spirit. Powerpoints and Endurancepoints is what I'd like healingpoints to be solely based on.

    K.

  • #137

    It does seem odd that regenpoints are weighted even more in the healpoints scheme.

    Regeneration is the key factor in endurance over long stretches of time, so why rub it in by having a third category dedicated to it?

    It would be the same as having a +heal category that counts the maximum healed by your theoretically most powerful spell (hi, it is prayer of healing, not greater heal) until OOM, ignoring regen. That'd be the manapool and +heal side of things.

  • #138

    TLDR ;-)

    I've copied your posts and printed them out - 3.5 A4 pages with complaints, oh yeah!

    I'll give you a proper answer when I get time and energy to read it all, but for now a few things:

    • Use the config option. You can disable regenpoints by setting its duration to 0. You can force HealPoints to use Heal 2 or whatever. The config option was added because I'll never be able to please everyone with a fixed set of settings regardless.
    • HealPoints is more complex than TankPoints simply because there's a lot more stuff to consider (and that would be true even if TankPoints included aggro generation and mitigation from blocking).
    • Myself (60 paladin) and my main testers (60 priest, 60 druid) are in a raiding community which currently have 5 bosses down in Naxx and the current version has proven to match our healing experiences reasonably well.
    • HealPoints comes with money-back-guarantee! I'll refund the cost if you're not satisfied so that you don't lose anything ;-)
  • #139

    Yeah, that's what I did regarding regenpoints, just zeroed it out.

    I hope you'll agree with me regarding the time issue and that it shouldn't be configurable. If you do that and switch current powerpoints with "tot HP (+r)" and use that as powerpoints, and use the time derived from "tot HP (+r)" to use in Endurancepoints, I feel you'd give people a much clearer picture of how items and stats compare to one another (reasoning to be found in the earlier comments).

    K.

  • #140

    At the moment when looking at items, HealPoints includes enchants. That means that HealPoints is mostly useless when looking at an item with an enchant on them and comparing it to a better item with no enchant on them. Items should be compared at their raw stats, without enchants.

    This should be fixed :)

  • #141

    It's on my list of things to fix.

    At the moment HealPoints uses a (slightly modified version of) the BonusScanner addon to find item stats and it doesn't report enchantment stats and normal item stats separately.

    I'm thinking about rewriting HealPoints to use Ace2 and I may replace/modify BonusScanner to fix this in the process (or slightly after). Will take a while, though.

    I'm at least aware of the problem :-)

  • #142

    I looked around in the BS files and it seems to be somewhat easy to remove the enchant scanning. It's sufficiently documented to recognize what functions scan for enchants and such, then it's just tracking down where they are referenced and remove that.

    The problem is that, do you want only to not scan enchants when comparing with other items or do you you want to remove it completely? The first option would be best, but certainly the second option is better than it is now if it would be faster :)

  • #143

    I don't understand why you would want to remove buffs specifically?

    It's easy to just input the deficit in the stats in the third frame of the healpoints window, so why?

    Just because you want to compare one item you're thinking about equipping with an already equipped item? You want to remove all buffs calculations from all items for that?

    In my opinion that's wrong.. any 'points' system should be two-fold... to be able to compare one item against another to see how it would affect the whole.. and to be able to compare one character to another.

    This would affects both to its detriment..

    K.

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