02-13-2008, 02:44 AM
(This post was last modified: 02-13-2008, 02:54 AM by Concillian.)
Being discussed here:
http://elitistjerks.com/f31/t21280-intelle...orycrafting_hq/
Regen outisde FSR:
(0.001+SPI*BASE_REGEN[LEVEL]*(INT^0.5))*5 = MP5 out of FSR
Class no longer affects regen.
base regen for level 70 = 0.009327
so for most practical calculations (level 70 raiding):
(0.001+SPI*0.009327*(INT^0.5))*5 = MP5 out of FSR
Apparent gains with no gearing changes are around 40-60 MP5 inside FSR for typical raiding priest / druid and ~150 outside FSR for typical raiding priest / druid
There is also significant talk of how beneficial this is for arcane mages. That stacking and gemming INT basically makes Arcane Blast sustainable at 70+% cast rates, which starts bringing arcane back in line with the other specs for damage even with the sacrifice of +damage gear.
One very interesting note is that this apparently affects innervate quite substantially as well. This screenshot of a T6 geared priest using trinkets during an innervate is particularly interesting, receiving over 7000 mana per 5 for the trinket and innervate duration overlap, essentially making it possible to regenerate over 100% of mana with innervate.
http://i28.tinypic.com/24grvp1.jpg
With the previous change to meditation / intensity it already seemed like regen was not terribly important. Now it seems as if regen is really not important. It definitely pushes pretty much any reasonable raid spec priest / druid over the line where spirit > MP5 on gemming and such. It also means that rejuv flasks are fully degraded to 'only when I don't have the money to use Draenic + Mastery'
I had been used Draenic Wisdom + Mastery most of the time already, mostly because I find the stam extremely useful in surviving dumb mistakes (I got blown up by 3 birds my first time in Phase 2 Al'ar, and survived all of them), and while dumb mistakes hurts our chances, dumb mistakes that result in death hurt a LOT more. On significant reaiding servers I'd potentially expect Terocone prices to increase if serious raid healers are going to potentially be using 4 terocone per wipe.
Here is an example of how things have changed when considering gearing:
Chest enchant: 6MP5 or +15 spirit for a priest (because I'm most familiar, druids now are even better because they get more spirit from talents than preists)
Previous model:
15 spirit = 17.25 spirit (10% for Kings, 5% from talents)
100% inside FSR = 3.25 MP5
70% inside FSR = 5.49 MP5
due to talents, also get +5.18 heal
so MP5 was almost always better for pure regen, but spirit offered a small +heal benefit.
Current model at 400 spirit / 600 int (what I figure is a pretty conservative estimate for a T4+badge-ish geared priest):
15 spirit = 17.25 spirit
100% inside FSR = 5.99 MP5
70% inside FSR = 10.19 MP5
due to talents, also get +5.18 heal
100% inside FSR in 2.4 is about as much as the raw 6MP5.
Even +6 stats becomes a good option for a healer chest enchant:
6 spirit = 6.9 spirit
6 int = 6.6 int
6 sta = 6.6 sta
100% inside FSR = 3.13 MP5
70% inside FSR = 5.32 MP5
It's much less MP5, but the stamina may be more useful than the extra regen with how much regen spirit based healers will have in 2.4.
http://elitistjerks.com/f31/t21280-intelle...orycrafting_hq/
Regen outisde FSR:
(0.001+SPI*BASE_REGEN[LEVEL]*(INT^0.5))*5 = MP5 out of FSR
Class no longer affects regen.
base regen for level 70 = 0.009327
so for most practical calculations (level 70 raiding):
(0.001+SPI*0.009327*(INT^0.5))*5 = MP5 out of FSR
Apparent gains with no gearing changes are around 40-60 MP5 inside FSR for typical raiding priest / druid and ~150 outside FSR for typical raiding priest / druid
There is also significant talk of how beneficial this is for arcane mages. That stacking and gemming INT basically makes Arcane Blast sustainable at 70+% cast rates, which starts bringing arcane back in line with the other specs for damage even with the sacrifice of +damage gear.
One very interesting note is that this apparently affects innervate quite substantially as well. This screenshot of a T6 geared priest using trinkets during an innervate is particularly interesting, receiving over 7000 mana per 5 for the trinket and innervate duration overlap, essentially making it possible to regenerate over 100% of mana with innervate.
http://i28.tinypic.com/24grvp1.jpg
With the previous change to meditation / intensity it already seemed like regen was not terribly important. Now it seems as if regen is really not important. It definitely pushes pretty much any reasonable raid spec priest / druid over the line where spirit > MP5 on gemming and such. It also means that rejuv flasks are fully degraded to 'only when I don't have the money to use Draenic + Mastery'
I had been used Draenic Wisdom + Mastery most of the time already, mostly because I find the stam extremely useful in surviving dumb mistakes (I got blown up by 3 birds my first time in Phase 2 Al'ar, and survived all of them), and while dumb mistakes hurts our chances, dumb mistakes that result in death hurt a LOT more. On significant reaiding servers I'd potentially expect Terocone prices to increase if serious raid healers are going to potentially be using 4 terocone per wipe.
Here is an example of how things have changed when considering gearing:
Chest enchant: 6MP5 or +15 spirit for a priest (because I'm most familiar, druids now are even better because they get more spirit from talents than preists)
Previous model:
15 spirit = 17.25 spirit (10% for Kings, 5% from talents)
100% inside FSR = 3.25 MP5
70% inside FSR = 5.49 MP5
due to talents, also get +5.18 heal
so MP5 was almost always better for pure regen, but spirit offered a small +heal benefit.
Current model at 400 spirit / 600 int (what I figure is a pretty conservative estimate for a T4+badge-ish geared priest):
15 spirit = 17.25 spirit
100% inside FSR = 5.99 MP5
70% inside FSR = 10.19 MP5
due to talents, also get +5.18 heal
100% inside FSR in 2.4 is about as much as the raw 6MP5.
Even +6 stats becomes a good option for a healer chest enchant:
6 spirit = 6.9 spirit
6 int = 6.6 int
6 sta = 6.6 sta
100% inside FSR = 3.13 MP5
70% inside FSR = 5.32 MP5
It's much less MP5, but the stamina may be more useful than the extra regen with how much regen spirit based healers will have in 2.4.
Conc / Concillian -- Vintage player of many games. Deadly leader of the All Pally Team (or was it Death leader?)
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.