So now you have a measure of how much each of the various healing stats will improve your overall healing output. Great! But what about other stats like Stamina, spell haste, or Armor? How important are they? Should you assign weights to them as well? And what other refinements can (or should) you make?

It is relatively simple to calculate the percent improvement for the majority of stats. The difficult part, if you want to directly compare these numbers to your healing stats, is determining how much weight you should give each one. For PvP, for example, a 1% increase in survivability (Stamina, Armor and Resilience) is probably as important as a 1% increase in healing output. While raiding, however, only Stamina is likely to be of real use to you, and almost certainly not at a 1:1 ratio.

__Stamina__

The formula to calculate the percent benefit for increasing a point in Stamina (*i.e.* health) is equal:

Including Blessing of Kings, Fortitude (Improved = 71 * 130%), Mark/Gift of the Wild (14) and [Blackened Sporefish], this becomes:10 / Buffed Health * 100

For PvE, I consider a 1% increase in healing stats to be about as important as a 5% increase in Stamina, so when assigning weights I divide the result by 5. For my PvP calculations, I use a 1:1 ratio.11 / ((Base Stamina + 102.7 + 14 + 20) * 11 + 2979) * 100

__Armor__The improvement to physical damage mitigation for each point of Armor is equal to:

Armor is relatively unimportant for PvE, so I assign it a weight of 0. For PvP, the increase in survivabilty is about ½ of the Armor's mitigation increase (spell damage is not affected by Armor). I therefore divide the percent improvement by 2 when calculating weights.1 / (Current Armor + 10557.5) * 100

__Resilience__It takes 39.4 points of Resilience to reduce opponents' crit rate by 1% and their crit damage by 2% (for about a 1.5% reduction in damage taken). Resilience is a flat-rate improvement (assuming you're not already capped), which results in:

Resilience is another survivability stat that I consider unimportant for PvE, so I assign a weight of zero. For PvP, I give survivability improvements a 1:1 ratio to healing output.1/39.4 * 1.5 = 0.038%

__Spell Haste__Although Spell Haste doesn't affect your total healing output (assuming the fight is long enough that your limiting factor is mana reserves and not simply having enough time), it does affect your healing per second (HPS). As of patch 2.3, 15.76 spell haste rating will provide a 1% increase in casting speed (and therefore HPS):

How much weight to give spell haste is a personal choice. I consider haste effects to be about half as important as output for PvE, and equally as important for PvP.1/15.76 = 0.063%

__Other Considerations__There are various tweaks and improvements you can make to these calculations based upon your own preferences. Some examples are:

__PvP/Arena__: I've calculated a different set of values for my arena gear because I'm not able to count on the majority of my raiding buffs or mana regeneration sources. I consider improvements in survivability equally as important as improvements in healing output and have shortened my fight length to 5 minutes. If you're interested, here are the comparitive weights:

**Relative "value" of PvP healing stats for Draezele**__PvE____PvP__Healing 1.00 1.00 Intellect 1.93 3.67 Mana 0.08 0.19 Spell crit 0.64 0.80 Mana/5 5.07 5.56 Spirit 0.25 0.00 Spell haste 0.97 2.42 Stamina 0.65 4.35 Resilience 0.00 1.45 Armor 0.00 0.09 Note: I reduce the weight of mana/5 in PvP by ½. __Non-Healing Spells__: I use a weighted average of HW, LHW, CH and ES based on my usual spell mix, but there's no reason you have to stop there. For example, totems, Earth Shock and Purge easily make up 10-15% of my total spells cast during arena fights. If I wanted to create truly accurate evaluations, I could include these as "zero health healed" spells. In practice, however, including these numbers will not greatly affect your overall results.__Damage Spells__: If you play a dual-role as a healer and damage-dealer within the same fight, you could also include the improvement provided by DPS-oriented stats (+damage, hit rating, crit rating,*etc.*). Unless you're playing a hybrid role in arenas, however, I suspect that you'll have fairly defined roles for each individual fight, making their inclusion unwarranted.

**Go back to Part One (Average Heal Amt.)**

**Go back to Part Two (Maximum Spell Casts)**

**Go back to Part Three (Stat Valuations)**

**Comparing Healing Gear (Revisited)**for further discussion.

## 4 comments:

Great write-up. I love getting into the theory of it all. I am just about to start some of this on my druid. The weights for different stats is most interesting.

FYI, I think you hit a typo on the MP5 for your PVP gear. The note says it should be half of PVE, but it's actually listed as higher. 2.56 instead of 5.56 maybe?

Because of the lack of mana regeneration sources available to me in PvE (mana tide, mana spring, consumables), Mp5 would actually have a ratio of 11.12 for PvP if given equal weight to the rest of the healing stats. However, I feel this significantly overvalues its usefulness, at least based on my experiences with my current team, and I therefore multiply its weight by 1/2.

I read these pages because of a link from wowinsider.com ( http://www.wowinsider.com/2007/11/09/collection-of-shaman-healing-gear/ ). I've been doing gear evaluation spreadsheets of my own, so I was very glad to see the reasoning behind your evaluation, not just the final scores. Many thanks!

I ended up choosing a different basis for my evaluation. I started with the same 'how much healing can you do in X time' logic you demonstrated, but there were a few things I didn't like about that:

- consider one gear set that lets you do 1000 HPS for 1 minute, and another that lets you do 500 HPS for 2 minutes (but you still go OOM before the end of your fight). The "total healing" metric would value both sets equally, but I think the first gear set is clearly better--the first gear set lets you do burst healing much better, and if 500 HPS over 2 minutes is what you really need, you can achieve that with the first set just by casting less often.

- suppose you have enough mana and mana regen that it takes you 9 minutes to run out of mana. Adding more mana regen doesn't increase your "healing in 7 1/2 minutes" value at all, but it clearly has some value, because very long fights do occur some times.

In order to deal with these issues, I ended up evaluating my healing as a weighted average of the healing I could do over time, with the weights decreasing exponentially out to infinity. The down side, of course, is that the math got much more complicated.

Excellent point there, Ralph. I considered a more involved way of modelling my healing power (burst healing versus longevity), but ultimately I felt that it was needlessly complex, especially since the relative importance of each is heavily influenced by the other healers in the raid. Obviously a "one size fits all" mentality is inadequate for every fight, so I'll often carry a couple of alternate gear items for different situations. But in general, I find that a balanced approach to my healing stats provides the best overall utility.

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