Hello fellow elementalists!
Disclaimer: I am expanding my analysis to damage and buffs. This is work in progress and I am editing this thread continuously
I have been working on theory crafting and modelling healing. It is a much more complex task to analyse healing than damage because it requires to take into account specifically what spells we are using. What I call passive defence is the survivability granted by the combined passive actions of your vitality and toughness (Effective Health Points). I am focusing my analysis on direct damage survivability from stats for the moment.
What is survivability
Once all your proactive defence has failed and that you are going to take a hit, I distinguish two aspects in survivability:
-Short term threat: you are subject to high damage in a short period of time, you may not have the time to heal in the period, so you are in danger of being “one-shot”.
-Long term sustainability: you are receiving damage over a long period of time during which you can unfold your full healing potential; while your health may often be not full, your life is not in imminent danger.
In practise, you may never clearly distinguish these two aspects. This is because a lot of the combat output occurs in bursts. It is also very rare to be one-shot, you almost always have time to throw a heal. But the idea remains the same: if you get hit very hard your health will be low and you will change your gameplay until you can heal up, or you will have to “burn a cooldown”; in any case you get diminished to some extent.
How are stats affecting your survivability
The three stats that increase your chances to stay alive are vitality, toughness and healing power.
-Short term: only your passive defence matters. To survive in the short term you must have a high enough number of Effective Health Points (EHP), given by the product of your health and your armor. The stats involved are vitality, toughness and defence from your armor type (wich is just toughness with a different name).
-Long term: the level of your health matters less, instead it is your ability to heal and sustain yourself that is prominent. If your are continuously getting damaged and healing it, then the stats involved are your armor (toughness) and your healing power.
In practise the two aspects are linked.
You get damaged and then heal up. If you do not have enough healing potential to heal yourself sufficiently until the next time that you get damaged then you are not sustaining yourself and your life is under threat. If you heal yourself too easily and spend most of your time at full hp while your maximum effective hp is low then you are sustaining yourself but your life is more likely to be in danger.
Therefore you must get the right combination of stats that help you to best respond to the situations to which you are exposed.
As elementalists we build our survivability on the following base:
-Armor (toughness): 916 base + 920 from armor = 1836 base total
-Vitality: 916 base + 164.5 from class = 1080.5 base total (or 10805 hp)
-Healing power: there is a base healing specific to each spell, and in addition they benefit from a coefficient of your healing power (0 total base) [ skill data ]. This is why it is complex to model healing: in order to determine how much base heal and coefficient of healing power you can put out you must first determine what spells and traits you are going to use.
Analysing
So far, I find that the clearest way to analyse direct damage survivability is to compute maximum effective health points (short term response), and effective health points healed per second (long term response).
Max EHP = vitality . 10 . armor
EHP/s = (base heals + coefficients . healing power) . armor / offtimes
How you value each of these aspects is up to your judgement. There are no reliable metrics for it.
For example you may be fighting Giganticus Lupicus so you are not sustaining much long-term damage but rather you want to avoid being one-shot from missing a dodge on his projectiles, so your max EHP is more important; or you could be tanking the flame legion mobs in Citadel of Flame path one to keep the gate open, so your EHP healed per second becomes more important.
Notice how you base vitality is much lower than your base armor. This means that to increase your max EHP is it easier to focus on vitality.
Retired elementalist theorycrafter
(edited by Zelyhn.8069)