Help me with Healing Math

Help me with Healing Math

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Posted by: Jester.1236

Jester.1236

The Healing bomb formula is 145 + (0.1*Healing Power)

So currently unbuffed I have 1303 healing power. This is with 0 stacks from Sigil of life. 0 Food and 0 Healing runes.

I could add Healing runes which would give me + 165 healing power. Or 1468 Healing power.

I could also add Healing food which would be somewhere around 70 + healing power. Which would put me at 1538 Healing power.

With 25 stacks I would sit at 1788 Healing power. So lets see what that would yield

1303 =130.3 +145 = 275
1468 =146.8 +145 =291
1538 =153.8 +145 = 298
1788 =178.8 +145 = 323

I’m definitely not great at math, but I’m thinking 275/1303 should get me a heal per healing power number, at level 80. Which I’m getting as 4.8.

But and here is where I can use some help 1788/323 =5.5. Now super sure why that number went up. I get the feeling I am doing some thing wrong. So any help would be appreciated.

Help me with Healing Math

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Posted by: Jester.1236

Jester.1236

As a Further note, my bomb heal, actually heals me with no modifiers for 293 in a lvl 80 zone. Ill be placing some elixir gun stats in this space as well.

Help me with Healing Math

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Posted by: Soon.5240

Soon.5240

lol, i’ve never really understood heal either. I hope someone answers. I think i have 313 heal…..

Help me with Healing Math

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Posted by: Arganthium.5638

Arganthium.5638

I’m not sure what you’re doing with your math here… Dividing heal power by your total heal? That doesn’t tell you how much you’re healing by per point of heal pow.

Your healing per point of HealPow is simply .1 .

Thief|Mesmer|
Theorycrafter

Help me with Healing Math

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Posted by: Eviator.9746

Eviator.9746

If you’re looking to maximize heal per healing power, then you need to use 0 healing power because it scales less than 1-to-1 (0.1, in fact). If you’re looking to determine how much healing you do with a certain healing power, you use the formula. What you are looking for doesn’t come out cleanly because you’re adding a multiplier to a base.

Healing / Healing power = 145 / Healing power + .1

It’s difficult to isolate the variables to one side of the equation.

Sheldor the Eidetic (Group Engi) | Shorty McShinkicker (Solo Engi) |Turanga (Solo Mes)
Doing what I can for DB during EU primetime

Help me with Healing Math

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I’m not sure exactly what you are asking here. What is a “heal per healing power” supposed to mean? If you are dividing healing power by the heal, then you get this for units:

Healing Power/ Health Increase

Which means that you need more and more healing power to get a proportional health increase at that level. What those numbers (4.8, 5.5) is how much healing power it takes for every health point increase. That number increasing is showing the increasing inefficiency of healing power.

As for why that number increases, it is quite simple: the bombs have an initial healing amount of 145. Healing power is adding on top of that, so the overall contribution of healing power gets larger and larger. As the contribution gets larger, the percentage that the initial 145 contributes gets smaller and smaller, and likewise how much heal per heal power you are getting gets more and more inefficient. In theory, if you had infinite healing power, that number would reach 10.

Why 10? Because it is the multiplicative inverse of 0.1, and as you heal more and more that initial 145 from bombs contributes less and less to the total. Anyway, the big thing to understand is that this number, although an interesting bit of trivia on limits, in the game it is ultimately meaningless. There is really only one thing to look at when dealing with healing power:

How much healing you are doing in proportion to how much heal you do without healing power. Basically this is “Am I healing 50% more, or 100% more?” and so on. You can look at this as an increase in survivability by charting how much you are healing over time, and comparing that to how much you would heal over time without compassion or how much damage you would mitigate with toughness or how much more damage you can take with vitality. The formula for this is a pretty simple new over old:

Total healing w/ healing power
———————————————————————
Total healing w/o healing power

And depending on how things work, you can consider those heals as an addition to your teammates survivability as well.

That is it as of now. I’ve considered making some formula to determine things like when healing power becomes more or less efficient for survivability than toughness and vitality, but that gets… complicated. Very complicated, considering that the whole thing is dependent on particular tactics and strategies used by the individual, and that there is no unified formula or way to interpret “survivability”.

I don’t have opinions. I only have facts I can’t adequately prove.

Help me with Healing Math

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Posted by: Sabull.5670

Sabull.5670

In any case. Only use healing power if you use elixir gun and healing turret in addition to the healing bombs. Bombs alone don’t justify the stat.
Even with those it’s quite hard to justify.

[TA]

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Posted by: Jester.1236

Jester.1236

I guess what I was looking for was, a way to determine something like this.

I have 1300 Heal power and I Heal for 294
How much more would I heal for with certain buffs, which I think I might have done correctly…and how much less I would heal for without my current set up.

As for not running healing bombs, or not stacking healing gear. Neither of these two is an option. I love the build, and I’m very happy with the gear. I’m simply trying to understand it all a bit better. Some of the answers above i’ll have to read again when i’m fully awake to understand.

I really appreciate everyone taking the time to answer, and try to help me with the math.

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Posted by: tigirius.9014

tigirius.9014

I’m not sure what you’re doing with your math here… Dividing heal power by your total heal? That doesn’t tell you how much you’re healing by per point of heal pow.

Your healing per point of HealPow is simply .1 .

HA actually no it’s not. It’s reduced and some skills don’t even increase with healing power (like the trait for kit regen or regen in general) so it’s really messed up the system they have here. It’s one of the reasons why they seriously don’t have a valid AN Trinity they just have 1 build that anyone needs in combat for everything and the rest is just ridiculous. Also a problem with direct healing in this game, plenty of other titles have similar combat but don’t rely solely on AOE healing zones for everything (which can be made completely useless easily.)

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Sabull.5670

Sabull.5670

well in that case if you just care about the math. You are failing on some simple algebra, or concept of something increasing in general :P. y = A*x + b
(also the post above me is just some random false info)

Blood Red Arachnid.2493 covered it, but with some confusing word choises imo.
So I’ll give a try aswell. Kinda a summary tbh.

The Healing bomb formula is 145 + (0.1*Healing Power)

So currently unbuffed I have 1303 healing power. This is with 0 stacks from Sigil of life. 0 Food and 0 Healing runes.

I could add Healing runes which would give me + 165 healing power. Or 1468 Healing power.

I could also add Healing food which would be somewhere around 70 + healing power. Which would put me at 1538 Healing power.

With 25 stacks I would sit at 1788 Healing power. So lets see what that would yield

1303 =130.3 +145 = 275
1468 =146.8 +145 =291
1538 =153.8 +145 = 298
1788 =178.8 +145 = 323

Looks good so far! Heal = Base + 0.1*HealingPower

I’m definitely not great at math, but I’m thinking 275/1303 should get me a heal per healing power number, at level 80. Which I’m getting as 4.8.

275/1303 is Heal per Healing Power and is 0.21105. But this does not reflect anything real! Because it forgets the base heal of 145. You don’t need any Healing Power for the base heal. This number keeps decreasing to 0.1 while the BaseHeal contribution gets smaller and smaller, (irrelevant).
It has the right units, H/HP. But that doesn’t mean it’s the number you are looking for^^.

1303/275 = 4.74 Healing Power per Heal. Againg this doesn’t reflect anything real because it forgets the Base heal! It keeps increasing for the same reason as its inverse decreases. The real (and the limit) number is 10 Healing Power per Heal, and that never changes.

But and here is where I can use some help 1788/323 =5.5. Now super sure why that number went up. I get the feeling I am doing some thing wrong. So any help would be appreciated.

So the number changes because the contribution of the base heal changes.

Base heal is free, so “cost increases” (numbers like 4.74 … 5 …10 here)relatively, when the amount of base heal becomes less relevant.
Base heal is free, thus the “gain decreases” relatively ( numbers like 0 … 0.21105 … 0.2…. 0.1 here) when the amount of base heal becomes less relevant. The base heal is free!

I guess what I was looking for was, a way to determine something like this.

I have 1300 Heal power and I Heal for 294
How much more would I heal for with certain buffs, which I think I might have done correctly…and how much less I would heal for without my current set up.

The first calculations you did were correct! 145 + 1300*0.1 = 275. If that is not what happens, then the formula is wrong.
You will always heal 1 more for every 10 Healing power, that never changes (without Poison^^).

However as we talk about linear scaleing, as with every stat in GW2. The relative gain always gets smaller and smaller.
(just like finding 100 € won’t do much for a millionare but will for a homeless. Same way Precision isn’t the best stat to gain more of if you already have all your pieces full Knight, instead you want to convert some of that to Power and Crit damage! Same thing with Toughness and vitality, and healing power – get a mix! – but there it gets really complicated on fight to fight basis)

As for not running healing bombs, or not stacking healing gear. Neither of these two is an option. I love the build, and I’m very happy with the gear. I’m simply trying to understand it all a bit better. Some of the answers above i’ll have to read again when i’m fully awake to understand.

I really appreciate everyone taking the time to answer, and try to help me with the math.

Good luck have fun! If you wanna have lot of healing power you should add more healing skills like Elixir gun and Healing turret to your healing arsenal!

[TA]

(edited by Sabull.5670)

Help me with Healing Math

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Posted by: kokocabana.8153

kokocabana.8153

Agreed, it’s about scaling. When you have little to no healing power(or any stat), most of your healing comes from the 145 healing base. As you stack more and more, the healing base becomes less useful because it makes up a lower proportion of your total healing.

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Posted by: Jester.1236

Jester.1236

Thanks a lot Sabull that helped me a lot the way you broke it down! And I never said I didn’t sue elixir gun :P I like Medkit as my heal tho. The little drops heal me for a ton, and really to me add to the feel of the kit. I’m usually pushing into large groups dropping bombs as I go, and dropping my heal pouches works well with that.

Help me with Healing Math

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Posted by: kokocabana.8153

kokocabana.8153

Healing turret is great for healing because of the AOE heal from overcharge and detonating with water field. Plus you don’t have to switch out of your bomb kit to do it.

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Posted by: tigirius.9014

tigirius.9014

Healing turret is great for healing because of the AOE heal from overcharge and detonating with water field. Plus you don’t have to switch out of your bomb kit to do it.

They really shouldn’t make it a one trick pony. I’d suggest they return the kit refinement to EG instead of those glue sneezes or at the very least make Fumigate a direct cone heal. I’d really like them to make the kit regen trait and the regen skill itself increase in effectiveness. (honestly haven’t used it in months because months ago it really wasn’t impressive at all but somehow we had three versions of the same regen boon)

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Posted by: notanewmethod.8267

notanewmethod.8267

there is no unified formula or way to interpret “survivability”.

Agree and disagree. Effective health calculators exist to help you decide between vitality and toughness when selecting gear upgrades. There are spreadsheets that calculate the dps contribution of crit/critdmg/pow to help you locate points where diminishing returns outweigh the benefits of the stats given up to reach those points.

Likewise, I think the OP just wants a simple way to determine at what point is he hitting diminishing returns on +healing. As long as he understands that the relative value of a heal is very dependent on the myriad of combat variables you alluded to, it can still serve as a good guideline.

As a fight progresses the value of toughness and healing also increase. Again, something that is very hard to model.

Notanewmethod – Asura Engineer (p/p, Toolkit, HGH)
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