Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
(edited by Sebrent.3625)
Attached are images with the information already laid out for you
NOTE: there are no values for 0, 100, and 200 for some combinations. This is because it is impossible to have Natural Healing without having at least +300 Healing Power since Natural Healing requires 30 points in Beastmastery which gives you +300 Healing Power.
Attached is also a .csv saved as a .txt so I can post it here. Simply change the name to something.csv and any spreadsheet application will know how to open it by default.
To provide a frame of reference, you can get about 1,400 Healing Power with:
I find gw2buildcraft.com to be a great place to test out what stats various sets/combinations of gear will give you.
If you take all the sources, 1,400 Healing Power will net the Ranger 632 health per second and the Ranger’s pet 905 health per second.
(edited by Sebrent.3625)
Awesome stuff as per usual Sebrent.
Thanks for the research! I agree on gw2buildcraft.com being far and away the best site for build needs.
This comes at a perfect time, as I have been thinking about trying a healing power oriented build soon.
Thanks, Tuluum.
Looking at the graph, I’m currently thinking about the following:
Also, do please note that Cleric’s gear will do less direct damage than Soldier’s (which has more power and vitality) and Knight’s (which has precision and more toughness).
Apothecary will do direct and condition damage than Rabid (which has more precision and condition damage)
(edited by Sebrent.3625)
Thanks, Sebrent, you rock. Carry on!
This just reminded how terrible Signet of the Wild scales in healing for the ranger. 6hp gained per every 100 healing power and that is our constant source of healing… ouch.
I guess it could be worse, but still.
Here’s the best thing, I think, in terms of constant healing. Take a base armor rating (lets say, level 80, 1980 for rangers). For every 100 toughness (and therefore 100 armor) you add to that, it is a 3.4% damage reduction, with diminishing returns. SotW, with 100 healing power, is already double that damage reduction.
What I’m basically trying to show is that signet of the wild scales better with a stat allocation to reduce incoming damage than toughness does, but only for that first 100 points. However, it only takes 1 utility slot and it is essentially decreasing incoming damage by 6.2% with no healing power, which makes it really the best utility we could have for a defensive build, even if that build has no healing power.
(the percentages are calculated over 1000 incoming dps)
Another thing that can be taken away from my rambling is that, for a person looking for damage reduction (and not a healing build) they should invest 100 points in healing power and grab SotW ,then start stacking toughness for the maximum gain in incoming damage reduction. If I use pvp gear and pickup a shamans jewel with doylak runes, (not factoring in diminishing returns on toughness) we have 34% damage reduction from toughness, and 21% from constant healing.
Just food for though, your chart really helped organize some of my scrawling that’s all over my desk, intermingled with calculus, linear algebra, and discrete scratch paper lol
Thanks, Tuluum.
Looking at the graph, I’m currently thinking about the following:
- If you take cleric’s gear you have ~1,300 Healing Power
- If you take all the sources of regen (including Dolyak and Pie), you heal ~614 health per second
- If you swap out the Dolyak for Runes of Melandru and the Pie for Lemongrass, you heal ~499 health per second (115 less health per second), but you are less “bothered” with stuns (-25%) and conditions (-65%).
- Melandru and Lemongrass is useless against pure direct damage while healing is good against both direct damage and condition damage.
- Melandru and Lemongrass is good against crowd control conditions while healing doesn’t help there.
- With ~499 hp per sec, a Ranger with 15k hp (roughly base hp) can full heal, in combat, in ~30 seconds without using their #6 heal.
- With ~614 hp per sec, a Ranger with 15k hp (roughly base hp) can full heal, in combat, in ~24.5 seconds without using their #6 heal.
Also, do please note that Cleric’s gear will do less direct damage than Soldier’s (which has more power and vitality) and Knight’s (which has precision and more toughness).
Apothecary will do direct and condition damage than Rabid (which has more precision and condition damage)
Without using heal skill?
Ok so if you can get that kind of regen without the heal skill, what could you get with using a fern hound’s F2 and healing spring with Nature’s Bounty? I can alternate between the two and have 100% regen boon uptime.
Thanks, Tuluum.
Looking at the graph, I’m currently thinking about the following:
- If you take cleric’s gear you have ~1,300 Healing Power
- If you take all the sources of regen (including Dolyak and Pie), you heal ~614 health per second
- If you swap out the Dolyak for Runes of Melandru and the Pie for Lemongrass, you heal ~499 health per second (115 less health per second), but you are less “bothered” with stuns (-25%) and conditions (-65%).
- Melandru and Lemongrass is useless against pure direct damage while healing is good against both direct damage and condition damage.
- Melandru and Lemongrass is good against crowd control conditions while healing doesn’t help there.
- With ~499 hp per sec, a Ranger with 15k hp (roughly base hp) can full heal, in combat, in ~30 seconds without using their #6 heal.
- With ~614 hp per sec, a Ranger with 15k hp (roughly base hp) can full heal, in combat, in ~24.5 seconds without using their #6 heal.
Also, do please note that Cleric’s gear will do less direct damage than Soldier’s (which has more power and vitality) and Knight’s (which has precision and more toughness).
Apothecary will do direct and condition damage than Rabid (which has more precision and condition damage)
Without using heal skill?
Ok so if you can get that kind of regen without the heal skill, what could you get with using a fern hound’s F2 and healing spring with Nature’s Bounty? I can alternate between the two and have 100% regen boon uptime.
I believe that number factors in regen except swapping out the runes and pie for stuff that doesn’t offer direct healing. There are other sources of regen besides the 6 ability or pet commands.
If you put in the fern hound’s special, you’re likely decreasing your HP/sec because it uses the pet’s healing power and not yours which is higher. Since regen stacks in duration, a lower source of regen will fluctuate your incoming HP at times as it’ll provide healing on a first applied basis.
Yes, if you look at the actual graphs (important to understanding the discussion), then you’ll see the numbers I’m talking about include regeneration in them … in fact, regeneration scales the best with your +healing gear.
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