Did the math on the new CA skills
So basically, druid with meder’s has 90%+ amount of healing as it had pre-patch. Magi will boost you just tiny abit above 100% amount of healing as it had pre-patch.
I think pre-food/buffs I was 1100 healing with Celestial armor. I’m almost at the break even point. If I want back to normal I have to go Magi or Minstrel. Magi I lost toughness (I am usually solo roaming/scouting) or tough out HoT for Minstrels.
If I understood what you said OP…
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
I kinda knew it all along.
This balance patch will make non healing gear heal significantly less while with healing gear, you still heal less or just about the same.
Win-win situation on Anet’s part of gutting ranger down once more.
I kinda knew it all along.
This balance patch will make non healing gear heal significantly less while with healing gear, you still heal less or just about the same.
Win-win situation on Anet’s part of gutting ranger down once more.
You mean brings it inline….
You mean brings it inline….
Inline with what?
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
I kinda knew it all along.
This balance patch will make non healing gear heal significantly less while with healing gear, you still heal less or just about the same.
Win-win situation on Anet’s part of gutting ranger down once more.
going full heal like full magi without food makes you at 1557 HP. With food even more 1757 HP, wouldn’t that make full magi more viable and not less or just about the same like you said?
edit with food
(edited by Bast Bow.2958)
I kinda knew it all along.
This balance patch will make non healing gear heal significantly less while with healing gear, you still heal less or just about the same.
Win-win situation on Anet’s part of gutting ranger down once more.
going full heal like full magi without food makes you at 1557 HP. With food even more, wouldn’t that make full magi more viable and not less or just about the same?
Unfortunately not….Full healing gear still heals less than before. Even if it was the same, it would be less than before simply because celestial avatar form up-time was nerfed by 50% which would thereby make an additional nerf to average-over-time condi cleanse and stealth as well.
I kinda knew it all along.
This balance patch will make non healing gear heal significantly less while with healing gear, you still heal less or just about the same.
Win-win situation on Anet’s part of gutting ranger down once more.
going full heal like full magi without food makes you at 1557 HP. With food even more, wouldn’t that make full magi more viable and not less or just about the same?
Unfortunately not….Full healing gear still heals less than before. Even if it was the same, it would be less than before simply because celestial avatar form up-time was nerfed by 50% which would thereby make an additional nerf to average-over-time condi cleanse and stealth as well.
Yes, in PvP and WvW the recharge time changed. Not in PvE
I kinda knew it all along.
This balance patch will make non healing gear heal significantly less while with healing gear, you still heal less or just about the same.
Win-win situation on Anet’s part of gutting ranger down once more.
going full heal like full magi without food makes you at 1557 HP. With food even more, wouldn’t that make full magi more viable and not less or just about the same?
Unfortunately not….Full healing gear still heals less than before. Even if it was the same, it would be less than before simply because celestial avatar form up-time was nerfed by 50% which would thereby make an additional nerf to average-over-time condi cleanse and stealth as well.
Outside of pve and maybe GVG battles, going to CA every 10 sec is a very rare thing most roamers wont even feel the difference, same for most pvpers.
You mean brings it inline….
Inline with what?
With the idea that stats matter … oh pardon me, a correction is in order .. that stats matter for ALL aspects of a characters abilities, not just damage.
The numbers you give are actually slightly off, I’ll correct you on them all, given the adjustments Anet made to the original equations (you can read the specifics yourself).
http://tinyurl.com/j3m6md6
Given the equations from the Wiki:
(these will change in time, so I won’t post links)
Cosmic Ray | 650 + 0.4*HP -> 325 + 0.608*HP
Seed of Life | 500 + 0.5*HP -> 400 + 0.665*HP
Lunar Impact | 2452 + 1.1*HP -> 1618.32 + 1.793*HP
Rejuvenating Tides | 810 + 0.35*HP -> 648 + 0.5005*HP
Equating these to each other gives the break points (you can check the math yourself if you wish):
Cosmic Ray | Healing Power = 1562.50
Seed of Life | Healing Power = 606.06
Lunar Impact | Healing Power = 1203.00
Rejuvenating Tides | Healing Power = 1076.41
These are the real break point values of the CA form skills. What this means is, if you have more Healing Power than these values above (eg. >1562.50 HP for Cosmic Ray or >606.06 HP for Seed of Life), those skills on an individual basis will do more healing than they did before the changes.
Inversely, any Healing Power below these values will result in a lower effectiveness due to the changes (this goes for zerker/viper’s druids especially).
To clarify, I’ll compare the effect this change has made for High and Low Healing Power builds.
For simplicity sake, I’ll be using 1700 Healing Power for “High” and 0 Healing Power for “Low”.
1700 Healing Power results:
Cosmic Ray | 1330 -> 1358.6 | Improvement = +2.15%
Seed of Life | 1350 -> 1530.5 | Improvement = +13.37%
Lunar Impact | 4322 -> 4666.42 | Improvement = +7.97%
Rejuvenating Tides | 1405 -> 1498.85 | Improvement = +6.68%
0 Healing Power results:
Cosmic Ray | 650 -> 325 | Improvement = -50% (nerf)
Seed of Life | 500 -> 400 | Improvement = -20% (nerf)
Lunar Impact | 2452 -> 1618.32 | Improvement = -34% (nerf)
Rejuvenating Tides | 810 -> 648 | Improvement = -20% (nerf)
Conclusion:
There have been very minor improvements to CA healing effectiveness in High Healing Power builds and major nerfs to CA healing effectiveness in Low Healing Power builds. The specific amount to which it has been nerfed/improved will depend on how far you vary from the break points (mentioned above) of each of the skills.
I kinda knew it all along.
This balance patch will make non healing gear heal significantly less while with healing gear, you still heal less or just about the same.
Win-win situation on Anet’s part of gutting ranger down once more.
going full heal like full magi without food makes you at 1557 HP. With food even more 1757 HP, wouldn’t that make full magi more viable and not less or just about the same like you said?
edit with food
You are right.
I was wrong guys, OP is right, forgive me.
(edited by Mr Greggles.5908)
The numbers you give are actually slightly off, I’ll correct you on them all, given the adjustments Anet made to the original equations (you can read the specifics yourself).
http://tinyurl.com/j3m6md6Given the equations from the Wiki:
(these will change in time, so I won’t post links)Cosmic Ray | 650 + 0.4*HP -> 325 + 0.608*HP
Seed of Life | 500 + 0.5*HP -> 400 + 0.665*HP
Lunar Impact | 2452 + 1.1*HP -> 1618.32 + 1.793*HP
Rejuvenating Tides | 810 + 0.35*HP -> 648 + 0.5005*HPEquating these to each other gives the break points (you can check the math yourself if you wish):
Cosmic Ray | Healing Power = 1562.50
Seed of Life | Healing Power = 606.06
Lunar Impact | Healing Power = 1203.00
Rejuvenating Tides | Healing Power = 1076.41These are the real break point values of the CA form skills. What this means is, if you have more Healing Power than these values above (eg. >1562.50 HP for Cosmic Ray or >606.06 HP for Seed of Life), those skills on an individual basis will do more healing than they did before the changes.
Doesn’t seem right. Please check my values from ingame that I posted some days ago. Especially, look at Seed of Life (number 2):
Updated with old and new values after patch:
CA healing values @ 676 healing power (unbuffed). New values in bold.
1. 920 – 783 (heals for 85% of previous value)
2. 838 – 810 (heals for 97% of previous value)
3. 3196 – 2837 (heals for 88% of previous value)
4: 1047 – 988 (heals for 94% of previous value)
Should clarify that the % of previous value are only at this particular level of healing power.
You mean brings it inline….
Inline with what?
With the idea that stats matter … oh pardon me, a correction is in order .. that stats matter for ALL aspects of a characters abilities, not just damage.
Nice idea, so is Utopia. Until classes have specific roles and responsibilities that separate them this isn’t possible. Too much class convergence or similar abilities. Or at least in my opinion.
I still believe this is a issue of design whereas the game was launched without any form class trinity or specific roles. Healer, Tank, Support. And now we are paying the price.
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
You mean brings it inline….
Inline with what?
With the idea that stats matter … oh pardon me, a correction is in order .. that stats matter for ALL aspects of a characters abilities, not just damage.
Nice idea, so is Utopia. Until classes have specific roles and responsibilities that separate them this isn’t possible. Too much class convergence or similar abilities. Or at least in my opinion.
I still believe this is a issue of design whereas the game was launched without any form class trinity or specific roles. Healer, Tank, Support. And now we are paying the price.
Classes having roles doesn’t have anything to do with making skills more dependent on stats. I mean, it’s pretty hypocritcal to say it shouldn’t be that way … yet for 4 years, no one QQed that damage was very dependent on power, precision and ferocity. I guess when it’s convenient …
Healing tempests are still better. Thanks anet.
-BnooMaGoo.5690
The numbers you give are actually slightly off, I’ll correct you on them all, given the adjustments Anet made to the original equations (you can read the specifics yourself).
http://tinyurl.com/j3m6md6Given the equations from the Wiki:
(these will change in time, so I won’t post links)Cosmic Ray | 650 + 0.4*HP -> 325 + 0.608*HP
Seed of Life | 500 + 0.5*HP -> 400 + 0.665*HP
Lunar Impact | 2452 + 1.1*HP -> 1618.32 + 1.793*HP
Rejuvenating Tides | 810 + 0.35*HP -> 648 + 0.5005*HPEquating these to each other gives the break points (you can check the math yourself if you wish):
Cosmic Ray | Healing Power = 1562.50
Seed of Life | Healing Power = 606.06
Lunar Impact | Healing Power = 1203.00
Rejuvenating Tides | Healing Power = 1076.41These are the real break point values of the CA form skills. What this means is, if you have more Healing Power than these values above (eg. >1562.50 HP for Cosmic Ray or >606.06 HP for Seed of Life), those skills on an individual basis will do more healing than they did before the changes.
Inversely, any Healing Power below these values will result in a lower effectiveness due to the changes (this goes for zerker/viper’s druids especially).
To clarify, I’ll compare the effect this change has made for High and Low Healing Power builds.
For simplicity sake, I’ll be using 1700 Healing Power for “High” and 0 Healing Power for “Low”.
1700 Healing Power results:
Cosmic Ray | 1330 -> 1358.6 | Improvement = +2.15%
Seed of Life | 1350 -> 1530.5 | Improvement = +13.37%
Lunar Impact | 4322 -> 4666.42 | Improvement = +7.97%
Rejuvenating Tides | 1405 -> 1498.85 | Improvement = +6.68%0 Healing Power results:
Cosmic Ray | 650 -> 325 | Improvement = -50% (nerf)
Seed of Life | 500 -> 400 | Improvement = -20% (nerf)
Lunar Impact | 2452 -> 1618.32 | Improvement = -34% (nerf)
Rejuvenating Tides | 810 -> 648 | Improvement = -20% (nerf)Conclusion:
There have been very minor improvements to CA healing effectiveness in High Healing Power builds and major nerfs to CA healing effectiveness in Low Healing Power builds. The specific amount to which it has been nerfed/improved will depend on how far you vary from the break points (mentioned above) of each of the skills.
I kinda knew it all along.
This balance patch will make non healing gear heal significantly less while with healing gear, you still heal less or just about the same.
Win-win situation on Anet’s part of gutting ranger down once more.
going full heal like full magi without food makes you at 1557 HP. With food even more 1757 HP, wouldn’t that make full magi more viable and not less or just about the same like you said?
edit with food
You are right.
I was wrong guys, OP is right, forgive me.
Thanks!
It didn’t need math to compare my rejuvenading tides before patch and after to see the difference, healing for a bit more in full ascended magi.
I was waiting for someone to state the correct numbers and do the math, thanks.
I don’t get why people start calling things that aren’t true at all. It isn’t that difficult to see the difference in numbers.