Nepiton wrote:Hey Res,
My only question to you, and I apologize if I missed this somewhere in the 15 pages of replies, where do the stat weights come from?
My quick napkin math checks out that 1 mp5 is certainly > 1 healing, but I can't seem to figure out where the 3.5 number came from.
The stat weights currently in use is based on how much mana you save per stat, based on casting a 2.5 sec spell uninterruptedly
(unrealistic, I know, and it's just the first of a lot of flaws in the current list. I've been wanting to redo everything for a long time now, I just haven't had any spare time to do it - at least the current list is more accurate than its predecessor, but it's still pretty crude)
If I acquire lets say +600 healing, that would mean that my that my rank 1 "Heal" would now heal for "1002-1054" which is almost the same as my rank 3 "Heal" currently heals for.
Rank 1 "Heal" costs 110 mana to cast for me right now while rank 3 "Heal costs me 195 mana currently to cast.
If I were to cast heals indefinitely for 5 minutes my:
Rank 3 Heal without the 600 healing. would cost me 23400 mana.
Rank 1 Heal with the 600 healing would cost me 13200 mana.
The overall healing done would be roughly the same.
So I save 10200 mana with 600 healing over 5 minutes! That seems like a really good deal! that equals about 170mp5 for 600 healing. So 1 mp5 is worth roughly 3.5 healing! It would equal even more if we used higher rank spells, and the general calculations are pretty rough, which is why I want to remake everything from the ground up. Pretty much all other stats are based off of these simple calculations, for example spirit:
What does 1 spirit give us priests?
~0.25 healing with talents
~0.65 mp5 when not casting
~0.10 mp5 when casting with 15% casting regen
OR
~0.20 mp5 when casting with 30% casting regen
Let's transfer this into our new "healing points"
0.25
+2.275
+0.35
---------
2.875
See, we already come into a problem, we can't value out of combat regen as highly as in combat regen so how should we value it?
If I would be consistent I would just exclude it all together, since in my example I would be casting uninterruptedly, so no time to regen while not casting right?
Well, I kind of just winged it and said it was worth 0.1 of casting regen which makes spirit (If you didn't already have doubts about the numbers, you should now!);
So that makes 1spirit
0.25
+0.2275
+0.35
----------
=0.8275
with transcendence
0.25
+0.2275
+0.70
----------
=1.1775
So yeah, I'm not too proud of it and I think I've mentioned these numbers earlier in the thread.
Most of this was just me trying to improve the earlier stat weights made by macalister, so the calculations were made over a short amount of time and I was satisfied with just improving something that everybody already used, and with new content coming out I just added it on to the existing list instead of reworking it because of time reasons.
I hope at least this has made things a bit more transparent.
(I've been thinking of giving someone else write access to the sheet since I haven't had a lot of time to fix things lately, since this thread is not mine and I can not edit the OP, that makes me think that the easiest way to hand over something like this would be to just hand over the current document)