Showing posts with label sustainable throughput. Show all posts
Showing posts with label sustainable throughput. Show all posts

Thursday, March 3, 2011

Valuing proc-based throughput

There's an interesting discussion on the Elitist Jerks resto-druid forum on the question of how much value should be placed on proc-based throughput. This is highly relevant because the Mandala of Stirring Patterns is one of the best pre-raid trinkets available from the point of view of sustainable healing per second. However, a lot of its throughput comes from an int proc that only has 20% uptime.

Note I am writing here only about the throughput improvements. Everyone agrees that the regeneration benefits of a proc are at least as good as a static improvement that has the same average benefit. As long as you finish the fight with at least one mana left, you don't care whether your mana descends at a steady rate or that it goes up and down in spurts as your procs come and go.

To evaluate this question, one premise I assume is that we are talking about progression content. It is a separate question to consider content that is on farm, where your raid reliably beats it and you want to beat it more reliably and more quickly. For such content, it doesn't matter that much what you do, much like it doesn't matter how you level, so I find it much more interesting to talk about how to address progression content.

For progression fights, it's highly unrealistic that players will be at max health throughout the fight. What's more likely to happen is that players hover around 50-75%, and you race to get them above 75% before the next wave of incoming damage happens. The cycle is that health bars drop after big damage, they float slowly up as healers heal like mad, and then they go down again at the next wave of damage.

If your healing is sufficient for the content and for the skill of the raid members at dodging fire, then the peaks and valleys of health in the cycle will be about the same. When I see my guild lose in such raid encounters, it's due to either unhealably severe spike damage, or it's due to players standing in fire. The former I can't do anything about. For the latter, I theoretically can help with, but when I fail to do so, what I see is the health bars going down fairly gradually.

For the content I'm familiar with, which is about half the Cataclysm raid bosses, the length of the cycle of hurt is on the order of thirty seconds. For example, on Argolath, a meteor slash comes in around 10-15 seconds, but it hits a different half of the raid each time. Thus you have 20-30 seconds after a player is hit by one meteor slash to heal them back up for the next one. Furthermore, any one wave of hurt tends to take off something like 50% of everyone's health bars. It's pretty rough, but it's not like many Wrath fights where everyone would suddenly lose 75-90% of their health.

How does proc-based versus static throughput compare in this environment?

It seems to me they are actually pretty close. First of all no proc is going to be wasted. Since players aren't at full health in the steady state, there will always be plenty of healing to use the proc on. Second, if you don't get a proc at the ideal time, it should just mean that players hover at a lower health for a little while. You will be able to pick them up just fine when the proc eventually comes around.

This is a minority view on the thread I linked. The majority view is that it's better to have static int instead of an int proc even if the average int goes down by 10-20%. The main arguments are just what I addressed above: they argue that many of the procs will be wasted, and that the procs might not be there when you need healing the most. In short, the proc won't save lives. I just don't see it. Saving a life only requires an emergency heal of 10-20% of a player's health, and for healing on that magnitude it doesn't matter what your immediate throughput is. What's more important is whether you can push the raid back up high enough to survive the next spike, and for that procs are fine.

Perhaps things are different in heroic mode, and there is more a need for emergency, unpredictable heals. I wouldn't know. At the rate my guild is going, I'm not sure we'll be doing much heroic content before the next tier comes out.

As well, I'll certainly agree things are different in a lot of ways once you master a tier and have everything on farm. You'd rather avoid proc-based gear for on-farm content. Additionally, sustainable throughput is much less interesting, and in particular haste is a lot more valuable.

Sunday, January 30, 2011

Sustainable HPS theorycrafting

Tangedyn writes:
I was not satisfied with TreeCalcs having 2 different metrics. Although sound in theory, in practice hardly anyone knows how to use the 2 different metrics which is why most people seem to simply ignore MPS and look at HPS... which severely overinflates the value of Haste Rating. My model combines the two into one measure called "Sustainable HPS", basically the maximum sustainable HPS given available mana.
I'm delighted to see this kind of theorycrafting. Here is a link to the spreadsheet.

Tagedyn calculates over several healing models. To give an idea of the results, here are the relative stat values for the model where you roll lifebloom and rejuvenation on a tank and then focus on the raid:
  • int: 1.0000
  • sp: 0.3907
  • spi: 0.3707
  • mastery: 0.2099
  • crit: 0.1694
  • haste: 0.0756
A few things to note:
  • Intellect is the best, followed distantly by spirit, followed distantly by mastery and crit.
  • Haste is rock bottom of the barrel, both for raid healing and tank healing. This is counterintuitive, because it is king for max throughput. Max throughput just isn't that important.
  • Intellect is way ahead of other stats. Always choose higher-intellect gear when you have a choice. Notably, trinkets with int should be the better choice even across ilvls. Trinkets with both int and spirit are vastly better.
One thing I wish Tegedyn would add is support for raw mp5. This would be helpful in evaluating, for example, the on-use effect of the Jar of Remedies.

Saturday, January 15, 2011

Always be casting?

At current gear levels, the best rotations for maximum sustainable throughput are a little counter-intuitive. The maxim "always be casting" does not hold for us right now!

To see why, start by looking at some heal-per-minute (HPM) estimates from the invaluable TreeCalcs spreadsheet on Elitist Jerks.
  • Lifebloom: 18.94 (assuming a rolling 3-stack)
  • Swiftmend: 9.94
  • Wild growth: 9.67
  • Rejuv: 5.53
  • HT: 4.96
  • Nourish: 4.92
  • Regrowth: 2.11
The exact values will vary depending on gear, raid buffs, and boss debuffs, but these give a rough idea. Also, these values will change in patch 4.0.6. Rejuvenate will get much cheaper, thus having a much higher HPM. Wild growth will do 30% more healing, which means 30% higher HPM. The 4.0.6 changes only further emphasize what I describe below.

These values assume that there is no overhealing. For progression content, if you can afford to let people drop to 80-90% before healing them, then this is pretty realistic. The main exception is that lifebloom on the tank will probably do a lot of overhealing, but you really need to keep that lifebloom stack rolling no matter what. If you let it drop, you don't just lose the healing from it, but also the mana regeneration.

Other things equal, you want to cast high HPM spells. At the top of the list, keep lifebloom up and cast wild growth and swiftmend whenever they are off cooldown. At the bottom of the HPM list is regrowth. Regrowth is just abysmal for sustainable throughput, so save it for emergencies or for omen of clarity. Overall, the extremes of the HPM list give us the usual conventional wisdom for sustainable throughput.

The spells in the middle are more interesting. They all have roughly the same HPM. Nourish and healing touch are nearly identical, and rejuvenate is a little bit higher. This similarity in HPM leads to a counterintuitive result: for sustained throughput, it doesn't matter very much which of these three spells you use! The only thing to be aware of is that if you cast the mana-heavy ones, you need to cast them less frequently. Thus, the more you cast rejuvenate and healing touch, the more dead time you need to sit still and let your mana regenerate.

If you are tank healing, then the thing to do is keep rejuvenate up and then cast healing touch every once in a while. How often you should cast healing touch depends on how much mana regen you have. This is a counterintuitive approach, because most druid bloggers recommend constantly spamming nourish and then casting an occasional healing touch whenever you can. However, I don't see the advantage of doing so. You do just as much healing and use just as much mana, but by casting healing touch you are able to move around between casts.

If you are raid healing, then matters are simpler: just cast rejuvenate. Rejuvenate has better HPM than any other option, and it's an instant cast, so nourish and healing touch have literally no advantage. The only time you'd want to cast something other than rejuvenate on the raid is if you need to heal someone that already has rejuvenate on them. All these rejuvenates are expensive, but like with tank healing, simply insert enough dead time that your mana doesn't drain too fast.

Both rotations have a lot of dead time in them where you just sit there twiddling your thumbs and watching the pretty graphics. How much dead time is enough? It's a matter of theorycrafting, and I don't know. As a rough ball park, though, I believe it should be substantial, something like 40% of the time. Instead of nourish spam, which you can do indefinitely, you cast spells that are roughly twice as expensive, roughly half as often.

I know this dead time is counterintuitive. Dps casters must Always Be Casting to get their highest dps, but that's only true when they are in a position of never running out of mana. Also, all the blogging restoration druids are recommending never-ending nourish spam whenever your mana is tight. Perhaps their intuition is that nourish is "free", because while you cast it you regenerate enough mana to cover the cost. However, you still have to pay the cost of the spell. If you instead don't cast, for the same amount of time, you get to cast rejuvenate or healing touch sooner, and this makes up for the lost healing from nourish.

If Blizzard wanted to change this situation, they could make nourish do much more healing and thus have better HPM than healing touch and rejuvenate. Then what we'd cast nourish as much as possible and only use the more expensive spells because we become GCD locked. However, honestly, I kinda like the idea of having some free time to think and move around. It's a nice change of pace. It makes healing more deliberate and less spammy.