# Stats For Holy Pre-Legion/Legion

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**1**of**1**### Stats For Holy Pre-Legion/Legion

by **Jaedaddy** » 15 Jul 2016, 17:21

I understand that for discipline the stat priorities Haste, Critical Strike, Mastery equals Versatility.

What's the thought for Holy?

Thanks!

What's the thought for Holy?

Thanks!

### Re: Stats For Holy Pre-Legion/Legion

by **viara** » 16 Jul 2016, 06:25

I have found that best so far is Mastery followed by Crit and Haste.

### Re: Stats For Holy Pre-Legion/Legion

by **Jaedaddy** » 16 Jul 2016, 15:06

viara wrote:I have found that best so far is Mastery followed by Crit and Haste.

I've read a couple of opinions suggesting Mastery is the best option. However, I'm not clear the rationale. Is it because it's scales up better than the other ones?

### Re: Stats For Holy Pre-Legion/Legion

by **shinbou** » 17 Jul 2016, 09:57

Mastery seems to be the best stat for legion if no major changes happen before live. Mainly cause of echo being very usefull on progress content that you arent overgearing. In pre-patch people are overgear farm content, meaning echo is going to have alot more overhealing, therefore crit and haste seem to be the better stats for pre-patch right now.

### Re: Stats For Holy Pre-Legion/Legion

by **Adinne** » 17 Jul 2016, 12:48

Well let's work out some numbers. First off we start with basic stats at lvl 110 (though the same conclusions about relative value should apply at all levels). For holy we have:

- Start with 10% mastery, gain 1% mastery for every 280 points

- Start with 5% crit, gain 1% crit for every 350 points

- Start with 0% haste, gain 1% haste for every 325 points

- Start with 0% versatility, gain 1% versatility for every 400 points

Now the basic formula for the amount of healing looks something like this:

Total Heal = Base * (1+critp)*(1+versp)*(1+mastp)

Where the base amount incorporates intellect etc, and all that matters for now is that it's independent of the other stats. This is not quite what you see in the tooltip, as that includes the versatility factor. Here critp etc are the percentages, so for instance critp = 0.1 if you have 10% crit in your character sheet.

Based on this formula we can figure out how many points of a stat you need in order to gain a 1% increase in your total healing. This number of points would be:

- 280*(1+mastp) mastery points

- 350*(1+critp) crit points

- 325*(1+hastep) haste points

- 400*(1+versp) versatility points

The precise numbers depend on your gear. The smaller the number is the more beneficial that stat is, as you can get that overall 1% effect by investing fewer points. Looking at these formulas we can see two things:

- In general the more you have of a stat the more points you need to gain that 1%, and hence the less valuable that stat becomes. Gaining an extra 200 points of mastery will do more for us when we have 12% mastery than when we have 40%.

- The weights in front affect a lot of how much gain we get from a stat. They are there partly to compensate for the fact that we have some stats initially. For instance the number for mastery is smaller than the others, which is good, but we also start with more mastery to begin with, so the second factor starts out bigger.

So let's consider starting amounts, with no gear on. Then we are looking at 10% mastery, 5% crit, and 0% of the others. Their "scores" would then be:

- mastery: 280*1.1 = 308

- crit: 350*1.05 = 367.5

- haste: 325*1 = 325

- vers: 400*1 = 400

Remember, smallest wins. So mastery would be the best, with haste second, and crit third. Of course whenever you consider haste you have to take into account that it comes at a mana cost: What we measure is the increase it offers to HPS. But if we are mana-constrainted we would probably want to devalue it a bit.

Now let's consider things a little bit further down the road. We've geared up a bit, and have made it to 30% mastery, 10% crit and 5% haste, no versatility. At that point our scores would be:

- mastery: 280*1.3 = 364

- crit: 350*1.1 = 385

- haste: 325*1.05 = 341

- vers: 400

So at that point haste would be theoretically the best, with mastery second and crit third.

We can also ask a different question: If we stay at 10% crit, how much mastery we need before crit becomes better than it. To do that we can set the two sides equal to each other:

280*(1+mastp) = 350*(1+critp) = 385

so 1+mastp = 385/280 = 1.375, or mastp = 0.375

So with 10% crit, mastery will remain better until you have 37.5% of it, at which point they are equal in value.

Other things to consider:

- Mastery does not affect the renew hot

- A crit heal has a higher chance of being overheal and be wasted

- The mastery heal takes 6 seconds to do its thing, so only matters if noone fully heals the person in the meantime.

- Start with 10% mastery, gain 1% mastery for every 280 points

- Start with 5% crit, gain 1% crit for every 350 points

- Start with 0% haste, gain 1% haste for every 325 points

- Start with 0% versatility, gain 1% versatility for every 400 points

Now the basic formula for the amount of healing looks something like this:

Total Heal = Base * (1+critp)*(1+versp)*(1+mastp)

Where the base amount incorporates intellect etc, and all that matters for now is that it's independent of the other stats. This is not quite what you see in the tooltip, as that includes the versatility factor. Here critp etc are the percentages, so for instance critp = 0.1 if you have 10% crit in your character sheet.

Based on this formula we can figure out how many points of a stat you need in order to gain a 1% increase in your total healing. This number of points would be:

- 280*(1+mastp) mastery points

- 350*(1+critp) crit points

- 325*(1+hastep) haste points

- 400*(1+versp) versatility points

The precise numbers depend on your gear. The smaller the number is the more beneficial that stat is, as you can get that overall 1% effect by investing fewer points. Looking at these formulas we can see two things:

- In general the more you have of a stat the more points you need to gain that 1%, and hence the less valuable that stat becomes. Gaining an extra 200 points of mastery will do more for us when we have 12% mastery than when we have 40%.

- The weights in front affect a lot of how much gain we get from a stat. They are there partly to compensate for the fact that we have some stats initially. For instance the number for mastery is smaller than the others, which is good, but we also start with more mastery to begin with, so the second factor starts out bigger.

So let's consider starting amounts, with no gear on. Then we are looking at 10% mastery, 5% crit, and 0% of the others. Their "scores" would then be:

- mastery: 280*1.1 = 308

- crit: 350*1.05 = 367.5

- haste: 325*1 = 325

- vers: 400*1 = 400

Remember, smallest wins. So mastery would be the best, with haste second, and crit third. Of course whenever you consider haste you have to take into account that it comes at a mana cost: What we measure is the increase it offers to HPS. But if we are mana-constrainted we would probably want to devalue it a bit.

Now let's consider things a little bit further down the road. We've geared up a bit, and have made it to 30% mastery, 10% crit and 5% haste, no versatility. At that point our scores would be:

- mastery: 280*1.3 = 364

- crit: 350*1.1 = 385

- haste: 325*1.05 = 341

- vers: 400

So at that point haste would be theoretically the best, with mastery second and crit third.

We can also ask a different question: If we stay at 10% crit, how much mastery we need before crit becomes better than it. To do that we can set the two sides equal to each other:

280*(1+mastp) = 350*(1+critp) = 385

so 1+mastp = 385/280 = 1.375, or mastp = 0.375

So with 10% crit, mastery will remain better until you have 37.5% of it, at which point they are equal in value.

Other things to consider:

- Mastery does not affect the renew hot

- A crit heal has a higher chance of being overheal and be wasted

- The mastery heal takes 6 seconds to do its thing, so only matters if noone fully heals the person in the meantime.

Healing Calculator: http://www.healadinne.com/HealCalc

HELP me with HealCalc: https://github.com/skiadas/HealCalc3/wiki/How-to-help

HealNotes Blog: http://www.healadinne.com/HealNotes

HELP me with HealCalc: https://github.com/skiadas/HealCalc3/wiki/How-to-help

HealNotes Blog: http://www.healadinne.com/HealNotes

### Re: Stats For Holy Pre-Legion/Legion

by **Jaedaddy** » 19 Jul 2016, 14:25

As always Adinne... your insight is much appreciated!!!

Further, this is what I have read from a few other sources now (but not nearly as thoroughly explained any where else).

Further, this is what I have read from a few other sources now (but not nearly as thoroughly explained any where else).

### Re: Stats For Holy Pre-Legion/Legion

by **Nieve** » 16 Jan 2017, 13:45

Hi, Addine

I have been thinking around your calculations a little... I've found that are ok for crit at 10%, when the pair mastery/crit works with the ratio 37.5/10.

But if I add a 1% crit, I've found that mastery must be (to preserve equal values) 38.75, and so on. There is no limit to the increase of mastery you need to support the increase of crit:

Crit - Mastery

5 - 31,25

6 - 32,5

7 - 33,75

8 - 35

9 - 36,25

10 - 37,5

11 - 38,75

12 - 40

13 - 41,25

14 - 42,5

15 - 43,75

16 - 45

17 - 46,25

18 - 47,5

19 - 48,75

20 - 50

21 - 51,25

22 - 52,5

23 - 53,75

24 - 55

25 - 56,25

26 - 57,5

27 - 58,75

My question is: is there an optimun value or have I to increase idefinitly mastery and crit, following this values table?

Greetings

I have been thinking around your calculations a little... I've found that are ok for crit at 10%, when the pair mastery/crit works with the ratio 37.5/10.

But if I add a 1% crit, I've found that mastery must be (to preserve equal values) 38.75, and so on. There is no limit to the increase of mastery you need to support the increase of crit:

Crit - Mastery

5 - 31,25

6 - 32,5

7 - 33,75

8 - 35

9 - 36,25

10 - 37,5

11 - 38,75

12 - 40

13 - 41,25

14 - 42,5

15 - 43,75

16 - 45

17 - 46,25

18 - 47,5

19 - 48,75

20 - 50

21 - 51,25

22 - 52,5

23 - 53,75

24 - 55

25 - 56,25

26 - 57,5

27 - 58,75

My question is: is there an optimun value or have I to increase idefinitly mastery and crit, following this values table?

Greetings

### Re: Stats For Holy Pre-Legion/Legion

by **Elvenbane** » 16 Jan 2017, 17:47

Why? Why would you necro a 6mth old post when stat rating conversions were just changed in the most recent patch?

### Re: Stats For Holy Pre-Legion/Legion

by **Nieve** » 16 Jan 2017, 23:23

Isn't that a good reason? The best reason?

I was finding info about how this changes may affect mastery soft cap, is there a better moment to do this?

Changes only affect the number of stat points to increase 1% this stat, and mastery/crit points ratio remains 1.25 anyway. Recent changes doesn't affect calculus, I think.

In fact, my data was generated with the new values.

I was finding info about how this changes may affect mastery soft cap, is there a better moment to do this?

Changes only affect the number of stat points to increase 1% this stat, and mastery/crit points ratio remains 1.25 anyway. Recent changes doesn't affect calculus, I think.

In fact, my data was generated with the new values.

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