I've been contributing a little to Terreo's great mod PriestTrack, which is being developed to record relevant pvp data which can be used to make informed decisions on specs and gear. On of the parts I've been working on is a section that calculates how much your heals will heal for, and how much they
could heal for given other talent/gear choices. Since hitting 80, it's been bothering me that my calculated values were differing from the actual healing, so this evening I went out and tested it.
TLDR Version: About 4 hours and 400 respec gold later I have determined that the coders who put this together are actually monkeys.
Renew:
On renew I've been noticing the smallest difference in expected and actual healing, but I was seeing consistently 10 to 20 less healing per tick than I expected. After testing, I've identified the problem to me this:
The effects of Twin Disciplines and Improved Renew are stacking additively rather than multiplicatively.
In case you're not sure that this is a bug, every power multiplying talent in the game is designed to stack multiplicative.
With Spiritual Healing and Twin Disciplines:
Code:
y = 1.10 * 1.05 * x
With Spiritual Healing and Imp Renew:
Code:
y = 1.10 * 1.15 * x
With Spiritual Healing, Twin Disciplines, and Imp Renew it should be:
Code:
y = 1.10 * 1.05 * 1.15 * x
but is
Code:
y = 1.10 * (1.05 + 0.15) * x
PoM:
I was noticing that PoM is healing for significantly more than it should. In fact, in my current gear it was a difference of almost exactly 15%, so I thought maybe Imp Renew was mistakenly affecting PoM. However, the truth is even more ridiculous:
The effects of Twin Disciplines and Spiritual Healing are being applied twice to PoM.
With Spiritual Healing:
Code:
y = 1.10 * 1.10 * x
With Twin Disciplines:
Code:
y = 1.05 * 1.05 * x
However (get this) when the two talents are combined, instead of multiplying together (correct) or adding together (incorrect) one set of multipliers is added and one set is multiplied.
With Spiritual Healing and Twin Disciplines:
Code:
y = 1.10 * (1.10 + 0.05) * 1.05 * x
PWS:
The first thing I noticed is that Twin Disciplines is finally working now on PWS (yay!). However, that doesn't offset the other change.
Some of you may remember when Imp PWS was a bad talent because it only affected the base amount of the spell. That was the case for a long time, until after about a year of protesting Blizzard finally fixed to actually increase the full absorption by 15%.
Three weeks ago, I did a thorough test and analysis of PWS's scaling (
http://www.arenajunkies.com/showthread.php?t=49286) and
at that time noted that the talent Imp PWS was actually having a double effect, first multiplying the base amount, and then multiplying the full absorption effect.
Certainly this is a bug and deserved to get fixed, but in a clear demonstration that Blizzard's idiocy knows no bounds
they took out the correct part and left only the base multiplier.
So there you have it ladies and gentlemen.
Improved PWS once again affects only the base absorption and is a waste of talent points. Welcome to 2006!
I apologize for the for the snide and belligerent tone of this post. But I just spent a lot of time, gold, and thought to reverse engineer some of the most inane mathematical mistakes I've ever seen, so I guess I'm a little pissed.
