HPS for Hpals, when Devotion Aura is calculated as HPS

So this is important for pug groups.
Normally as a healer you are often trying to steal heals to get high hps to secure your spot in the pug group, which sorts out depending on these meters.
Even though the intelligence of these kind of people and the raid leaders wont increase and they certainly wont understand, I will just mention this one here.

Devotion aura passive 3% (which any Pal can give) and active ability 15% accounts roughly, after several statistics, calculated from Details: Taken Damage, Time, Cooldowns, Overall Heal, Hps, constantly to about 33% of the overall heal of the Paladin. (Accounted for the 3% loss while using 15% on a 2.5min-3min CD usage)

This percentage value is naturally antiproportional depending on the difficulty of the enemy and the Paladins gear for output.

So to make it simple, just add 30% on a pal that has 80k hps to a druid with 100k hps to then judge the pal by its true value, around 105k hps.

Lastly, to further go into the real hps perception, hots will unnecessary overheal and often also heal unnecessarily only to top people of, which means there can be downtime for spot healing for classes like a hpal. This should be accounted as well in the interpretation of the hps.

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I mean… if the party is not dying, then why does the amount of healing you are doing in a pug matter?

I’ve never heard of a low hps healer being kicked in a group that isn’t wiping before, seems asinine to me. If there is nothing to heal, you dps, you don’t just become bone idle because you’re surplus to requirement.

Further, you do realize with druids plonking their hots on everything that breathes, classes like paladin, holy priest etc are working harder to achieve hps? Because every time damage comes in, the hots are already working to eradicate any chance to heal.

Lastly, DR is the probably the most powerful aspect of healing, you simply did not take damage, of course that is going to factor in largely to healing, but you didn’t actually restore hp as part of the process.

Edit: Man I must be tired today, the person might actually be on the side of Paladins, I need more coffee, either way, the first part about pug groups is still useful, dps > overhealing.

Don’t be ridiculous.

If that were the case we’d have to add hps and dps to a druid because they give you a vers buff.

Also, you somehow manage to get a 3% DR to equal a 30% increase on a palas HPS? Do you even maths?

Lets also add damage to mages because they give an int buff.

Lordy :man_facepalming:

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I like it , I like it, get this panda on the dev team.

I also give 5% stamina as a priest so you know, that’s like an extra 5% damage mitigated, I can take at least 50k hps for that one.

Can I apply this logic when I pop Heroism towards my dps? If so I agree with OP.

This sorting out exists in pugs.

Yes 3% vers, means 1.5% def as devotion aura has to be accounted for.

Yes I do math and you obviously dont. The damage a boss does to the whole raid is more than normal players on their own dps or hps. One AoE of a Boss is like 400k life x n where n is the raid size. This would count as one usage of devotion auras CD. While the whole taken damage of the raid minus this is the 3% Devotion Aura. In HC for 25-30 man raid sizes I think, when I remember correctly it was on average more than 150 million taken damage, which sure varies per encounter. Now do 150 million minus the active effect times 0.03.
Genius Pandaren

it is valid to interpret the buffs as damage for the class, or you just say raid/group damage increases. Like DH or mage. This is not minor. If a DH is missing and the raid has mostly casters, the debuff on the boss alone would push the DHs dps so hard that you could say you just need to bring a low ilvl one (also depending on the casters ilvl, further distance leads to more dps enhancing effect on the debuff supplier)

I think that is primarily because in order to get into some high end guilds you need to show up logs as part of your application. Sadly a lot of people have no idea how to read logs, and brush anything short of a blue overall parse percentage off. This is not an issue on ultra high end guilds of course, but it is for guilds who are still progressing (hopefully not for heroic raiding guilds though).

Outside of that I can only think of one wanting it to show up for the competitive aspect.

A druid has not the vers from Mark of the Wild calculated in their healing that is 1.5% damage reduction constant + they also bring 3% damage to the group/raid as it is a vers buff.
The Paladin devo aura is just a damage reduction.

I also do not understand how you get a 3% effect added with a 3min cooldown adding 12% for 8 seconds to become worth 30% added to hps numbers.

Secondly HPS is a bad metric to use because if everyone is alive at the end of the boss (in raid) you have done your job.

The trick to get high hps values is to run less healers so more of the healing the healers do do is not over healing.

But DH is not balanced around a raid group where the DH debuff is effectively the same as having somewhere between 1 and 3 more players in the group.
But Dh is not being balanced around this the damage done of the DH is balanced as if there is no one else there doing damage.

The thing is if we are going to do this with Devo Aura we need to do this with all buffs and debuffs and all the effects going on.
And there are also other healer cooldowns that is damage reduction that does not factor in on logs like the Shaman Spirit Link totem.

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Its nice to see a healing thread because i have no idea what was said, but it was interesting to read.

Might try a healer for the 1sst time to see what its like

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