Quantify Balance Druid Raid Utility

Those anybody know of any data crunching that’s been done to quantify the raid benefit of the first balance druid added to a 25 man raid? It seems like the balance druid provides a lot of benefits, but I wonder if it can be measured in terms of what the equivalent in terms of additional dps and healers it offers. Clearly it’s going to vary depending on the fight, but it should be possible to come up with some approximate ballparks based on reasonable assumptions.

Specifically:
If combat res and innervate are used on healers, does that provide equivalent healing to having 1 additional healer on the team? Or is it more or less?
What if combat res is used on a dps player and innervate is used on healers?
In practice, how often is combat res used on dps/healers for killing fights?

How much does insect swarm reduce tank healing?

What percentage of the raid’s damage (I assume very low) and main tank’s threat does improved thorns add, vs. normal thorns?

What percentage of the raid’s damage and main tank’s threat does improved faerie fire add, vs. normal faerie fire?

Just looking for ballparks or directions to sources where this data might be.

Just switch to Resto , none want Boomkin

says the rogue xD

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Innervate the arcane mage, boomking-destrox3-elesham is slightly better then bringing a 4th lock to that group, you also help physical DPS with imp fairy fire.
Edit: Google druid tbc discord for source

Thanks for this. Can you give me any more direction as to where on the discord?

I think I can actually answer a lot of this myself on reflection.

CR: One additional combat res is probably about the same utility as an additional soulstone so can be ignored when comparing against warlock. On that note, I also going to assume there’s already enough warlocks to cover curses, so taking an extra warlock instead of the first boomkin doesn’t add any curse utility.

Innervate: Again, there’s probably already a few innervates so this is 1 extra innervate. Let’s say this adds equivalent of 25% of a player for either dps or healing.

Moonkin Aura: 5% crit = about 16% of a warlock worth of damage (5% damage boost to 4 warlock’s direct damage - 80% of total dmg)
EDIT: Moonkin aura will also increase the uptime of Improve Shadow Bolt procs from crits by up to 5%, so that’s up to 1% increase in raid shadow damage caused. Not huge, so I’ll leave the number at 16%.

Improved thorns: Based on my guild’s logs that adds about half a percent to tank damage and threat. Worth having I guess, but doesn’t significantly contribute to raid damage. Maybe counts as 2.5% of a dps player because it increases the threat ceiling (assuming 5 of the dps players are threat capped).
EDIT: Somebody below noted that imp thorns can be done by restro druid, so perhaps this can be discounted.

Improved Faerie Fire: Assuming the tanks and melee dps can efficiently swap out gear this is a 3% damage gain to all physical dps, including tank threat. Realistically let’s say it’s 2% dmg and tank threat increase, and assume the raid has physical dps equivalent of 5 physical dps (including tank dps). The raid utility of this is then 10% of a player in pure dps and another 10% in increasing threat ceiling (again, assuming 5 threat capped players), so 20% of a player worth of raid utility.
EDIT: this also does not consider that having the boomkin keep fairie fire up means somebody else doesn’t have to keep track of and spend GCDs on it.

Insect Swarm: 2% reduced damage from boss attacks. Let’s say damage affected by insect swarm is about 60% of damage taken by the raid = 1.2% less damage taken and healing needed.

Total raid utility of first boomkin instead of 5th or 6th warlock:
25+16+2.5+20+1.2 = 64.7%. The numbers aren’t precise, so it’s around 55-70% of an average warlock’s worth of raid utility.

Given that the last warlock picked is likely to be below average then, the boomkin actually only needs to be doing something less than 35-55% (maybe as low as 20-40%) of the damage of the last warlock picked, in order to be worth taking.

Any thoughts on these numbers? Did I miss anything or get anything wrong?

My guild wants a boomkin.

I just wanna add, that Improved Thorns can easily be specced as resto.
So its not really something a fat bird brings to the table.
They have improved Faerie Fire, crit aura, Innervate (that the bad birds use on themselves lol), combat ress and Insect Swarm, thats about the level of utility they bring. If you dont want/need any those things, dont get a fat bird.

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Thanks! Only contributes 2.5% anyway, but good to know.

Presumably they shouldn’t though, unless they are much better geared than others who might use it.

For an conversation ? https://youtu.be/AHYlkowlfUI

5% spell crit and 3% mele and range hit, combined with okish dps ( https://classic.warcraftlogs.com/zone/rankings/1008#boss=650&class=Druid&spec=Balance ) makes balance a really good addition to your raid. It’s like a SV hunter, you need 1 of, for optiman raid setup.
TBC isn’t classic. A lot of the specs are viable, due to raid wide contribution. Shadow priest for % shadow damage and mana battery. Ret paladin for 3% crit. SV Hunter for AP. Encha Shaman for AP. Balance druid for Crit and phy hit. Ele shaman for spell hit and spell crit. All really garbage classic specs and really good TBC specs.

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Yeh agree, thats why i said “the bad birds” hehe.

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Improved Faerie Fire significantly increases raid damage, battle ress and innervate are just a cherry on a top.

Balance druid can mean a difference between constantly wiping and killing a boss on progression.

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Eh, you are far fetching here. Although I agree on the benefits of balance druids, there is no such thing as constantly wiping in Classic. Progress means, how fast you can kill the boss.

Wiping or avoiding Nightbane is still very common in 2nd and 3rd Kara groups, when weaker players start doing T5 you’ll see a lot of wipes

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