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11.0.2
PTR
11.0.5
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评论来自
Ghost7718
well actually it's an overall 7.15% increase(Ignoring Earthliving Weapon), as it's 12.5% of the first heal, not the total Heal. 1.875/1.75=1.0715
I should have clearer when I used the 12.5% increase stated from the first post on this page:
The fourth target would only get healed for 12,5% of the first target's heal.
What he meant to say, I think, was that normally chain heal gets 125% of your +healing (i know + healing is now spell power but blizzard said their new system would reflect the same amount).
2.5 second cast time divided by 3.5 seconds = 0.71428571428571428571428571428571
0.71428571428571428571428571428571 x 1.75 = 125% of your + healing
The 1.75 is a result of:
1.0 because 0.71428571428571428571428571428571 is the coefficient for the 1st hit
0.5 for the 2nd bounce
0.25 for the 3rd bounce
= 1.75
______________________
If we were to have a 4th bounce we could need to take half of the coefficient from the 3rd bounce and add it to the whole. That is: 0.25 divided by 2 = 0.125 =
12.5%
1.0 + 0.50 + 0.25 + 0.125 = 1.875 as our coefficient for a 4 bounce chain heal.
So effectively when I say 12.5% increase, I mean to say; we get 12.5% more of our +healing at the very least.
Read on to see what the increase is on the base with absolutely no gear:
I can understand how it would sound like I was saying it was a 12.5% increase overall. It was my fault for not being clear in my original posts. It is hard to say how much the total increase is after the base is added unless you take into account your healing gear which is variable from player to player. What we could do is set up a lower bound assuming 0 + healing.
With 0 + healing
Chain Heal
(using the max rank for calculations)
1205 x 1.75 = 2108.75
1205 x 1.875 = 2259.375
(2259.375 - 2108.75) / 2108.75 = 0.0714285 = 7.1% increase overall with no +healing
So with no talents in restoration and no earlthliving and no + healing gear on this glyph adds 7.1% to your total heal when you cast chain heal. That is a minimum increase of 7.1%.
My posts were meant to be read by those of you with gear and talents. After you apply 2000 + healing into the equation with talents that improve chain heal and healing overall you start to see better results.
Mulgoric
Shaman | Ream: Daggerspine
评论来自
chaosking202
What the previous poster ment about it being removed from npc's means that it can no longer be trained.
评论来自
gnomeslayer78
i usally heal for around 5300 on my first ch heal and after it jumps 3 times i usally heal the 4th guy for 600
评论来自
302445
Wait wait wait, so is there still such a glyph out there? I'm in China and wrath hasn't come out yet, can I still get this glyph? does it still exist?
评论来自
323182
i really enjoy this glyph in raids when im specced resto because even in a 5 man if u have only melee dps you can keep them all healthily stable with chain heal procs. IMO best resto glyph EVER
评论来自
Icetemplar
As all the math above has stated and concluded that with this glyph you get more healing from the same spell that all shamans love. However in my experience you can't quite heal a 5 man dungeon at least till your ready to take on Nax. If your shaman just hit raid lv, hope for a run through or think about skipping this glyph for now.
评论来自
493499
This used to be one of the best resto glyphs as of 4.0 is no longer is. Even if you heal 4 targets with every chain heal it is a downgrade. The relative percentages lost are as follows:
No bounce 0.15
One Bounce 0.1
Two Bounce 0.052968037
Three Bounce 0.009395973
This means that at no time is your chain heal ever better with this glyph than without. Since most chain heals do not hit 4 targets the amount of healing lost can be substantial.
Thanks Blizzard for another glyph that looks awesome but in actuality is a P.O.S.
评论来自
Pope
Damn, these comments definitely need TL;DR.
Math will solve the problem:
Assume an initial heal of 10K.
No glyph: bounces heal for 70% of the previous heal.
10K
7K
4.9K
3.43K
Total: 25.33K
With glyph: bounces heal for 80.5% of the previous heal. (70% * 1.15 = 80.5%)
9K
7.25K
5.83K
4.69K
Total: 26.77K
治疗链
评论来自
rhastia
Pope, you're interpreting the glyph wrong. It's not a 15% increase after the 30% decrease, its a 15% increase from the previous heal.
Chain Heal: Subsequent target healing is reduced by 30%.
Glyph: Subsequent target healing is increased by 15%.
So when taken together, it ends up being...
Chain Heal w/ Glyph: Subsequent target healing is decreased by 15%.
So using your example the numbers for the glyphed heal work out to:
with glyph, bounces at .85
1st target - 9k
2nd target - 7.65k
3rd target - 6.2k
4th target - 5.27k
Total Healed: 28.12k
So, overall, it increases the amount of healing done with 4 targets by 11%. When in an instance, its useful when you combine it with Spirit Link Totem, ensuring you get the most bang for your buck.
评论来自
PriestessAur
In Mists of Pandaria this glyph has changed.
OLD: Glyph of Chain Heal - Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%.
NEW: Glyph of Unstable Earth - Causes your Earthquake spell to also reduce the movement speed of affected targets by 40% for 3 sec.
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