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wow-downranking's Issues

Paladin Flash Heal Base Values

Hello, I think the paladin heal values for flash of light are off in the flash of light json file.
I ran a test on my lv 60 human holy paladin by removing all my gear and unlearning all my talents then looking at the tooltips.
For some reason the online databases seem to all be fairly inconsistent on how much these spells heal.

Rank 1: 67-77
Rank 2: 102-117
Rank 3: 153-171
Rank 4: 206-231
Rank 5: 278-310
Rank 6: 348-389

Here is a sample screenshot. If you want all my screenshots of the values let me know.
Rank1Flash

Blessing of Light bonuses for Holy Light; Healing Light talent calculation

Hello,

I have been working on a project that parallels your work on Paladin downranking, and our results mostly agree. However I saw a couple of discrepancies:

It seems the bonus to Holy Light ranks 1, 2, and 3 healing from Blessing of Light isn't being calculated correctly on the website. The reported average healing values seem to be too high.

Additionally, during my work I found that the Paladin talent for +12% healing on Holy Light and Flash of Light appears to actually only apply to the base healing for the spells, not as a final modifier after SC calculations. (The spell tool-tips for the spells display updated numbers with talent points in the talent.)

I can document some experimental data from in-game trials if desired.

Comparison button

Add functionality for comparing two spells given the current Healing power

Druid Healing Touch costCoeff discrepancy in calculations.js

Hey on lines 182 and 190 in calculations.js, you compute your costCoeff as the product of all mana cost reduction coefficients. This needs to be ADDITIVE, i.e costCoeff = (1-0.09-0.1) for 3/3 moonglow & 5/5 tranquil spirit, not (1-0.09)*(1-0.1) as currently computed. This was discovered specifically when finding out healing touch rank 10 with 3/3 moonglow and 5/5 tranquil spirit costs 583 mana, instead of 589 mana in game. Its only a small difference, but I thought you might care.

Support for Chain Heal bounces

Any plan to add support for the bounces of Chain Heal.

While the current tool is really good, it doesn't really show the full view for Chain Heal. Specifically if you also want to take into account the 3/8 tier 2, and/or 5/5 tier 2.5, which can decide if a lower amount of +heal will outperform a higher +heal in specific scenarios.

Depending on the implementation this could also add support for 8/8 tier 1 for shamans and Healing Wave

Improve accessibility

Provide alt tags for all resources.
Improve tag semantics
Declare language
Better links, consider description and title

Hybrid coefficients calculations

Hello,

First, thank you for your work, it is very interesting to play with numbers like that. In my attempt to understand the calculations I checked your code and found out something weird.

You have a function in the calculations.js sheet called getHybridCoeficients but it seems like you use pre-calculated coefficients (spelldata.directCoeff and spelldata.overTimeCoeff) in your calculations. I tried to compute these coefficients myself based on your guide, and the getHybridCoeficients function, and my results are different from your pre-calculated ones.

Let’s see for the druid spell regrowth :

baseCastTime = 2 > 1.5 so castTime = 2
tickDuration = 21 > 15 so duration 15

overTimePortion = (duration / 15) / ((duration / 15) + (castTime / 3.5)) = 1 / (1 + (2 / 3.5)) = 0.636
overTimeCoef = (duration / 15) * overTimePortion = 1 * overTimePortion = 0.636

directPortion = 1 - overTimePortion = 0.364
directCoef = (castTime / 3.5) * directPortion = (2 / 3.5) * 0.364 = 0.208

In the regrowth data sheet these values are set to :
directCoeff = 0.325
overTimeCoeff = 0.513

You can see quite a difference between our results but maybe I misunderstood something in the calculations.

Regards,

Renew HpS

Hi, looking on HpS table for renew and that does not make sense.
Case:
Duration: 15s
Ticks every 3s
Ticks for 190hp
total ticks is 5
total healed hp 950 (that is correct)
But shows hps 190 (3x more than real, may be in case if you apply on 3 targets, but then mana is different)

Can you please check that?

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