HealPoints
HealPoints is a healer gear benchmark addon similar to TankPoints for tanks. It is designed to make it easier for healers to choose the most optimal gear, balancing
- Intelligence
- Mana Regen
- Spirit
- Spell Power
- Crit Rating
- Spell Haste
It displays all your relevant basic stats as well as HP/sec
, HP/mana
, etc. for all your healing spells. It also displays a few more advanced benchmarks:
- PowerPoints: focused on healing output over a short period
- EndurancePoints: focused on healing output over a long period
HealPoints detects and supports all relevant talents and almost all set and equip bonuses.
You can view your current HealPoints by typing:
/hp calc
Your HealPoints, PowerPoints and Endurance points will also be displayed on your paperdoll.
If you have a LibDataBroker feed view (e.g. TitanPanel) then you will see:
- a feed containing your current HealPoints
- a tooltip showing the value of relative stats
HealPoints contains a calculator that lets you manipulate the basic stats and see how they affect your spells and overall healing efficiency.
Sounds like a bug :-)
Could you post the following to help me find the problem? - Which spell & rank is used by HealPoints for endurancepoints without Totem of Life? (check endurancepoints' tooltip) - Which spell & rank is used by HealPoints for endurancepoints with Totem of Life? - Which other stats displayed in the calculator changes when you equip Toten of Life and what were their old & new values.
Without wearing Totem of Life I get 100459 HealPoints wearing it I get 88706 ( I loose 12K points in Endurance ).
/healpoints bscan
Without:
With:
The difference between the two is: "Relic slot empty", "Relic slot with Totem in it".
I'm not planning on supporting any such items. But you can easily simulate the effect by entering 60 extra casting regen in the calculator. You can then divide the improvement you get by 6 as you'll only be able to have the Eye's effect up 1/6th of the time.
Any chance of supporting this? i know its difficult as i saw the post abou zhc just wondering if its possible
I'm not going to make an addon for this or change HealPoints to support non-healers. Sorry.
But if anyone would like to use my code as a basis for a new addon, they're more than welcome.
ACTUALLY, I wasn't so much wanting a 'total damage' display like your healing power. I just really wanted to be able to use the calculator part of it so I could tell how int would affect my spell crit chance compared to a +spell crit item, or even how much a spirit -/+ would effect me. So I could make better decisions on the gear I want. I just really like the idea of being able to adjust the stat numbers and see how it affects me in the long run. Not so much damage output as the other attributes.
Making a similar addon for damage spells would be quite a bit more difficult. There are just so many different ways of dealing damage compared to healing. Also damage can be partially or completely resisted while healing can not.
How hard would it be to adapt this to Warlocks and Mages? Would love to be able to use the calculator on those classes too. AWESOME mod, just wish I knew how to write lua the way you do. lol
It is difficult to support activated abilities in general and ZHC in particular as the bonus granted is both temporary and variable (starts as 560, decreases by 70). So I currently don't have any plans on adding support for ZHC.
However, you can just enter 560 into the +healing input box in the HealPoints calculator to see how that affects your stats and points.
I just won Hakkar's heart yesterday and I'd like to see how much my points increases as soon as I activate the trinket, but healpoints doesn't change. Will you plan to fix it? Thanks :) (great mod btw!!!)
Should work now in the new 1.5 version.
The translation for french doesn't work, it doesn't detect the +healing and +heal/dmg bonuses.
The correct patterns are (file HealPointsBSLoc.lua) : Augmente les soins prodigu\195\169s par les sorts et effets de (%d+)% au maximum%. Augmente les d\195\169g\195\162ts et les soins produits par les sorts et effets magiques de (%d+)% au maximum%.
Nice mod anyway :)
I'm aware of this problem, but I've decided to await the 1.10 release due to the heavy priest changes there. I'd rather not make big changes now only to have to redo everything in two weeks or so.
..the auto selection of my most efficient spell. this has nothing to do with reality and is a major flaw in an addon I've been looking for since I've started playing. It's still a good addon for checking how different stats affect my spells but this flaw makes the whole healpoint deal a bit useless.
suggestion: make me specify % of different spells! example: 50% flash heal rank 7 20% flash heal rank 5 20% renew rank 10 8% renew rank 4 2% greater heal rank 5
Yes, I'll update HealPoints as soon as I'm able after the patch is released.
Will you be changing this mod when 1.10 comes out and priest spells are changed?
sorry it s working good with 1.4 version
great job
regards
That error message looks like it is from version 1.3. Which error message do you get from version 1.4?
i have an error on french realms, i'd test 1.3 and 1.4 version
[IMG]http://missilius2.free.fr/gal/error.JPG/IMG
regards
missilius
Based on Tseric's comments, it seems that Blizzard are aiming for a 5 % crit rate for all caster classes with "basic" gear. Here is what he once said: "A mage is generally expected to have around 286 points of INT at 60. This works out to about 5% crit on average for mages." This means that classes which have less int at lvl 60 should need less int to get 1 % crit.
I've not seen a lot of priest testing so far, but what I've seen suggests 50-60 int/crit. HealPoints currenly uses 50 as that's what my priest beta tester got (not a lot of casts, though) and as I think priests are expected to have less int at 60 than mages.
As for the hybrid classes, quite a lot of testing have been done for shamans and paladins. I'm pretty sure (see Mulas' post below) that 40 int is correct for shamans, while the paladin tests generally are in the 25-30 int range. This difference makes sense to me as shaman is a caster-oriented hybrid while paladin is a melee-oriented hybrid. (Shamans could be expected to have more int than paladins.)
Druid is also a caster-oriented hybrid and the testing I've seen (including my druid beta tester) suggests that their int value matches shamans.
Luckily, Tseric recently promissed that spell crit % will be available in the UI soon...