Talk:Heal efficiency

I'd indicated some time ago that I desired to do something like this. For now, these are the only skills listed here, however I intend to add to this list if this form of an article is supported by the community. Otherwise, I don't wish to waste too much time if something like this is deemed unneeded. - Greven 17:45, 17 May 2006 (CDT)
 * Just a quick note before sleep. Shouldn't this be in the research category or something. I can't really remember the correct place, but see one of the previous similiar articles. --[[Image:Gem-icon-sm.png|User:Gem]] 17:46, 17 May 2006 (CDT)


 * Divine favor is actually a significant factor if you want to do a comparison like this. For example, with 16 healing and 9 divine, orison and other are much closer to each other than without the divine (20.6 versus 22).  At least, a discussion of a metric should include what it's not useful for, as reference.  --68.142.14.151 17:59, 17 May 2006 (CDT)
 * I'll make a note of this in the article, however I won't go in explicit detail, as Divine Favor also applies to any non-healing Monk skill. - Greven 19:16, 17 May 2006 (CDT)


 * This kind of research is supported, and you'll find some work done by Ollj on the matter somewhere. He had charts and stuff. I agree that ignoring Divine Favor does not make a whole lot of sense most of the time. A Boon Prot monk actually relies on high Div favor to boost his heals. Also, I don't understand any of the tables. If someone can kindly explain the correlation, I'd be very grateful. --Karlos 22:24, 20 May 2006 (CDT)


 * There's no way to chart the efficiency including Divine Favor. Additionally, not everyone is a Monk primary - and Monks aren't the only ones with heals.  I won't just add Monk skills as "healing" as you may have noticed by the inclusion of Vampiric Gaze.  I realize that some Monks rely on Divine Favor as their primary source of healing, however with the variable nature of Divine Favor and the additional compounding factor of variable attributes of the skills themselves makes things complicated.  That being said, I could add a chart detailing the efficiency of spells working with Divine Favor.  On another note, Karlos, it's simple division as to how the tables were made.  For instance, the efficiency of Healing Burst is that it heals 6 points of health for every 1 energy cost at 0 Healing Prayers.  - Greven 00:24, 21 May 2006 (CDT)


 * Alright, the Divine Favor charts are added in. Easy enough to add the correct value to particular skills to see which is more efficient. - Greven 14:38, 21 May 2006 (CDT)

I still don't like this article much. It's not linked from anywhere, either. --Fyren 01:36, 18 September 2006 (CDT)
 * Is it completely unuseful? I'm not sure where to link it from, personally.  I proposed long ago to add the information in a chart form to each healing skill page (like what has been done with Energy management skills), but was told it would be a bad idea, so this is why the article exists as it is. - Greven 01:53, 18 September 2006 (CDT)
 * The anonymous comment above was made by me. For this, I don't think considering only the cost, activation, or recharge is helpful.  Even if you combined all of them together (not that I think there can be a good way to do so), it would still be lacking information beyond just the numbers.  Gift of health sits pretty well in the middle of all the tables, but it's a very good skill for many monk builds.  Healing whisper is pretty high, but you can't really analyze the skill without considering the half-range aspect.  The divine favor information is vital, like I said while anonymous, but people aren't really going to use the table near the bottom to factor it in.
 * There might be some bias on my part about what I think is and isn't useful information. I wrote the original version of energy management guide while anonymous and dislike what it's ended up as.  I tried to write it considering the how, what, and why of the skills people were actually using in PvP for energy management (at the time I wrote it) and leave out theory.
 * Back to the point, I think putting a three line table in each skill (for heal versus cost/activation/recharge) isn't helpful at all. I'm not saying delete this, but the information needs to be findable.  Maybe link it from monk or the monk guide or any similar articles, if there are any.  Or maybe in the energy management article, too.  --Fyren 02:09, 18 September 2006 (CDT)
 * I've linked it from both Health and Heal. I'm not sure I want to link it to a Monk/Monk guide as it isn't strictly for that class. - Greven 13:31, 19 September 2006 (CDT)

Organization
Is the order of the skills (by highest at 0) useful? I don't particularly like this, but the question is... where do you place the starting point? At 16? Or perhaps 12? Any ideas? - Greven 21:43, 20 May 2006 (CDT)
 * Sorting by 12 and 16 would both produce similar tables. -- Gordon Ecker 02:27, 8 January 2007 (CST)
 * Yeah, although they'd still be somewhat of a mess, due to the interesting progressions and start points of some things. - Greven 03:04, 8 January 2007 (CST)

Recycle
Efficieny vs. recycle time (cast time+recharge time) is arguably more valuable than recharge time alone. &mdash; Shining 17:47, 8 October 2006 (CDT)
 * Good point. - Greven 18:13, 8 October 2006 (CDT)

Analysis
For the less observant wikiers, couldn't an analysis on certain healing skills (the strongest for cost, recharge, etc.) be written? Just a thought, thanks.
 * If I have some time to do this tonight, I'll probably restructure this and write up some notes as well. Likely, I'll create a couple templates so this can be more easily added. - Greven 17:49, 1 February 2007 (CST)

Progression template
You could make your own version of template:progression row. The real one checks the attribute to see how high it can go and not generate cells, you could stick in N/As instead. --Fyren 01:22, 9 February 2007 (CST)