Calculations do not change regardless of the number of people hitting you. Only thing that changes is how many hits you are taking per seconds.Zxul wrote: ↑Sat Mar 01, 2025 5:34 pmNow lets go back to the real world. Add another wl or wh, since for some strange reason they like to roam in pairs, and remake the calculations.leftayparxoun wrote: ↑Sat Mar 01, 2025 4:51 pm Let's ignore the new heal component completely and even assume that you will always proc the shield on the first hit you take (more on that soon).
The abosrb shield itself scales with (30 + Mastery Lvl)/45 at level 40 in both cases.
Due to both versons having the same scaling, the damage loss will be:
(Base_old - Base_new)/Base_old * 100% = 22.9% less absorb with the above assumptions.
Again, not sure where the 66% came from.
As for the perma uptime assumption, the old version procs on being hit and has an internal cooldown (ICD) of 2 seconds.
This means that the number of attacks you take during those 2 seconds is irrelevant. They will NOT be able to refresh the proc until those 2 seconds are up. In turn, this means that after the ICD is over, every attack will have exactly 20% to proc it. Even if we were to assume you are getting hit e.g. 5 times in a second when it comes up as you mentione, this means that you have:
- 80% chance to not have procced it after the 1st attack
- 64% chance to not have procced it after the 2st attack
- 51.2% chance to not have procced it after the 3rd attack
- 40.1% chance to not have procced it after the 4th attack
- 32.8% chance to not have procced it after the 5th attack
As you can hopefully agree on, the old version is quite unreliable even under ideal conditions to proc it when the ICD is up. The time wasted by the old version not proccing is way more significant than the new version with perma uptime but 23% less potency. Or at the very least the shield effectiveness will be comparable.
And now you also get 3 small heals on top.
To reach a 23% efficiency loss (at which point the Absorb/second value becomes equal between old and new versions) you'd have to proc the old Shield on average at X seconds after the GCD ends, where:
1/(2+X) = (1-0.23)/2
1/(2+X) = 0.385
X = 1/0.385 - 2
X = 0.6 seconds
Proccing the 20% Absorb at that point on average would mean that 50% of the time you get it before it and 50% of the time you get it at that point or after it.
I will not prove it here but the expected value in this kind of experiment (described by a geometric distribution) is:
1/p, where p = chance of success
Here we get 1/0.2 = 5 attacks on average in that duration.
The hits/second required to reach that will be 5/0.6 = 8.33 hits/s
If your attackers are hitting you 8.33 times per seconds or less on average, then the new Absorb shield part is better. 8.333 hits/s is quite high on average. A solo WH or WL could potentially reach 5 or 6 during in their burst but their average would be quite lower (around 2). I'd argue that you'd need 4 people hitting you to achieve a 8.33hit/s average. Perhaps 5.
And we are of course ignoring the healing portion of the new Ritual as mentioned before.
For reference, Zealot is my most played class. Specifically healer Zealot.Zxul wrote: ↑Sat Mar 01, 2025 4:10 pm As someone who actually plays zealot, unlike someone who has no idea about the class but still posts giant walls of text, yep like I said non in his right mind will take more than 1 ritual. Non is going to spec according to "hey, I might use this ritual eventually sometime"- either that specific ritual fits the spec, or you got a better things to waste the mastery point and the gcd on.
Resorting to personal attacks is not something I enjoy, so I just bid you farewell and hope you enjoy your 1 Ritual builds
